mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Merge branch 'master' into funkyfranky
This commit is contained in:
@@ -391,9 +391,9 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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local FirstAttackUnit = self.AttackSetUnit:GetFirst()
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local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if FirstAttackUnit then
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if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
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if AIGroup:IsAlive() then
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@@ -1369,14 +1369,14 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param Wrapper.Group#GROUP AIGroup
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function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, Target )
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function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, AttackerDetection )
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local Message = "(" .. self.DefenderTasks[Defender].Type .. ") "
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Message = Message .. Defender:GetName()
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Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
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self:F( { Target = Message } )
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if Target then
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self.DefenderTasks[Defender].Target = Target
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Message = Message .. ( AttackerDetection and ( " target " .. AttackerDetection.Index .. " [" .. AttackerDetection.Set:Count() .. "]" ) ) or ""
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self:F( { AttackerDetection = Message } )
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if AttackerDetection then
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self.DefenderTasks[Defender].Target = AttackerDetection
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end
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return self
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end
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@@ -2510,20 +2510,20 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:CountDefendersEngaged( Target )
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function AI_A2A_DISPATCHER:CountDefendersEngaged( AttackerDetection )
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-- First, count the active AIGroups Units, targetting the DetectedSet
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local AIUnitCount = 0
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self:E( "Counting Defenders Engaged for Attacker:" )
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local DetectedSet = Target.Set
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local DetectedSet = AttackerDetection.Set
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DetectedSet:Flush()
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local DefenderTasks = self:GetDefenderTasks()
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for AIGroup, DefenderTask in pairs( DefenderTasks ) do
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local AIGroup = AIGroup -- Wrapper.Group#GROUP
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local DefenderTask = self:GetDefenderTaskTarget( AIGroup )
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if DefenderTask and DefenderTask.Index == Target.Index then
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if DefenderTask and DefenderTask.Index == AttackerDetection.Index then
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AIUnitCount = AIUnitCount + AIGroup:GetSize()
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self:E( "Defender Group Name: " .. AIGroup:GetName() .. ", Size: " .. AIGroup:GetSize() )
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end
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@@ -2534,18 +2534,18 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
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function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( AttackerDetection, DefenderCount )
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local Friendlies = nil
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local DetectedSet = DetectedItem.Set
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local DetectedCount = DetectedSet:Count()
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local AttackerSet = AttackerDetection.Set
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local AttackerCount = AttackerSet:Count()
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local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
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local DefenderFriendlies = self:GetAIFriendliesNearBy( AttackerDetection )
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for FriendlyDistance, AIFriendly in UTILS.spairs( AIFriendlies or {} ) do
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for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
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-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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if DetectedCount > DefenderCount then
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if AttackerCount > DefenderCount then
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local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
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if Friendly and Friendly:IsAlive() then
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-- Ok, so we have a friendly near the potential target.
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@@ -2554,7 +2554,7 @@ do -- AI_A2A_DISPATCHER
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if DefenderTask then
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-- The Task should be CAP or GCI
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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 TargetSet
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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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@@ -2650,16 +2650,16 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, Defenders )
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function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, AttackerDetection, Defenders )
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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:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
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Fsm:__Engage( 1, AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTaskTarget( Defender, Target )
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self:SetDefenderTaskTarget( Defender, AttackerDetection )
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end
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end
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@@ -2667,164 +2667,169 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, DetectedItem, DefendersMissing, Friendlies )
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function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, AttackerDetection, DefendersMissing, DefenderFriendlies )
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self:F( { From, Event, To, DetectedItem.Index, DefendersMissing, Friendlies } )
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self:F( { From, Event, To, AttackerDetection.Index, DefendersMissing, DefenderFriendlies } )
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local AttackerSet = DetectedItem.Set
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local AttackerCount = AttackerSet:Count()
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local DefendersCount = 0
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for DefenderID, AIGroup in pairs( Friendlies or {} ) do
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local Fsm = self:GetDefenderTaskFsm( AIGroup )
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Fsm:__Engage( 1, AttackerSet ) -- Engage on the TargetSetUnit
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local AttackerSet = AttackerDetection.Set
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local AttackerUnit = AttackerSet:GetFirst()
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if AttackerUnit and AttackerUnit:IsAlive() then
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local AttackerCount = AttackerSet:Count()
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local DefenderCount = 0
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for DefenderID, DefenderGroup in pairs( DefenderFriendlies or {} ) do
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local Fsm = self:GetDefenderTaskFsm( DefenderGroup )
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Fsm:__Engage( 1, AttackerSet ) -- Engage on the TargetSetUnit
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self:SetDefenderTaskTarget( DefenderGroup, AttackerDetection )
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DefenderCount = DefenderCount + DefenderGroup:GetSize()
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end
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DefenderCount = DefendersMissing
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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self:SetDefenderTaskTarget( AIGroup, DetectedItem )
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DefendersCount = DefendersCount + AIGroup:GetSize()
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end
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DefendersCount = DefendersMissing
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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local BreakLoop = false
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while( DefendersCount > 0 and not BreakLoop ) do
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self:F( { DefenderSquadrons = self.DefenderSquadrons } )
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
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self:F( { GCI = DefenderSquadron.Gci } )
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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self:F( { DefenderSquadron } )
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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--local TargetCoord = AttackerSet:GetFirst():GetCoordinate()
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local InterceptCoord = DetectedItem.InterceptCoord
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self:F({InterceptCoord = InterceptCoord})
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if InterceptCoord then
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local Distance = SpawnCoord:Get2DDistance( InterceptCoord )
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self:F( { Distance = Distance, InterceptCoord = InterceptCoord } )
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if ClosestDistance == 0 or Distance < ClosestDistance then
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local BreakLoop = false
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while( DefenderCount > 0 and not BreakLoop ) do
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self:F( { DefenderSquadrons = self.DefenderSquadrons } )
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
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self:F( { GCI = DefenderSquadron.Gci } )
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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self:F( { DefenderSquadron } )
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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local AttackerCoord = AttackerUnit:GetCoordinate()
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local InterceptCoord = AttackerDetection.InterceptCoord
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self:F({InterceptCoord = InterceptCoord})
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if InterceptCoord then
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local InterceptDistance = SpawnCoord:Get2DDistance( InterceptCoord )
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local AirbaseDistance = SpawnCoord:Get2DDistance( AttackerCoord )
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self:F( { InterceptDistance = InterceptDistance, AirbaseDistance = AirbaseDistance, InterceptCoord = InterceptCoord } )
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-- Only intercept if the distance to target is smaller or equal to the GciRadius limit.
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if Distance <= self.GciRadius then
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ClosestDistance = Distance
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ClosestDefenderSquadronName = SquadronName
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if ClosestDistance == 0 or InterceptDistance < ClosestDistance then
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-- Only intercept if the distance to target is smaller or equal to the GciRadius limit.
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if AirbaseDistance <= self.GciRadius then
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ClosestDistance = InterceptDistance
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ClosestDefenderSquadronName = 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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end
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end
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if ClosestDefenderSquadronName then
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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if DefenderSquadron then
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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if Gci then
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if ClosestDefenderSquadronName then
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local DefenderOverhead = DefenderSquadron.Overhead or self.DefenderDefault.Overhead
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local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
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local DefendersNeeded = math.ceil( DefendersCount * DefenderOverhead )
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self:F( { DefaultOverhead = self.DefenderDefault.Overhead, Overhead = DefenderOverhead } )
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self:F( { DefaultGrouping = self.DefenderDefault.Grouping, Grouping = DefenderGrouping } )
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self:F( { DefendersCount = DefendersCount, DefendersNeeded = DefendersNeeded } )
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while ( DefendersNeeded > 0 ) do
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
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local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
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if DefenderGrouping then
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Spawn:InitGrouping( DefenderGrouping )
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else
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Spawn:InitGrouping()
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end
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if DefenderSquadron then
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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if Gci then
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local DefenderOverhead = DefenderSquadron.Overhead or self.DefenderDefault.Overhead
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local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
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local DefendersNeeded = math.ceil( DefenderCount * DefenderOverhead )
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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DefendersNeeded = DefendersNeeded - DefenderGrouping
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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self:F( { DefaultOverhead = self.DefenderDefault.Overhead, Overhead = DefenderOverhead } )
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self:F( { DefaultGrouping = self.DefenderDefault.Grouping, Grouping = DefenderGrouping } )
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self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
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while ( DefendersNeeded > 0 ) do
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Functional.Spawn#SPAWN
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local DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
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if DefenderGrouping then
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Spawn:InitGrouping( DefenderGrouping )
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else
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Spawn:InitGrouping()
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end
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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DefendersNeeded = DefendersNeeded - DefenderGrouping
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if DefenderGCI then
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DefendersCount = DefendersCount - DefenderGrouping
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:Start()
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Fsm:__Engage( 2, DetectedItem.Set ) -- Engage on the TargetSetUnit
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
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if DefenderGCI then
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self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, DetectedItem )
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"GCI RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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DefenderCount = DefenderCount - DefenderGrouping
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterLostControl( Defender, From, Event, To )
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self:F({"GCI LostControl", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
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Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold )
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Fsm:SetDisengageRadius( self.DisengageRadius )
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Fsm:Start()
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Fsm:__Engage( 2, AttackerDetection.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( ClosestDefenderSquadronName, DefenderGCI, "GCI", Fsm, AttackerDetection )
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Defender:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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end
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|
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--- @param #AI_A2A_DISPATCHER self
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function Fsm:onafterHome( Defender, From, Event, To, Action )
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self:F({"GCI Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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function Fsm:onafterRTB( Defender, From, Event, To )
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self:F({"GCI RTB", Defender:GetName()})
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self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
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|
||||
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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Dispatcher:ClearDefenderTaskTarget( Defender )
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end
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|
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if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
|
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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--- @param #AI_A2A_DISPATCHER self
|
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function Fsm:onafterLostControl( Defender, From, Event, To )
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self:F({"GCI LostControl", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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||||
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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if Defender:IsAboveRunway() then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
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end
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||||
end
|
||||
end
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||||
end -- if DefenderGCI then
|
||||
end -- while ( DefendersNeeded > 0 ) do
|
||||
|
||||
--- @param #AI_A2A_DISPATCHER self
|
||||
function Fsm:onafterHome( Defender, From, Event, To, Action )
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||||
self:F({"GCI Home", Defender:GetName()})
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self:GetParent(self).onafterHome( self, Defender, From, Event, To )
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||||
|
||||
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
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||||
|
||||
if Action and Action == "Destroy" then
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Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
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Defender:Destroy()
|
||||
end
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||||
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||||
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
Defender:Destroy()
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||||
end
|
||||
end
|
||||
end -- if DefenderGCI then
|
||||
end -- while ( DefendersNeeded > 0 ) do
|
||||
end
|
||||
else
|
||||
-- No more resources, try something else.
|
||||
-- Subject for a later enhancement to try to depart from another squadron and disable this one.
|
||||
BreakLoop = true
|
||||
break
|
||||
end
|
||||
else
|
||||
-- No more resources, try something else.
|
||||
-- Subject for a later enhancement to try to depart from another squadron and disable this one.
|
||||
BreakLoop = true
|
||||
-- There isn't any closest airbase anymore, break the loop.
|
||||
break
|
||||
end
|
||||
else
|
||||
-- There isn't any closest airbase anymore, break the loop.
|
||||
break
|
||||
end
|
||||
end -- if DefenderSquadron then
|
||||
end -- if DefenderSquadron then
|
||||
end -- if AttackerUnit
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -360,14 +360,13 @@ function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
||||
|
||||
local FirstAttackUnit = self.AttackSetUnit:GetFirst()
|
||||
|
||||
if FirstAttackUnit then
|
||||
if FirstAttackUnit and FirstAttackUnit:IsAlive() then
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
|
||||
Reference in New Issue
Block a user