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--- **AI** -- **AI A2A Air Patrolling or Staging.**
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ====
--
-- @module AI_A2A
--- @type AI_A2A
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- # AI_A2A class, extends @{Fsm#FSM_CONTROLLABLE}
--
-- The AI_A2A class implements the core functions to operate an AI @{Group} A2A tasking.
--
--
-- ## AI_A2A constructor
--
-- * @{#AI_A2A.New}(): Creates a new AI_A2A object.
--
-- ## 2. AI_A2A is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI_A2A States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base.
-- * **Stopped** ( Group ): The process is stopped.
-- * **Crashed** ( Group ): The AI has crashed or is dead.
--
-- ### 2.2. AI_A2A Events
--
-- * **Start** ( Group ): Start the process.
-- * **Stop** ( Group ): Stop the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
-- * @{#AI_A2A.SetControllable}(): Set the AIControllable.
-- * @{#AI_A2A.GetControllable}(): Get the AIControllable.
--
-- @field #AI_A2A
AI_A2A = {
ClassName = "AI_A2A",
}
--- Creates a new AI_A2A object
-- @param #AI_A2A self
-- @param Wrapper.Group#GROUP AIGroup The GROUP object to receive the A2A Process.
-- @return #AI_A2A
function AI_A2A:New( AIGroup )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_A2A
self:SetControllable( AIGroup )
self:ManageFuel( .2, 60 )
self:ManageDamage( 1 )
self:SetStartState( "Stopped" )
self:AddTransition( "*", "Stop", "Stopped" )
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#AI_A2A] OnLeaveStopped
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#AI_A2A] OnEnterStopped
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#AI_A2A] OnBeforeStop
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#AI_A2A] OnAfterStop
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_A2A] Stop
-- @param #AI_A2A self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#AI_A2A] __Stop
-- @param #AI_A2A self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A.
--- OnBefore Transition Handler for Event Status.
-- @function [parent=#AI_A2A] OnBeforeStatus
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Status.
-- @function [parent=#AI_A2A] OnAfterStatus
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_A2A] Status
-- @param #AI_A2A self
--- Asynchronous Event Trigger for Event Status.
-- @function [parent=#AI_A2A] __Status
-- @param #AI_A2A self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "RTB", "Returning" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A.
--- OnBefore Transition Handler for Event RTB.
-- @function [parent=#AI_A2A] OnBeforeRTB
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event RTB.
-- @function [parent=#AI_A2A] OnAfterRTB
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_A2A] RTB
-- @param #AI_A2A self
--- Asynchronous Event Trigger for Event RTB.
-- @function [parent=#AI_A2A] __RTB
-- @param #AI_A2A self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Returning.
-- @function [parent=#AI_A2A] OnLeaveReturning
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Returning.
-- @function [parent=#AI_A2A] OnEnterReturning
-- @param #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" )
return self
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_A2A self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @return #AI_A2A self
function AI_A2A:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_A2A self
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_A2A self
function AI_A2A:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Set the status checking off.
-- @param #AI_A2A self
-- @return #AI_A2A self
function AI_A2A:SetStatusOff()
self:F2()
self.CheckStatus = false
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_A2A.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_A2A self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_A2A self
function AI_A2A:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- @param #AI_A2A self
-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_A2A self
function AI_A2A:ManageDamage( PatrolDamageTreshold )
self.PatrolManageDamage = true
self.PatrolDamageTreshold = PatrolDamageTreshold
return self
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2A self
-- @return #AI_A2A self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A:onafterStart( Controllable, From, Event, To )
self:F2()
self:__Status( 60 ) -- Check status status every 30 seconds.
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
end
--- @param #AI_A2A self
function AI_A2A:onbeforeStatus()
return self.CheckStatus
end
--- @param #AI_A2A self
function AI_A2A:onafterStatus()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then
local RTB = false
local Fuel = self.Controllable:GetUnit(1):GetFuel()
if Fuel < self.PatrolFuelTresholdPercentage then
self:E( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local AIControllableTemplate = self.Controllable:GetTemplate()
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true
else
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageTreshold then
self:E( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end
if RTB == true then
self:RTB()
else
self:__Status( 60 ) -- Execute the Patrol event after 30 seconds.
end
end
end
--- @param #AI_A2A self
function AI_A2A:onafterRTB()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then
self.CheckStatus = false
local PatrolRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( PatrolRoute )
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 1 )
end
end
--- @param #AI_A2A self
function AI_A2A:onafterDead()
self:SetStatusOff()
end
--- @param #AI_A2A self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A:OnCrash( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:E( self.Controllable:GetUnits() )
if #self.Controllable:GetUnits() == 1 then
self:__Crash( 1, EventData )
end
end
end
--- @param #AI_A2A self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A:OnEjection( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__Eject( 1, EventData )
end
end
--- @param #AI_A2A self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A:OnPilotDead( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__PilotDead( 1, EventData )
end
end

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--- **AI** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
-- ===
--
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
--
-- There are the following types of CAP classes defined:
--
-- * @{#AI_A2A_CAP}: Perform a CAP in a zone.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ====
--
-- @module AI_A2A_Cap
--- @type AI_A2A_CAP
-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
--- # AI_A2A_CAP class, extends @{AI_CAP#AI_PATROL_ZONE}
--
-- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_A2A_CAP constructor
--
-- * @{#AI_A2A_CAP.New}(): Creates a new AI_A2A_CAP object.
--
-- ## 2. AI_A2A_CAP is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_A2A_CAP States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_A2A_CAP Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Unit}.
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2A_CAP
AI_A2A_CAP = {
ClassName = "AI_A2A_CAP",
}
--- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AIGroup
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2A_CAP
self.Accomplished = false
self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_CAP] OnBeforeEngage
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_A2A_CAP] OnAfterEngage
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2A_CAP] Engage
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2A_CAP] __Engage
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_CAP] OnLeaveEngaging
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_A2A_CAP] OnEnterEngaging
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_CAP] OnBeforeFired
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_A2A_CAP] OnAfterFired
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2A_CAP] Fired
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2A_CAP] __Fired
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_CAP] OnBeforeDestroy
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_A2A_CAP] OnAfterDestroy
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2A_CAP] Destroy
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2A_CAP] __Destroy
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_CAP] OnBeforeAbort
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_A2A_CAP] OnAfterAbort
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2A_CAP] Abort
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2A_CAP] __Abort
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_CAP.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] OnBeforeAccomplish
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] OnAfterAccomplish
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] Accomplish
-- @param #AI_A2A_CAP self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2A_CAP] __Accomplish
-- @param #AI_A2A_CAP self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_A2A_CAP self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_A2A_CAP self
-- @param #number EngageRange The Engage Range.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onafterPatrol( AIGroup, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterPatrol( self, AIGroup, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageCapRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_A2A_CAP
EngageZone:__Engage( 1 )
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onbeforeEngage( AIGroup, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onafterAbort( AIGroup, From, Event, To )
AIGroup:ClearTasks()
self:__Route( 1 )
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE AIGroup The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackUnits )
self:F( { AIGroup, From, Event, To, AttackUnits} )
self.AttackUnits = AttackUnits or self.AttackUnits
if AIGroup:IsAlive() then
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
AIGroup:OptionROEOpenFire()
AIGroup:OptionROTPassiveDefense()
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackUnits ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
self:T( { AttackUnit, AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
AttackTasks[#AttackTasks+1] = AIGroup:TaskAttackUnit( AttackUnit )
end
end
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( EngageRoute )
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 1 )
self:__Route( 1 )
else
EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
self.Controllable:SetState( self.Controllable, "EngageZone", self )
self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageCapRoute" )
end
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 2 )
end
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_A2A_CAP self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_CAP:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_A2A_CAP self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_CAP:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end

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@ -0,0 +1,477 @@
--- **Tasking** - The AI_A2A_DISPATCHER creates and manages AI_A2A tasks based on detected targets.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module AI_A2A_Dispatcher
do -- AI_A2A_DISPATCHER
--- AI_A2A_DISPATCHER class.
-- @type AI_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # AI_A2A_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
--
-- The @{#AI_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
-- The EWR will detect units, will group them, and will dispatch AI_A2A tasks to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **INTERCEPT**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **CAP**: Is created during the mission. Targets are patrolling the zones outlined.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne patrolling and in range, that will receive this task.
--
-- Other task types will follow...
--
-- # AI_A2A_DISPATCHER constructor:
-- --------------------------------------
-- The @{#AI_A2A_DISPATCHER.New}() method creates a new AI_A2A_DISPATCHER instance.
--
-- @field #AI_A2A_DISPATCHER
AI_A2A_DISPATCHER = {
ClassName = "AI_A2A_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
SweepZones = {},
}
--- AI_A2A_DISPATCHER constructor.
-- @param #AI_A2A_DISPATCHER self
-- @param #string The Squadron Name. This name is used to control the squadron settings in the A2A dispatcher, and also in communication to human players.
-- @param Functional.Spawn#SPAWN SpawnA2A The SPAWN object to create groups that will receive the dispatched A2A Tasks. These spawn objects MUST contain all AI units.
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks.
-- @return #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:New( Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( nil, Detection ) ) -- #AI_A2A_DISPATCHER
self.Detection = Detection
-- This table models the currently alive AI_A2A processes.
self.AI_A2A = self.AI_A2A or {}
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
--self.Detection:InitDetectRadar( true )
self.Detection:SetDetectionInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterAssign
-- @param #AI_A2A_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2A#AI_A2A Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:AddTransition( "*", "CAP", "*" )
--- CAP Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- CAP Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterCAP
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- CAP Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] CAP
-- @param #AI_A2A_DISPATCHER self
--- CAP Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __CAP
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
self:__Start( 5 )
return self
end
function AI_A2A_DISPATCHER:onafterCAP()
for CAPName, CAP in pairs( self.AI_A2A["CAP"] ) do
local AIGroup = CAP.Spawn:Spawn()
self:F( { AIGroup = AIGroup:GetName() } )
if AIGroup then
CAP.Fsm = CAP.Fsm or {}
CAP.Fsm[AIGroup] = AI_A2A_CAP:New( AIGroup, CAP.Zone, CAP.FloorAltitude, CAP.CeilingAltitude, CAP.MinSpeed, CAP.MaxSpeed, CAP.AltType )
CAP.Fsm[AIGroup]:__Patrol( 2 )
end
end
end
function AI_A2A_DISPATCHER:SetCAP( CAPName, CAPSpawn, CAPZone, CAPFloorAltitude, CAPCeilingAltitude, CAPMinSpeed, CAPMaxSpeed, CAPAltType )
self.AI_A2A["CAP"] = self.AI_A2A["CAP"] or {}
self.AI_A2A["CAP"][CAPName] = self.AI_A2A["CAP"][CAPName] or {}
local CAP = self.AI_A2A["CAP"][CAPName]
CAP.Name = CAPName
CAP.Spawn = CAPSpawn -- Funtional.Spawn#SPAWN
CAP.Zone = CAPZone
CAP.FloorAltitude = CAPFloorAltitude
CAP.CeilingAltitude = CAPCeilingAltitude
CAP.MinSpeed = CAPMinSpeed
CAP.MaxSpeed = CAPMaxSpeed
CAP.AltType = CAPAltType
end
function AI_A2A_DISPATCHER:SetINTERCEPT( INTERCEPTName, INTERCEPTSpawn, CAPZone, CAPFloorAltitude, CAPCeilingAltitude, CAPMinSpeed, CAPMaxSpeed, CAPAltType )
self.AI_A2A["INTERCEPT"] = self.AI_A2A["INTERCEPT"] or {}
self.AI_A2A["INTERCEPT"][INTERCEPTName] = self.AI_A2A["INTERCEPT"][INTERCEPTName] or {}
local INTERCEPT = self.AI_A2A["INTERCEPT"][INTERCEPTName]
INTERCEPT.Name = INTERCEPTName
INTERCEPT.Spawn = INTERCEPTSpawn
INTERCEPT.Zone = CAPZone
INTERCEPT.FloorAltitude = CAPFloorAltitude
INTERCEPT.CeilingAltitude = CAPCeilingAltitude
INTERCEPT.MinSpeed = CAPMinSpeed
INTERCEPT.MaxSpeed = CAPMaxSpeed
INTERCEPT.AltType = CAPAltType
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Check if there is at least one UNIT in the DetectedSet is visible.
if DetectedItem.IsDetected == true then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an SWEEP task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
if DetectedItem.IsDetected == false then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
local ResultEngage = false
local ResultAIGroup = nil
local ResultCAPName = nil
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
for CAPName, CAP in pairs( self.AI_A2A["CAP"] ) do
for AIGroup, Fsm in pairs( CAP.Fsm ) do
self:F( { CAP = CAPName } )
self:F( { CAPFsm = CAP.Fsm } )
self:F( { AIGroup = tostring( AIGroup ), AIGroup:GetName() } )
local CAPFsm = CAP.Fsm[AIGroup]
if CAPFsm then
self:F( { CAPState = CAPFsm:GetState() } )
if CAPFsm:Is( "Patrolling" ) then
ResultEngage = true
ResultAIGroup = AIGroup
ResultCAPName = CAPName
end
end
break
end
end
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if ResultEngage == true and DetectedItem.IsDetected == true then
self:E("ENGAGE")
return DetectedSet, ResultCAPName, ResultAIGroup
end
return nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #AI_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function AI_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
if Task then
if Task:IsStatePlanned() then
local TaskName = Task:GetName()
local TaskType = TaskName:match( "(%u+)%.%d+" )
self:T2( { TaskType = TaskType } )
local Remove = false
local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
if TaskType == "ENGAGE" then
if IsPlayers == false then
Remove = true
end
end
if TaskType == "INTERCEPT" then
if IsPlayers == true then
Remove = true
end
if DetectedItem.IsDetected == false then
Remove = true
end
end
if TaskType == "SWEEP" then
if DetectedItem.IsDetected == true then
Remove = true
end
end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
--DetectedSet:Flush()
--self:E( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then
Remove = true
end
if DetectedItemChanged == true or Remove then
--self:E( "Removing Tasking: " .. Task:GetTaskName() )
Mission:RemoveTask( Task )
self.Tasks[DetectedItemIndex] = nil
end
end
end
return Task
end
--- Calculates which friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
local FriendlyTypes = {}
local FriendliesCount = 0
if FriendlyUnitsNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do
local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT
if FriendlyUnit:IsAirPlane() then
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
end
else
FriendlyTypesReport:Add( "-" )
end
return FriendliesCount, FriendlyTypesReport
end
--- Calculates which HUMAN friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
if PlayersNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
local PlayerType = PlayerUnit:GetTypeName()
PlayerTypes[PlayerName] = PlayerType
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { PlayersCount = PlayersCount } )
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
--- Calculates which AI friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
local FriendliesNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
return FriendliesNearBy
end
--- Assigns A2A AI Tasks in relation to the detected items.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function AI_A2A_DISPATCHER:ProcessDetected( Detection )
self:E()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local TaskReport = REPORT:New()
-- -- Checking the Process queue for the dispatcher, and removing any obsolete task!
-- for AI_A2A_Index, AI_A2A_Process in pairs( self.AI_A2A_Processes ) do
--
-- local AI_A2A_Process = AI_A2A_Process
-- if AI_A2A_Process:IsStatePlanned() then
-- local DetectedItem = Detection:GetDetectedItem( AI_A2A_Index )
-- if not DetectedItem then
-- self.AI_A2A_Process[AI_A2A_Index] = nil
-- end
-- end
-- end
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone
--self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush()
local DetectedID = DetectedItem.ID
local AI_A2A_Index = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
-- local AI_A2A_Process = self.AI_A2A_Processes[AI_A2A_Index]
-- AI_A2A_Process = self:EvaluateRemoveTask( AI_A2A_Process, Detection, DetectedItem, AI_A2A_Index, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
-- Evaluate A2A_Action
if DetectedCount > 0 then
local TargetSetUnit, CAPName, AIGroup = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if TargetSetUnit then
local CAP = self.AI_A2A["CAP"][CAPName]
CAP.Fsm[AIGroup]:__Engage( 1, TargetSetUnit )
end
end
end
return true
end
end

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@ -0,0 +1,427 @@
--- **AI** -- **Air Patrolling or Staging.**
--
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
--
-- ===
--
-- AI PATROL classes makes AI Controllables execute an Patrol.
--
-- There are the following types of PATROL classes defined:
--
-- * @{#AI_A2A_PATROL}: Perform a PATROL in a zone.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_PATROL Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
--
-- ### [AI_PATROL Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [AI_PATROL YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
-- ### Contributions:
--
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ====
--
-- @module AI_A2A_Patrol
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- # AI_A2A_PATROL class, extends @{Fsm#FSM_CONTROLLABLE}
--
-- The AI_A2A_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_PATROL\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_PATROL\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia9.JPG)
--
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
-- use derived AI_ classes to model AI offensive or defensive behaviour.
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
-- ## 1. AI_A2A_PATROL constructor
--
-- * @{#AI_A2A_PATROL.New}(): Creates a new AI_A2A_PATROL object.
--
-- ## 2. AI_A2A_PATROL is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI_A2A_PATROL States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base.
-- * **Stopped** ( Group ): The process is stopped.
-- * **Crashed** ( Group ): The AI has crashed or is dead.
--
-- ### 2.2. AI_A2A_PATROL Events
--
-- * **Start** ( Group ): Start the process.
-- * **Stop** ( Group ): Stop the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
-- * @{#AI_A2A_PATROL.SetControllable}(): Set the AIControllable.
-- * @{#AI_A2A_PATROL.GetControllable}(): Get the AIControllable.
--
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
--
-- * @{#AI_A2A_PATROL.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
-- * @{#AI_A2A_PATROL.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
--
-- ## 5. Manage the detection process of the AI controllable
--
-- The detection process of the AI controllable can be manipulated.
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
--
-- * @{#AI_A2A_PATROL.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#AI_A2A_PATROL.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--
-- The detection frequency can be set with @{#AI_A2A_PATROL.SetDetectionInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Unit}s detected by the AI.
--
-- The detection can be filtered to potential targets in a specific zone.
-- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected.
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
-- according the weather conditions.
--
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
--
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- ===
--
-- @field #AI_A2A_PATROL
AI_A2A_PATROL = {
ClassName = "AI_A2A_PATROL",
}
--- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIGroup
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_PATROL self
-- @usage
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
function AI_A2A_PATROL:New( AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_PATROL
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
self:AddTransition( "Stopped", "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] OnBeforePatrol
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] OnAfterPatrol
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] Patrol
-- @param #AI_A2A_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] __Patrol
-- @param #AI_A2A_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnLeavePatrolling
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnEnterPatrolling
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL.
--- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnBeforeRoute
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnAfterRoute
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2A_PATROL] Route
-- @param #AI_A2A_PATROL self
--- Asynchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2A_PATROL] __Route
-- @param #AI_A2A_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL.
return self
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_A2A_PATROL self
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_A2A_PATROL self
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_PATROL:onafterPatrol( Controllable, From, Event, To )
self:F2()
self:__Route( 1 )
self.Controllable:OnReSpawn(
function( PatrolGroup )
self:E( "ReSpawn" )
self:__Reset( 1 )
self:__Route( 5 )
end
)
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_A2A_PATROL:_NewPatrolRoute( AIControllable )
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_A2A_PATROL
PatrolZone:__Route( 1 )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_PATROL:onafterRoute( Controllable, From, Event, To )
self:F2()
-- When RTB, don't allow anymore the routing.
if From == "RTB" then
return
end
if self.Controllable:IsAlive() then
-- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
local PatrolRoute = {}
-- Calculate the current route point of the controllable as the start point of the route.
-- However, when the controllable is not in the air,
-- the controllable current waypoint is probably the airbase...
-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
-- immediately back to the airbase, and this is not correct.
-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
-- This will make the plane fly immediately to the patrol zone.
if self.Controllable:InAir() == false then
self:E( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TakeOffParking,
POINT_VEC3.RoutePointAction.FromParkingArea,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
else
self:E( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
end
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
--ToTargetPointVec3:SmokeRed()
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( PatrolRoute )
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_A2A_PATROL:_NewPatrolRoute" )
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 2 )
end
end

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--- **AI** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
-- ===
--
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
--
-- There are the following types of CAP classes defined:
--
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_CAP Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
--
-- ### [AI_CAP Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ====
--
-- @module AI_Cap
--- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
--
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_CAP_ZONE constructor
--
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
--
-- ## 2. AI_CAP_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_CAP_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_CAP_ZONE Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_CAP_ZONE
AI_CAP_ZONE = {
ClassName = "AI_CAP_ZONE",
}
--- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAP_ZONE
self.Accomplished = false
self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnBeforeEngage
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] Engage
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] __Engage
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_CAP_ZONE] OnLeaveEngaging
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_CAP_ZONE] OnEnterEngaging
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] Fired
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] __Fired
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnBeforeDestroy
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] Destroy
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] __Destroy
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnBeforeAbort
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] Abort
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] __Abort
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnBeforeAccomplish
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] Accomplish
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] __Accomplish
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_CAP_ZONE self
-- @param #number EngageRange The Engage Range.
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- onafter State Transition for Event Start.
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageCapRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_CAP_ZONE
EngageZone:__Engage( 1 )
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
if From ~= "Engaging" then
local Engage = false
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
Engage = true
break
end
end
if Engage == true then
self:E( 'Detected -> Engaging' )
self:__Engage( 1 )
end
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
if Controllable:IsAlive() then
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTPassiveDefense()
local AttackTasks = {}
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( { DetectedUnit, DetectedUnit:IsAlive(), DetectedUnit:IsAir() } )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
if self.EngageZone then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:E( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:E( {"Within Range and Engaging", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( EngageRoute )
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 1 )
self:__Route( 1 )
self:SetDetectionActivated()
else
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
self.Controllable:SetState( self.Controllable, "EngageZone", self )
self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageCapRoute" )
self:SetDetectionDeactivated()
end
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 2 )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end

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@ -38,6 +38,7 @@
--
-- @module AI_Patrol
--- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.

View File

@ -0,0 +1,565 @@
--- **AI** -- **Execute Combat Air Patrol (CAP).**
--
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
--
-- ===
--
-- AI CAP classes makes AI Controllables execute a Combat Air Patrol.
--
-- There are the following types of CAP classes defined:
--
-- * @{#AI_CAP_ZONE}: Perform a CAP in a zone.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_CAP Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
--
-- ### [AI_CAP Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ====
--
-- # YouTube Channel
--
-- ### [AI_CAP YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ====
--
-- @module AI_Cap
--- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- # AI_CAP_ZONE class, extends @{AI_CAP#AI_PATROL_ZONE}
--
-- The AI_CAP_ZONE class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_CAP_ZONE constructor
--
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
--
-- ## 2. AI_CAP_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_CAP_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_CAP_ZONE Events
--
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_CAP_ZONE
AI_CAP_ZONE = {
ClassName = "AI_CAP_ZONE",
}
--- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAP_ZONE
self.Accomplished = false
self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnBeforeEngage
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] Engage
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] __Engage
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_CAP_ZONE] OnLeaveEngaging
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_CAP_ZONE] OnEnterEngaging
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] Fired
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] __Fired
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnBeforeDestroy
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] Destroy
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] __Destroy
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnBeforeAbort
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] Abort
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] __Abort
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnBeforeAccomplish
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] Accomplish
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] __Accomplish
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_CAP_ZONE self
-- @param #number EngageRange The Engage Range.
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- onafter State Transition for Event Start.
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageCapRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_CAP_ZONE
EngageZone:__Engage( 1 )
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
if From ~= "Engaging" then
local Engage = false
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
Engage = true
break
end
end
if Engage == true then
self:E( 'Detected -> Engaging' )
self:__Engage( 1 )
end
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
if Controllable:IsAlive() then
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:RoutePointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTPassiveDefense()
local AttackTasks = {}
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( { DetectedUnit, DetectedUnit:IsAlive(), DetectedUnit:IsAir() } )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
if self.EngageZone then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:E( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:E( {"Within Range and Engaging", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( EngageRoute )
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 1 )
self:__Route( 1 )
self:SetDetectionActivated()
else
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
self.Controllable:SetState( self.Controllable, "EngageZone", self )
self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageCapRoute" )
self:SetDetectionDeactivated()
end
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 2 )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end

View File

@ -101,13 +101,13 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
Scheduler = self.PersistentSchedulers[CallID]
end
self:T3( { Scheduler = Scheduler } )
--self:T3( { Scheduler = Scheduler } )
if Scheduler then
local Schedule = self.Schedule[Scheduler][CallID]
self:T3( { Schedule = Schedule } )
--self:T3( { Schedule = Schedule } )
local ScheduleObject = Scheduler.SchedulerObject
--local ScheduleObjectName = Scheduler.SchedulerObject:GetNameAndClassID()
@ -145,7 +145,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
( Randomize * Repeat / 2 )
) +
0.01
self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )

View File

@ -1154,7 +1154,7 @@ do -- DETECTION_BASE
local EnemyUnitName = DetectedUnit:GetName()
local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil
self:T3( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
self:F( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}

View File

@ -70,7 +70,60 @@ do -- DETECTION MANAGER
self:SetStartState( "Stopped" )
self:AddTransition( "Stopped", "Start", "Started" )
--- Start Handler OnBefore for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnBeforeStart
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Start Handler OnAfter for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnAfterStart
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Start Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] Start
-- @param #DETECTION_MANAGER self
--- Start Asynchronous Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] __Start
-- @param #DETECTION_MANAGER self
-- @param #number Delay
self:AddTransition( "Started", "Stop", "Stopped" )
--- Stop Handler OnBefore for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnBeforeStop
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Stop Handler OnAfter for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] OnAfterStop
-- @param #DETECTION_MANAGER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Stop Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] Stop
-- @param #DETECTION_MANAGER self
--- Stop Asynchronous Trigger for DETECTION_MANAGER
-- @function [parent=#DETECTION_MANAGER] __Stop
-- @param #DETECTION_MANAGER self
-- @param #number Delay
self:AddTransition( "Started", "Report", "Started" )
self:SetReportInterval( 30 )

View File

@ -41,6 +41,10 @@ Functional/Detection.lua
Functional/Designate.lua
AI/AI_Balancer.lua
AI/AI_A2A.lua
AI/AI_A2A_Patrol.lua
AI/AI_A2A_Cap.lua
AI/AI_A2A_Dispatcher.lua
AI/AI_Patrol.lua
AI/AI_Cap.lua
AI/AI_Cas.lua

View File

@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170522_1100' )
env.info( 'Moose Generation Timestamp: 20170530_1057' )
local base = _G
@ -60,6 +60,10 @@ __Moose.Include( 'Functional/AirbasePolice.lua' )
__Moose.Include( 'Functional/Detection.lua' )
__Moose.Include( 'Functional/Designate.lua' )
__Moose.Include( 'AI/AI_Balancer.lua' )
__Moose.Include( 'AI/AI_A2A.lua' )
__Moose.Include( 'AI/AI_A2A_Patrol.lua' )
__Moose.Include( 'AI/AI_A2A_Cap.lua' )
__Moose.Include( 'AI/AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI/AI_Patrol.lua' )
__Moose.Include( 'AI/AI_Cap.lua' )
__Moose.Include( 'AI/AI_Cas.lua' )