Merge branch 'develop' into FF/Develop

This commit is contained in:
Frank 2018-10-13 19:42:30 +02:00
commit 8551830517
4 changed files with 106 additions and 49 deletions

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@ -1,5 +1,6 @@
--- **AI** - (R2.2) - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.
--
-- ===
--
-- Features:
--
@ -18,6 +19,19 @@
-- * Quickly setup an A2A defense system using @{#AI_A2A_GCICAP}.
-- * Setup a more advanced defense system using @{#AI_A2A_DISPATCHER}.
--
-- ===
--
-- ## Missions:
--
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
--
-- ===
--
-- ## YouTube Channel:
--
-- [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
-- # QUICK START GUIDE
--
@ -183,18 +197,6 @@ do -- AI_A2A_DISPATCHER
--
-- ===
--
-- # Demo Missions
--
-- ### [AI\_A2A\_DISPATCHER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching)
--
-- ===
--
-- # YouTube Channel
--
-- ### [DCS WORLD - MOOSE - A2A GCICAP - Build an automatic A2A Defense System](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0S4KMNUUJpaUs6zZHjLKNx)
--
-- ===
--
-- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia3.JPG)
--
-- It includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy air movements that are detected by a ground based radar network.
@ -796,10 +798,17 @@ do -- AI_A2A_DISPATCHER
--
-- Use the method @{#AI_A2A_DISPATCHER.SetDisengageRadius}() to modify the default Disengage Radius to another distance setting.
--
-- ## 11. Airbase capture:
--
-- ## 11. Q & A:
-- Different squadrons can be located at one airbase.
-- If the airbase gets captured, that is, when there is an enemy unit near the airbase, and there aren't anymore friendlies at the airbase, the airbase will change coalition ownership.
-- As a result, the GCI and CAP will stop!
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
--
-- ### 11.1. Which countries will be selected for each coalition?
-- ## 12. Q & A:
--
-- ### 12.1. Which countries will be selected for each coalition?
--
-- Which countries are assigned to a coalition influences which units are available to the coalition.
-- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country
@ -807,7 +816,7 @@ do -- AI_A2A_DISPATCHER
-- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not.
-- Therefore if F4s are wanted as a coalition's CAP or GCI aircraft Germany will need to be assigned to that coalition.
--
-- ### 11.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
-- ### 12.2. Country, type, load out, skill and skins for CAP and GCI aircraft?
--
-- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being "CAP".
-- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin.
@ -995,9 +1004,13 @@ do -- AI_A2A_DISPATCHER
self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
--self:HandleEvent( EVENTS.RemoveUnit, self.OnEventCrashOrDead )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.EngineShutdown )
-- Handle the situation where the airbases are captured.
self:HandleEvent( EVENTS.BaseCaptured )
self:SetTacticalDisplay( false )
self:__Start( 5 )
@ -1005,6 +1018,25 @@ do -- AI_A2A_DISPATCHER
return self
end
--- @param #AI_A2A_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanatize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.Resources = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true
self:I( "Squadron " .. SquadronName .. " captured." )
end
end
end
--- @param #AI_A2A_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData )
@ -1480,6 +1512,7 @@ do -- AI_A2A_DISPATCHER
DefenderSquadron.Name = SquadronName
DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName )
DefenderSquadron.AirbaseName = DefenderSquadron.Airbase:GetName()
if not DefenderSquadron.Airbase then
error( "Cannot find airbase with name:" .. AirbaseName )
end
@ -1497,6 +1530,7 @@ do -- AI_A2A_DISPATCHER
end
DefenderSquadron.Resources = Resources
DefenderSquadron.TemplatePrefixes = TemplatePrefixes
DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } )
@ -1663,16 +1697,19 @@ do -- AI_A2A_DISPATCHER
local DefenderSquadron = self:GetSquadron( SquadronName )
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
local Cap = DefenderSquadron.Cap
if Cap then
local CapCount = self:CountCapAirborne( SquadronName )
self:F( { CapCount = CapCount } )
if CapCount < Cap.CapLimit then
local Probability = math.random()
if Probability <= Cap.Probability then
return DefenderSquadron
if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
local Cap = DefenderSquadron.Cap
if Cap then
local CapCount = self:CountCapAirborne( SquadronName )
self:F( { CapCount = CapCount } )
if CapCount < Cap.CapLimit then
local Probability = math.random()
if Probability <= Cap.Probability then
return DefenderSquadron
end
end
end
end
@ -1693,10 +1730,13 @@ do -- AI_A2A_DISPATCHER
local DefenderSquadron = self:GetSquadron( SquadronName )
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then
local Gci = DefenderSquadron.Gci
if Gci then
return DefenderSquadron
if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
local Gci = DefenderSquadron.Gci
if Gci then
return DefenderSquadron
end
end
end
return nil

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@ -1767,7 +1767,8 @@ do -- COORDINATE
--- Return a BR string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The BR text.
function COORDINATE:ToStringBR( FromCoordinate, Settings )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
@ -1778,7 +1779,8 @@ do -- COORDINATE
--- Return a BRAA string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The BR text.
function COORDINATE:ToStringBRA( FromCoordinate, Settings )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
@ -1791,6 +1793,7 @@ do -- COORDINATE
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The BR text.
function COORDINATE:ToStringBULLS( Coalition, Settings )
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
@ -1830,7 +1833,7 @@ do -- COORDINATE
--- Provides a Lat Lon string in Degree Minute Second format.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The LL DMS Text
function COORDINATE:ToStringLLDMS( Settings )
@ -1841,7 +1844,7 @@ do -- COORDINATE
--- Provides a Lat Lon string in Degree Decimal Minute format.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The LL DDM Text
function COORDINATE:ToStringLLDDM( Settings )
@ -1852,7 +1855,7 @@ do -- COORDINATE
--- Provides a MGRS string
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The MGRS Text
function COORDINATE:ToStringMGRS( Settings ) --R2.1 Fixes issue #424.
@ -1866,10 +1869,12 @@ do -- COORDINATE
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param #COORDINATE ReferenceCoord The refrence coordinate.
-- @param #string ReferenceName The refrence name.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings ) -- R2.2
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings )
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
@ -1896,9 +1901,9 @@ do -- COORDINATE
--- Provides a coordinate string of the point, based on the A2G coordinate format system.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringA2G( Controllable, Settings ) -- R2.2
function COORDINATE:ToStringA2G( Controllable, Settings )
self:F2( { Controllable = Controllable and Controllable:GetName() } )
@ -1931,7 +1936,7 @@ do -- COORDINATE
--- Provides a coordinate string of the point, based on the A2A coordinate format system.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringA2A( Controllable, Settings ) -- R2.2
@ -1970,7 +1975,7 @@ do -- COORDINATE
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param Tasking.Task#TASK Task The task for which coordinates need to be calculated.
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToString( Controllable, Settings, Task )
@ -2023,7 +2028,7 @@ do -- COORDINATE
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The pressure text in the configured measurement system.
function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3
@ -2039,9 +2044,9 @@ do -- COORDINATE
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The wind text in the configured measurement system.
function COORDINATE:ToStringWind( Controllable, Settings ) -- R2.3
function COORDINATE:ToStringWind( Controllable, Settings )
self:F2( { Controllable = Controllable and Controllable:GetName() } )
@ -2055,9 +2060,9 @@ do -- COORDINATE
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @param Core.Settings#SETTINGS
-- @return #string The temperature text in the configured measurement system.
function COORDINATE:ToStringTemperature( Controllable, Settings ) -- R2.3
function COORDINATE:ToStringTemperature( Controllable, Settings )
self:F2( { Controllable = Controllable and Controllable:GetName() } )

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@ -334,7 +334,7 @@ end
--- Find a AIRBASE in the _DATABASE using the name of an existing DCS Airbase.
-- @param #AIRBASE self
-- @param #string AirbaseName The Airbase Name.
-- @return Wrapper.Airbase#AIRBASE self
-- @return #AIRBASE self
function AIRBASE:FindByName( AirbaseName )
local AirbaseFound = _DATABASE:FindAirbase( AirbaseName )

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@ -896,16 +896,28 @@ function UNIT:IsShip()
end
--- Returns true if the UNIT is in the air.
-- @param Wrapper.Positionable#UNIT self
-- @param #UNIT self
-- @return #boolean true if in the air.
-- @return #nil The UNIT is not existing or alive.
function UNIT:InAir()
self:F2( self.UnitName )
local DCSUnit = self:GetDCSObject()
local DCSUnit = self:GetDCSObject() --DCS#Unit
if DCSUnit then
local UnitInAir = DCSUnit:inAir()
-- Implementation of workaround. The original code is below.
-- This to simulate the landing on buildings.
-- local UnitInAir = DCSUnit:inAir()
local UnitInAir = true
local VelocityVec3 = DCSUnit:getVelocity()
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
local Coordinate = DCSUnit:getPoint()
local LandHeight = land.getHeight( { x = Coordinate.x, y = Coordinate.z } )
local Height = Coordinate.y - LandHeight
if Velocity < 1 and Height <= 60 then
UnitInAir = false
end
self:T3( UnitInAir )
return UnitInAir
end