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https://github.com/FlightControl-Master/MOOSE.git
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Updates
This commit is contained in:
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1c063ca308
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77bee89ea5
@ -74,61 +74,60 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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if DefenderGroup:IsAlive() then
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local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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-- Determine the distance to the target.
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-- If it is less than 10km, then attack without a route.
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-- Otherwise perform a route attack.
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- 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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TargetCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- 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 EngageRoute = {}
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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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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ToTargetSpeed,
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EngageSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = FromWP
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local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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self:SetTargetDistance( ToCoord ) -- For RTB status check
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
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local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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--- Create a route point of type air.
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local ToWP = ToCoord:Translate( EngageDistance, FromEngageAngle ):WaypointAir(
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local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle ):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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ToTargetSpeed,
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EngageSpeed,
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true
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)
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self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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for OrderedID, AttackUnit in ipairs( self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) ) 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( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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self:T( { "BAI Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
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break
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end
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end
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end
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@ -139,6 +138,7 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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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:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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@ -74,29 +74,26 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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if DefenderGroup:IsAlive() then
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-- Determine the distance to the target.
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-- If it is less than 10km, then attack without a route.
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-- Otherwise perform a route attack.
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local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- 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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TargetCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- 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 EngageRoute = {}
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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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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ToTargetSpeed,
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EngageSpeed,
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true
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)
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@ -108,25 +105,25 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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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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local ToWP = TargetCoord: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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ToTargetSpeed,
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EngageSpeed,
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true
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)
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self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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for OrderedID, AttackUnit in ipairs( self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) ) 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( { "Eliminating Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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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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break
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end
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end
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end
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@ -137,6 +134,7 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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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:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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@ -129,19 +129,19 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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-- If it is less than 50km, then attack without a route.
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-- Otherwise perform a route attack.
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local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- 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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TargetCoord:SetY( math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) ) -- 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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-- if TargetDistance >= 50000 then
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local EngageRoute = {}
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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--- Calculate the target route point.
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@ -149,41 +149,40 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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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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ToTargetSpeed,
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EngageSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = FromWP
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local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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self:SetTargetDistance( ToCoord ) -- For RTB status check
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
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local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 25000 )
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--- Create a route point of type air, 50km from the center of the attack point.
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local ToWP = ToCoord:Translate( EngageDistance, FromEngageAngle ):WaypointAir(
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local ToWP = TargetCoord: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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ToTargetSpeed,
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EngageSpeed,
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true
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)
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self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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for OrderedID, AttackUnit in ipairs( self.AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) ) 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( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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local HasRadar = AttackUnit:HasSEAD()
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if HasRadar then
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self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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self:F( { "SEAD Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, false, false, nil, nil, EngageAltitude )
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break
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end
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end
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end
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end
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@ -204,28 +203,6 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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-- else
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-- local AttackTasks = {}
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-- --local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
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-- for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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-- local HasRadar = AttackUnit:HasSEAD()
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-- if HasRadar then
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-- self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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-- end
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-- end
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-- end
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-- local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
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--
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-- DefenderGroup:OptionROEOpenFire()
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-- DefenderGroup:OptionROTVertical()
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-- DefenderGroup:OptionKeepWeaponsOnThreat()
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-- DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
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--
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-- DefenderGroup:SetTask( DefenderTask, 0 )
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-- end
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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@ -615,7 +615,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
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local Tasks = {}
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Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_A2G_ENGAGE.RTBRoute", self )
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Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
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EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
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@ -2033,6 +2033,54 @@ do -- SET_UNIT
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return self
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end
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--- Get the SET of the SET_UNIT **sorted per Threat Level**.
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--
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-- @param #SET_UNIT self
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-- @param #number FromThreatLevel The TreatLevel to start the evaluation **From** (this must be a value between 0 and 10).
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-- @param #number ToThreatLevel The TreatLevel to stop the evaluation **To** (this must be a value between 0 and 10).
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-- @return #SET_UNIT self
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-- @usage
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--
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--
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function SET_UNIT:GetSetPerThreatLevel( FromThreatLevel, ToThreatLevel )
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self:F2( arg )
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local ThreatLevelSet = {}
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if self:Count() ~= 0 then
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for UnitName, UnitObject in pairs( self.Set ) do
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local Unit = UnitObject -- Wrapper.Unit#UNIT
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local ThreatLevel = Unit:GetThreatLevel()
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ThreatLevelSet[ThreatLevel] = ThreatLevelSet[ThreatLevel] or {}
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ThreatLevelSet[ThreatLevel].Set = ThreatLevelSet[ThreatLevel].Set or {}
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ThreatLevelSet[ThreatLevel].Set[UnitName] = UnitObject
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self:F( { ThreatLevel = ThreatLevel, ThreatLevelSet = ThreatLevelSet[ThreatLevel].Set } )
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end
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local OrderedPerThreatLevelSet = {}
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local ThreatLevelIncrement = FromThreatLevel <= ToThreatLevel and 1 or -1
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for ThreatLevel = FromThreatLevel, ToThreatLevel, ThreatLevelIncrement do
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self:F( { ThreatLevel = ThreatLevel } )
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local ThreatLevelItem = ThreatLevelSet[ThreatLevel]
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if ThreatLevelItem then
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for UnitName, UnitObject in pairs( ThreatLevelItem.Set ) do
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table.insert( OrderedPerThreatLevelSet, UnitObject )
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end
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end
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end
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return OrderedPerThreatLevelSet
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end
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end
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--- Iterate the SET_UNIT **sorted *per Threat Level** and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
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--
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-- @param #SET_UNIT self
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@ -400,7 +400,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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local Controller = self:_GetController()
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--self:I( "Before SetTask" )
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Controller:setTask( DCSTask )
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self:F( { DCSTask = DCSTask } )
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self:I( { ControllableName = self:GetName(), DCSTask = DCSTask } )
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else
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BASE:E( { DCSControllableName .. " is not alive anymore.", DCSTask = DCSTask } )
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end
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@ -408,7 +408,7 @@ function CONTROLLABLE:SetTask( DCSTask, WaitTime )
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if not WaitTime or WaitTime == 0 then
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SetTask( self, DCSTask )
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self:F( { DCSTask = DCSTask } )
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self:I( { ControllableName = self:GetName(), DCSTask = DCSTask } )
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else
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self.TaskScheduler:Schedule( self, SetTask, { DCSTask }, WaitTime )
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end
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