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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
A2A Dispatcher fixes
- Increased engage distance.
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@ -3045,8 +3045,7 @@ do -- AI_A2A_DISPATCHER
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if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then
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-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the AttackerSet
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if DefenderTask.Target == nil then
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if DefenderTask.Fsm:Is( "Returning" )
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or DefenderTask.Fsm:Is( "Patrolling" ) then
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if DefenderTask.Fsm:Is( "Returning" ) or DefenderTask.Fsm:Is( "Patrolling" ) then
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Friendlies = Friendlies or {}
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Friendlies[Friendly] = Friendly
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DefenderCount = DefenderCount + Friendly:GetSize()
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@ -3315,19 +3314,20 @@ do -- AI_A2A_DISPATCHER
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item.
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-- @param #table Defenders Defenders table.
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function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, AttackerDetection, Defenders )
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self:F("ENGAGING "..tostring(AttackerDetection.Name))
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self:F("ENGAGING Detection ID="..tostring(AttackerDetection.ID))
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if Defenders then
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for DefenderID, Defender in pairs( Defenders ) do
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local Fsm = self:GetDefenderTaskFsm( Defender )
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Fsm:EngageRoute( AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTaskTarget( Defender, AttackerDetection )
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end
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end
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end
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@ -3341,7 +3341,7 @@ do -- AI_A2A_DISPATCHER
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-- @param #table DefenderFriendlies Friendly defenders.
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function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, AttackerDetection, DefendersMissing, DefenderFriendlies )
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self:F("GCI "..tostring(AttackerDetection.Name))
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self:F("GCI Detection ID="..tostring(AttackerDetection.ID))
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self:F( { From, Event, To, AttackerDetection.Index, DefendersMissing, DefenderFriendlies } )
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@ -3606,8 +3606,7 @@ do -- AI_A2A_DISPATCHER
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-- 2. There is sufficient fuel
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-- 3. There is sufficient ammo
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-- 4. The plane is not damaged
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if DefenderGroups and DetectedItem.IsDetected == true then
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if DefenderGroups and DetectedItem.IsDetected == true then
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return DefenderGroups
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end
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@ -3686,13 +3685,13 @@ do -- AI_A2A_DISPATCHER
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local TaskReport = REPORT:New()
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local Report = REPORT:New( "Tactical Overviews" )
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local Report = REPORT:New( "Tactical Overview:" )
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local DefenderGroupCount = 0
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-- Now that all obsolete tasks are removed, loop through the detected targets.
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--for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
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for DetectedItemID, DetectedItem in UTILS.spairs( Detection:GetDetectedItems(), function( t, a, b ) return self:Order(t[a]) < self:Order(t[b]) end ) do
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for DetectedItemID, DetectedItem in UTILS.spairs( Detection:GetDetectedItems(), function( t, a, b ) return self:Order(t[a]) < self:Order(t[b]) end ) do
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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@ -334,9 +334,8 @@ end
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_AIR_ENGAGE:onafterEngage( AIGroup, From, Event, To )
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-- TODO: This function is overwritten below!
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self:HandleEvent( EVENTS.Dead )
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end
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-- todo: need to fix this global function
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@ -349,10 +348,10 @@ end
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_AIR_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
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if self.Accomplished == true then
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return false
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end
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end
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return true
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end
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--- onafter event handler for Abort event.
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@ -405,14 +404,10 @@ end
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--- @param Wrapper.Group#GROUP AIControllable
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function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
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Fsm:I( { "AI_AIR_ENGAGE.___EngageRoute:", AIGroup:GetName() } )
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Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
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if AIGroup:IsAlive() then
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Fsm:__EngageRoute( Fsm.TaskDelay, AttackSetUnit )
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--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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--AIGroup:SetTask( Task )
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if AIGroup and AIGroup:IsAlive() then
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Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
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end
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end
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@ -423,7 +418,6 @@ end
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
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self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
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local DefenderGroupName = DefenderGroup:GetName()
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@ -450,39 +444,33 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
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TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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if TargetDistance <= EngageDistance * 3 then
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-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
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if TargetDistance <= EngageDistance * 9 then
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self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
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self:__Engage( 0.1, AttackSetUnit )
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else
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self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
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local EngageRoute = {}
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local AttackTasks = {}
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--- Calculate the target route point.
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local FromWP = DefenderCoord:WaypointAir(
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self.PatrolAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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true
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)
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local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
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EngageRoute[#EngageRoute+1] = FromWP
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
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local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
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self.PatrolAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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true
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)
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local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
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local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
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EngageRoute[#EngageRoute+1] = ToWP
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@ -492,11 +480,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
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DefenderGroup:OptionROEReturnFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
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end
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end
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else
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-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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end
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@ -506,10 +495,11 @@ end
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--- @param Wrapper.Group#GROUP AIControllable
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function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
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Fsm:I( { "AI_AIR_ENGAGE.___Engage:", AIGroup:GetName() } )
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Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
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if AIGroup:IsAlive() then
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Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
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if AIGroup and AIGroup:IsAlive() then
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local delay=Fsm.TaskDelay or 0.1
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Fsm:__Engage(delay, AttackSetUnit)
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end
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end
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@ -520,7 +510,6 @@ end
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
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self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
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local DefenderGroupName = DefenderGroup:GetName()
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@ -532,7 +521,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
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if AttackCount > 0 then
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if DefenderGroup:IsAlive() then
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if DefenderGroup and DefenderGroup:IsAlive() then
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local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 )
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local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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@ -544,33 +533,25 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
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TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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local EngageRoute = {}
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local AttackTasks = {}
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local FromWP = DefenderCoord:WaypointAir(
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self.EngageAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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true
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)
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local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
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EngageRoute[#EngageRoute+1] = FromWP
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
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local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
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self.EngageAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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true
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)
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local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
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local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
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EngageRoute[#EngageRoute+1] = ToWP
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if TargetDistance <= EngageDistance * 3 then
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-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
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if TargetDistance <= EngageDistance * 9 then
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local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
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@ -579,7 +560,8 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
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self:Return()
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return
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else
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self:I( DefenderGroupName .. ": Engaging targets " )
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local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
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self:I(text)
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:OptionKeepWeaponsOnThreat()
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@ -591,10 +573,11 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___Engage", self, AttackSetUnit )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
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end
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else
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-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
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self:I( DefenderGroupName .. ": No targets found -> returning.")
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self:Return()
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return
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@ -605,9 +588,9 @@ end
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function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
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AIEngage:F( { "Resume:", AIEngage:GetName() } )
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if AIEngage:IsAlive() then
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Fsm:__Reset( Fsm.TaskDelay )
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Fsm:__EngageRoute( Fsm.TaskDelay, Fsm.AttackSetUnit )
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if AIEngage and AIEngage:IsAlive() then
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Fsm:__Reset( Fsm.TaskDelay or 0.1 )
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Fsm:__EngageRoute( Fsm.TaskDelay or 0.2, Fsm.AttackSetUnit )
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end
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end
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@ -421,7 +421,7 @@ end
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-- @param #string To The To State string.
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function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
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if Controllable:IsAlive() then
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if Controllable and Controllable:IsAlive() then
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local EngageRoute = {}
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