mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Some important fixes that improves the routing of the engagements of aircraft. when ground forces move, the aircraft engaging will approach correctly.
also added the squaddrons with resources in the tactical information panel. and for patrols, now the amount of resources are correctly calculated.
This commit is contained in:
@@ -66,9 +66,7 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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local DefenderGroupName = DefenderGroup:GetName()
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local DefenderGroupName = DefenderGroup:GetName()
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self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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local AttackCount = AttackSetUnit:Count()
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local AttackCount = self.AttackSetUnit:Count()
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if AttackCount > 0 then
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if AttackCount > 0 then
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@@ -84,12 +82,14 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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local DefenderCoord = DefenderGroup:GetPointVec3()
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3()
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local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
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TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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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 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 EngageRoute = {}
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local AttackTasks = {}
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--- Calculate the target route point.
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--- Calculate the target route point.
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@@ -105,11 +105,8 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
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local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
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--- Create a route point of type air.
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local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle ):WaypointAir(
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self.PatrolAltType or "RADIO",
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self.PatrolAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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@@ -119,50 +116,36 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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EngageRoute[#EngageRoute+1] = ToWP
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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if TargetDistance <= EngageDistance * 3 then
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self.AttackSetUnit.AttackIndex = self.AttackSetUnit.AttackIndex and self.AttackSetUnit.AttackIndex + 1 or 1
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local AttackUnitTasks = {}
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local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
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local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
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for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
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local AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
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if AttackUnit then
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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local AttackUnitTasks = {}
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self:T( { "BAI Unit:", AttackUnit:GetName() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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-- if not AttackUnit then
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end
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-- self.AttackSetUnit.AttackIndex = 1
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-- AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
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-- end
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-- if AttackUnit then
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-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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-- self:T( { "BAI Unit:", AttackUnit:GetName() } )
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-- AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
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-- end
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-- end
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for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
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if AttackUnit then
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "BAI Unit:", AttackUnit:GetName() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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end
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end
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end
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end
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if #AttackUnitTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:OptionKeepWeaponsOnThreat()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
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end
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end
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end
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
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if #AttackUnitTasks == 0 then
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:OptionKeepWeaponsOnThreat()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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end
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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end
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end
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@@ -66,9 +66,7 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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local DefenderGroupName = DefenderGroup:GetName()
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local DefenderGroupName = DefenderGroup:GetName()
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self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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local AttackCount = AttackSetUnit:Count()
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local AttackCount = self.AttackSetUnit:Count()
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if AttackCount > 0 then
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if AttackCount > 0 then
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@@ -80,14 +78,14 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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local DefenderCoord = DefenderGroup:GetPointVec3()
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3()
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local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
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TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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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 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 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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local FromWP = DefenderCoord:WaypointAir(
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self.PatrolAltType or "RADIO",
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self.PatrolAltType or "RADIO",
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@@ -96,70 +94,50 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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EngageSpeed,
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EngageSpeed,
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true
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true
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)
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)
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EngageRoute[#EngageRoute+1] = FromWP
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EngageRoute[#EngageRoute+1] = FromWP
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
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local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
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--- Create a route point of type air.
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local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
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self.PatrolAltType or "RADIO",
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self.PatrolAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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EngageSpeed,
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true
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true
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)
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)
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EngageRoute[#EngageRoute+1] = ToWP
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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if TargetDistance <= EngageDistance * 3 then
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self.AttackSetUnit.AttackIndex = self.AttackSetUnit.AttackIndex and self.AttackSetUnit.AttackIndex + 1 or 1
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local AttackUnitTasks = {}
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local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
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local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
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for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
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--local AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
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if AttackUnit then
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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local AttackUnitTasks = {}
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self:T( { "CAS Unit:", AttackUnit:GetName() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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-- if not AttackUnit then
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end
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-- self.AttackSetUnit.AttackIndex = 1
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-- AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
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-- end
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--
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-- if AttackUnit then
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-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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-- self:F( { "CAS Unit:", AttackUnit:GetName() } )
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-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
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-- end
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-- end
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for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
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if AttackUnit then
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "CAS Unit:", AttackUnit:GetName() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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end
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end
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end
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end
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if #AttackUnitTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:OptionKeepWeaponsOnThreat()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
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end
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end
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end
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
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if #AttackUnitTasks == 0 then
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:OptionKeepWeaponsOnThreat()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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end
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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end
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end
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@@ -3351,8 +3351,20 @@ do -- AI_A2G_DISPATCHER
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local DefenderSquadron, Patrol = self:CanPatrol( SquadronName, DefenseTaskType )
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local DefenderSquadron, Patrol = self:CanPatrol( SquadronName, DefenseTaskType )
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-- Determine if there are sufficient resources to form a complete group for patrol.
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local DefendersNeeded
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if DefenderSquadron.ResourceCount == nil then
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DefendersNeeded = DefenderSquadron.Grouping
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else
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if DefenderSquadron.ResourceCount >= DefenderSquadron.Grouping then
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DefendersNeeded = DefenderSquadron.Grouping
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else
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DefendersNeeded = DefenderSquadron.ResourceCount
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end
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end
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if Patrol then
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if Patrol then
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self:ResourceQueue( true, DefenderSquadron, nil, Patrol, DefenseTaskType, nil, SquadronName )
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self:ResourceQueue( true, DefenderSquadron, DefendersNeeded, Patrol, DefenseTaskType, nil, SquadronName )
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end
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end
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end
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end
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@@ -3654,7 +3666,7 @@ do -- AI_A2G_DISPATCHER
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local x = CheckAttackCoordinate.x
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local x = CheckAttackCoordinate.x
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local y = CheckAttackCoordinate.z
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local y = CheckAttackCoordinate.z
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local r = 8000
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local r = 5000
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-- now we check if the coordinate is intersecting with the defense line.
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-- now we check if the coordinate is intersecting with the defense line.
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@@ -4099,6 +4111,11 @@ do -- AI_A2G_DISPATCHER
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end
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end
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Report:Add( string.format( "\n - Squadron Resources: ", #self.DefenseQueue ) )
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for DefenderSquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
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Report:Add( string.format( " - %s - %d", DefenderSquadronName, DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount or "n/a" ) )
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end
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self:F( Report:Text( "\n" ) )
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self:F( Report:Text( "\n" ) )
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trigger.action.outText( Report:Text( "\n" ), 25 )
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trigger.action.outText( Report:Text( "\n" ), 25 )
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end
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end
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@@ -293,12 +293,12 @@ end
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-- todo: need to fix this global function
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-- todo: need to fix this global function
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--- @param Wrapper.Group#GROUP AIControllable
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--- @param Wrapper.Group#GROUP AIControllable
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function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm )
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function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm, AttackSetUnit )
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AIGroup:I( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
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AIGroup:I( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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if AIGroup:IsAlive() then
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Fsm:__Engage( Fsm.TaskDelay )
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Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
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--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
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--AIGroup:SetTask( Task )
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--AIGroup:SetTask( Task )
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@@ -117,9 +117,7 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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local DefenderGroupName = DefenderGroup:GetName()
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local DefenderGroupName = DefenderGroup:GetName()
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self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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local AttackCount = AttackSetUnit:Count()
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local AttackCount = self.AttackSetUnit:Count()
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if AttackCount > 0 then
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if AttackCount > 0 then
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@@ -135,15 +133,14 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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local DefenderCoord = DefenderGroup:GetPointVec3()
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3()
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local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
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TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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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 TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 25000 )
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local EngageRoute = {}
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local EngageRoute = {}
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local AttackTasks = {}
|
||||||
|
|
||||||
--- Calculate the target route point.
|
|
||||||
|
|
||||||
local FromWP = DefenderCoord:WaypointAir(
|
local FromWP = DefenderCoord:WaypointAir(
|
||||||
self.PatrolAltType or "RADIO",
|
self.PatrolAltType or "RADIO",
|
||||||
@@ -152,66 +149,55 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
|
|||||||
EngageSpeed,
|
EngageSpeed,
|
||||||
false
|
false
|
||||||
)
|
)
|
||||||
|
|
||||||
EngageRoute[#EngageRoute+1] = FromWP
|
EngageRoute[#EngageRoute+1] = FromWP
|
||||||
|
|
||||||
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
||||||
|
|
||||||
local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
|
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||||
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 25000 )
|
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
|
||||||
|
|
||||||
--- Create a route point of type air, 50km from the center of the attack point.
|
|
||||||
|
|
||||||
local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
|
|
||||||
self.PatrolAltType or "RADIO",
|
self.PatrolAltType or "RADIO",
|
||||||
POINT_VEC3.RoutePointType.TurningPoint,
|
POINT_VEC3.RoutePointType.TurningPoint,
|
||||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||||
EngageSpeed,
|
EngageSpeed,
|
||||||
true
|
true
|
||||||
)
|
)
|
||||||
|
|
||||||
EngageRoute[#EngageRoute+1] = ToWP
|
EngageRoute[#EngageRoute+1] = ToWP
|
||||||
|
|
||||||
local AttackTasks = {}
|
if TargetDistance <= EngageDistance * 3 then
|
||||||
|
|
||||||
-- self.AttackSetUnit.AttackIndex = self.AttackSetUnit.AttackIndex and self.AttackSetUnit.AttackIndex + 1 or 1
|
local AttackUnitTasks = {}
|
||||||
-- if self.AttackSetUnit.AttackIndex > self.AttackSetUnit:Count() then
|
|
||||||
-- self.AttackSetUnit.AttackIndex = 1
|
|
||||||
-- end
|
|
||||||
--
|
|
||||||
local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
|
||||||
|
|
||||||
local AttackUnitTasks = {}
|
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
|
||||||
|
for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do
|
||||||
for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do
|
if AttackUnit then
|
||||||
if AttackUnit then
|
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
local HasRadar = AttackUnit:HasSEAD()
|
||||||
local HasRadar = AttackUnit:HasSEAD()
|
if HasRadar then
|
||||||
if HasRadar then
|
self:F( { "SEAD Unit:", AttackUnit:GetName() } )
|
||||||
self:F( { "SEAD Unit:", AttackUnit:GetName() } )
|
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
||||||
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
|
if #AttackUnitTasks == 0 then
|
||||||
|
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||||
|
self:Return()
|
||||||
|
self:__RTB( self.TaskDelay )
|
||||||
|
else
|
||||||
|
DefenderGroup:OptionROEOpenFire()
|
||||||
|
DefenderGroup:OptionROTVertical()
|
||||||
|
DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||||
|
--DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
|
||||||
|
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
|
||||||
|
end
|
||||||
end
|
end
|
||||||
|
|
||||||
if #AttackUnitTasks == 0 then
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
|
||||||
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||||
self:Return()
|
|
||||||
self:__RTB( self.TaskDelay )
|
|
||||||
else
|
|
||||||
DefenderGroup:OptionROEOpenFire()
|
|
||||||
DefenderGroup:OptionROTVertical()
|
|
||||||
DefenderGroup:OptionKeepWeaponsOnThreat()
|
|
||||||
--DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
|
|
||||||
|
|
||||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
|
|
||||||
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
|
|
||||||
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
|
||||||
end
|
|
||||||
|
|
||||||
DefenderGroup:Route( EngageRoute, self.TaskDelay )
|
DefenderGroup:Route( EngageRoute, self.TaskDelay )
|
||||||
|
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||||
|
|||||||
Reference in New Issue
Block a user