Respect Gci radius

* Corrected the calculation to the distance to the airbase, when the
intercept calculation is used. Now the intercept point is not anymore
interfering with the gci radius validation and gci radius is now
correctly respected and validated.
This commit is contained in:
FlightControl_Master 2017-09-02 10:24:28 +02:00
parent e6c765c441
commit 2830bcb867

View File

@ -1369,14 +1369,14 @@ do -- AI_A2A_DISPATCHER
---
-- @param #AI_A2A_DISPATCHER self
-- @param Wrapper.Group#GROUP AIGroup
function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, Target )
function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, AttackerDetection )
local Message = "(" .. self.DefenderTasks[Defender].Type .. ") "
Message = Message .. Defender:GetName()
Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
self:F( { Target = Message } )
if Target then
self.DefenderTasks[Defender].Target = Target
Message = Message .. ( AttackerDetection and ( " target " .. AttackerDetection.Index .. " [" .. AttackerDetection.Set:Count() .. "]" ) ) or ""
self:F( { AttackerDetection = Message } )
if AttackerDetection then
self.DefenderTasks[Defender].Target = AttackerDetection
end
return self
end
@ -2510,20 +2510,20 @@ do -- AI_A2A_DISPATCHER
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:CountDefendersEngaged( Target )
function AI_A2A_DISPATCHER:CountDefendersEngaged( AttackerDetection )
-- First, count the active AIGroups Units, targetting the DetectedSet
local AIUnitCount = 0
self:E( "Counting Defenders Engaged for Attacker:" )
local DetectedSet = Target.Set
local DetectedSet = AttackerDetection.Set
DetectedSet:Flush()
local DefenderTasks = self:GetDefenderTasks()
for AIGroup, DefenderTask in pairs( DefenderTasks ) do
local AIGroup = AIGroup -- Wrapper.Group#GROUP
local DefenderTask = self:GetDefenderTaskTarget( AIGroup )
if DefenderTask and DefenderTask.Index == Target.Index then
if DefenderTask and DefenderTask.Index == AttackerDetection.Index then
AIUnitCount = AIUnitCount + AIGroup:GetSize()
self:E( "Defender Group Name: " .. AIGroup:GetName() .. ", Size: " .. AIGroup:GetSize() )
end
@ -2534,18 +2534,18 @@ do -- AI_A2A_DISPATCHER
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( AttackerDetection, DefenderCount )
local Friendlies = nil
local DetectedSet = DetectedItem.Set
local DetectedCount = DetectedSet:Count()
local AttackerSet = AttackerDetection.Set
local AttackerCount = AttackerSet:Count()
local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
local DefenderFriendlies = self:GetAIFriendliesNearBy( AttackerDetection )
for FriendlyDistance, AIFriendly in UTILS.spairs( AIFriendlies or {} ) do
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if DetectedCount > DefenderCount then
if AttackerCount > DefenderCount then
local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
if Friendly and Friendly:IsAlive() then
-- Ok, so we have a friendly near the potential target.
@ -2554,7 +2554,7 @@ do -- AI_A2A_DISPATCHER
if DefenderTask then
-- The Task should be CAP or GCI
if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then
-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet
-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the AttackerSet
if DefenderTask.Target == nil then
if DefenderTask.Fsm:Is( "Returning" )
or DefenderTask.Fsm:Is( "Patrolling" ) then
@ -2650,16 +2650,16 @@ do -- AI_A2A_DISPATCHER
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, Defenders )
function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, AttackerDetection, Defenders )
if Defenders then
for DefenderID, Defender in pairs( Defenders ) do
local Fsm = self:GetDefenderTaskFsm( Defender )
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
Fsm:__Engage( 1, AttackerDetection.Set ) -- Engage on the TargetSetUnit
self:SetDefenderTaskTarget( Defender, Target )
self:SetDefenderTaskTarget( Defender, AttackerDetection )
end
end
@ -2667,32 +2667,35 @@ do -- AI_A2A_DISPATCHER
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, DetectedItem, DefendersMissing, Friendlies )
function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, AttackerDetection, DefendersMissing, DefenderFriendlies )
self:F( { From, Event, To, DetectedItem.Index, DefendersMissing, Friendlies } )
self:F( { From, Event, To, AttackerDetection.Index, DefendersMissing, DefenderFriendlies } )
local AttackerSet = DetectedItem.Set
local AttackerSet = AttackerDetection.Set
local AttackerUnit = AttackerSet:GetFirst()
if AttackerUnit and AttackerUnit:IsAlive() then
local AttackerCount = AttackerSet:Count()
local DefendersCount = 0
local DefenderCount = 0
for DefenderID, AIGroup in pairs( Friendlies or {} ) do
for DefenderID, DefenderGroup in pairs( DefenderFriendlies or {} ) do
local Fsm = self:GetDefenderTaskFsm( AIGroup )
local Fsm = self:GetDefenderTaskFsm( DefenderGroup )
Fsm:__Engage( 1, AttackerSet ) -- Engage on the TargetSetUnit
self:SetDefenderTaskTarget( AIGroup, DetectedItem )
self:SetDefenderTaskTarget( DefenderGroup, AttackerDetection )
DefendersCount = DefendersCount + AIGroup:GetSize()
DefenderCount = DefenderCount + DefenderGroup:GetSize()
end
DefendersCount = DefendersMissing
DefenderCount = DefendersMissing
local ClosestDistance = 0
local ClosestDefenderSquadronName = nil
local BreakLoop = false
while( DefendersCount > 0 and not BreakLoop ) do
while( DefenderCount > 0 and not BreakLoop ) do
self:F( { DefenderSquadrons = self.DefenderSquadrons } )
for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
self:F( { GCI = DefenderSquadron.Gci } )
@ -2700,18 +2703,19 @@ do -- AI_A2A_DISPATCHER
self:F( { DefenderSquadron } )
local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
--local TargetCoord = AttackerSet:GetFirst():GetCoordinate()
local InterceptCoord = DetectedItem.InterceptCoord
local AttackerCoord = AttackerUnit:GetCoordinate()
local InterceptCoord = AttackerDetection.InterceptCoord
self:F({InterceptCoord = InterceptCoord})
if InterceptCoord then
local Distance = SpawnCoord:Get2DDistance( InterceptCoord )
self:F( { Distance = Distance, InterceptCoord = InterceptCoord } )
local InterceptDistance = SpawnCoord:Get2DDistance( InterceptCoord )
local AirbaseDistance = SpawnCoord:Get2DDistance( AttackerCoord )
self:F( { InterceptDistance = InterceptDistance, AirbaseDistance = AirbaseDistance, InterceptCoord = InterceptCoord } )
if ClosestDistance == 0 or Distance < ClosestDistance then
if ClosestDistance == 0 or InterceptDistance < ClosestDistance then
-- Only intercept if the distance to target is smaller or equal to the GciRadius limit.
if Distance <= self.GciRadius then
ClosestDistance = Distance
if AirbaseDistance <= self.GciRadius then
ClosestDistance = InterceptDistance
ClosestDefenderSquadronName = SquadronName
end
end
@ -2731,11 +2735,11 @@ do -- AI_A2A_DISPATCHER
local DefenderOverhead = DefenderSquadron.Overhead or self.DefenderDefault.Overhead
local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
local DefendersNeeded = math.ceil( DefendersCount * DefenderOverhead )
local DefendersNeeded = math.ceil( DefenderCount * DefenderOverhead )
self:F( { DefaultOverhead = self.DefenderDefault.Overhead, Overhead = DefenderOverhead } )
self:F( { DefaultGrouping = self.DefenderDefault.Grouping, Grouping = DefenderGrouping } )
self:F( { DefendersCount = DefendersCount, DefendersNeeded = DefendersNeeded } )
self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
while ( DefendersNeeded > 0 ) do
@ -2757,7 +2761,7 @@ do -- AI_A2A_DISPATCHER
if DefenderGCI then
DefendersCount = DefendersCount - DefenderGrouping
DefenderCount = DefenderCount - DefenderGrouping
local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
Fsm:SetDispatcher( self )
@ -2766,10 +2770,10 @@ do -- AI_A2A_DISPATCHER
Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
Fsm:SetDisengageRadius( self.DisengageRadius )
Fsm:Start()
Fsm:__Engage( 2, DetectedItem.Set ) -- Engage on the TargetSetUnit
Fsm:__Engage( 2, AttackerDetection.Set ) -- Engage on the TargetSetUnit
self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, DetectedItem )
self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, AttackerDetection )
function Fsm:onafterRTB( Defender, From, Event, To )
@ -2825,6 +2829,7 @@ do -- AI_A2A_DISPATCHER
break
end
end -- if DefenderSquadron then
end -- if AttackerUnit
end