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:
FlightControl
2019-03-04 20:27:40 +01:00
parent 6f13aa2c5b
commit 6fe8667885
5 changed files with 123 additions and 159 deletions

View File

@@ -66,9 +66,7 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
local DefenderGroupName = DefenderGroup:GetName() local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT local AttackCount = AttackSetUnit:Count()
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then if AttackCount > 0 then
@@ -84,12 +82,14 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point. --- Calculate the target route point.
@@ -105,11 +105,8 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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 10000 ) local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
--- Create a route point of type air.
local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle ):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,
@@ -119,50 +116,36 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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 = {}
local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
local AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex] if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
local AttackUnitTasks = {} self:T( { "BAI Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
-- if not AttackUnit then end
-- self.AttackSetUnit.AttackIndex = 1
-- AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
-- end
-- if AttackUnit then
-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
-- self:T( { "BAI Unit:", AttackUnit:GetName() } )
-- AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
-- end
-- end
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "BAI Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
end
end end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
if #AttackUnitTasks == 0 then EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
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

View File

@@ -66,9 +66,7 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
local DefenderGroupName = DefenderGroup:GetName() local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT local AttackCount = AttackSetUnit:Count()
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then if AttackCount > 0 then
@@ -80,14 +78,14 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir( local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO", self.PatrolAltType or "RADIO",
@@ -96,70 +94,50 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
EngageSpeed, EngageSpeed,
true true
) )
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 10000 ) local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
--- Create a route point of type air.
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 = {}
local AttackSetUnitPerThreatLevel = self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
--local AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex] if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
local AttackUnitTasks = {} self:T( { "CAS Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
-- if not AttackUnit then end
-- self.AttackSetUnit.AttackIndex = 1
-- AttackUnit = AttackSetUnitPerThreatLevel[self.AttackSetUnit.AttackIndex]
-- end
--
-- if AttackUnit then
-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
-- self:F( { "CAS Unit:", AttackUnit:GetName() } )
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
-- end
-- end
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "CAS Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
end
end end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
if #AttackUnitTasks == 0 then EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
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

View File

@@ -3351,8 +3351,20 @@ do -- AI_A2G_DISPATCHER
local DefenderSquadron, Patrol = self:CanPatrol( SquadronName, DefenseTaskType ) local DefenderSquadron, Patrol = self:CanPatrol( SquadronName, DefenseTaskType )
-- Determine if there are sufficient resources to form a complete group for patrol.
local DefendersNeeded
if DefenderSquadron.ResourceCount == nil then
DefendersNeeded = DefenderSquadron.Grouping
else
if DefenderSquadron.ResourceCount >= DefenderSquadron.Grouping then
DefendersNeeded = DefenderSquadron.Grouping
else
DefendersNeeded = DefenderSquadron.ResourceCount
end
end
if Patrol then if Patrol then
self:ResourceQueue( true, DefenderSquadron, nil, Patrol, DefenseTaskType, nil, SquadronName ) self:ResourceQueue( true, DefenderSquadron, DefendersNeeded, Patrol, DefenseTaskType, nil, SquadronName )
end end
end end
@@ -3654,7 +3666,7 @@ do -- AI_A2G_DISPATCHER
local x = CheckAttackCoordinate.x local x = CheckAttackCoordinate.x
local y = CheckAttackCoordinate.z local y = CheckAttackCoordinate.z
local r = 8000 local r = 5000
-- now we check if the coordinate is intersecting with the defense line. -- now we check if the coordinate is intersecting with the defense line.
@@ -4099,6 +4111,11 @@ do -- AI_A2G_DISPATCHER
end end
Report:Add( string.format( "\n - Squadron Resources: ", #self.DefenseQueue ) )
for DefenderSquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
Report:Add( string.format( " - %s - %d", DefenderSquadronName, DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount or "n/a" ) )
end
self:F( Report:Text( "\n" ) ) self:F( Report:Text( "\n" ) )
trigger.action.outText( Report:Text( "\n" ), 25 ) trigger.action.outText( Report:Text( "\n" ), 25 )
end end

View File

@@ -293,12 +293,12 @@ end
-- todo: need to fix this global function -- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIControllable --- @param Wrapper.Group#GROUP AIControllable
function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm ) function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm, AttackSetUnit )
AIGroup:I( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } ) AIGroup:I( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then if AIGroup:IsAlive() then
Fsm:__Engage( Fsm.TaskDelay ) Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 ) --local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task ) --AIGroup:SetTask( Task )

View File

@@ -117,9 +117,7 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
local DefenderGroupName = DefenderGroup:GetName() local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT local AttackCount = AttackSetUnit:Count()
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then if AttackCount > 0 then
@@ -135,15 +133,14 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = self.AttackSetUnit:GetFirst():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 25000 )
local EngageRoute = {} local EngageRoute = {}
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")