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https://github.com/FlightControl-Master/MOOSE.git
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@@ -59,6 +59,9 @@ do -- AI_A2A_DISPATCHER
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-- This table models the currently alive AI_A2A processes.
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self.AI_A2A = self.AI_A2A or {}
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-- These two tables model the AIGroups having an assignment and the Targets having an AIGroup.
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self.A2A_Targets = self.A2A_Targets or {}
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self.A2A_Tasks = self.A2A_Tasks or {}
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-- TODO: Check detection through radar.
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self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
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@@ -78,7 +81,7 @@ do -- AI_A2A_DISPATCHER
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-- @param #string PlayerName
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self:AddTransition( "*", "CAP", "*" )
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--- CAP Handler OnBefore for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP
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-- @param #AI_A2A_DISPATCHER self
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@@ -103,6 +106,57 @@ do -- AI_A2A_DISPATCHER
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number Delay
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self:AddTransition( "*", "INTERCEPT", "*" )
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--- INTERCEPT Handler OnBefore for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeINTERCEPT
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- INTERCEPT Handler OnAfter for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnAfterINTERCEPT
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- INTERCEPT Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] INTERCEPT
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-- @param #AI_A2A_DISPATCHER self
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--- INTERCEPT Asynchronous Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] __INTERCEPT
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number Delay
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self:AddTransition( "*", "ENGAGE", "*" )
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--- ENGAGE Handler OnBefore for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeENGAGE
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnAfterENGAGE
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- ENGAGE Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] ENGAGE
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-- @param #AI_A2A_DISPATCHER self
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--- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number Delay
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@@ -111,17 +165,112 @@ do -- AI_A2A_DISPATCHER
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return self
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end
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function AI_A2A_DISPATCHER:onafterCAP()
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for CAPName, CAP in pairs( self.AI_A2A["CAP"] ) do
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local A2AType = "CAP"
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for CAPName, CAP in pairs( self.AI_A2A[A2AType] or {} ) do
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local AIGroup = CAP.Spawn:Spawn()
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self:F( { AIGroup = AIGroup:GetName() } )
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if AIGroup then
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CAP.Fsm = CAP.Fsm or {}
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CAP.Fsm[AIGroup] = AI_A2A_CAP:New( AIGroup, CAP.Zone, CAP.FloorAltitude, CAP.CeilingAltitude, CAP.MinSpeed, CAP.MaxSpeed, CAP.AltType )
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CAP.Fsm[AIGroup]:__Patrol( 2 )
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local Fsm = AI_A2A_CAP:New( AIGroup, CAP.Zone, CAP.FloorAltitude, CAP.CeilingAltitude, CAP.MinSpeed, CAP.MaxSpeed, CAP.AltType )
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Fsm:__Patrol( 1 )
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self.A2A_Tasks = self.A2A_Tasks or {}
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self.A2A_Tasks[AIGroup] = self.A2A_Tasks[AIGroup] or {}
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self.A2A_Tasks[AIGroup].Type = A2AType
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self.A2A_Tasks[AIGroup].Fsm = Fsm
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end
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end
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end
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function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, TargetSetUnit, TargetReference, AIGroups )
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local A2AType = "CAP"
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self:F( { AIGroups = AIGroups } )
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if AIGroups then
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for AIGroupID, AIGroup in pairs( AIGroups ) do
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local Fsm = self.A2A_Tasks[AIGroup].Fsm
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Fsm:__Engage( 1, TargetSetUnit ) -- Engage on the TargetSetUnit
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self.A2A_Tasks[AIGroup].Target = TargetReference
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self.A2A_Targets[TargetReference] = self.A2A_Targets[TargetReference] or {}
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self.A2A_Targets[TargetReference].Set = TargetSetUnit
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self.A2A_Targets[TargetReference].Groups = self.A2A_Targets[TargetReference].Groups or {}
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local Groups = self.A2A_Targets[TargetReference].Groups
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local GroupName = AIGroup:GetName()
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Groups[GroupName] = AIGroup
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end
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end
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end
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function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, TargetSetUnit, TargetReference, DefendersMissing )
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local A2AType = "INTERCEPT"
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local ClosestDistance = 0
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local ClosestINTERCEPTName = nil
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local AttackerCount = TargetSetUnit:Count()
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DefendersMissing = AttackerCount - DefendersMissing
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while( DefendersMissing < AttackerCount ) do
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for INTERCEPTName, INTERCEPT in pairs( self.AI_A2A[A2AType] or {} ) do
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local SpawnCoord = INTERCEPT.Spawn:GetCoordinate() -- Core.Point#COORDINATE
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local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
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local Distance = SpawnCoord:Get2DDistance( TargetCoord )
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if ClosestDistance == 0 or Distance < ClosestDistance then
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ClosestDistance = Distance
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ClosestINTERCEPTName = INTERCEPTName
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end
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end
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if ClosestINTERCEPTName then
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local INTERCEPT = self.AI_A2A[A2AType][ClosestINTERCEPTName]
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local AIGroup = INTERCEPT.Spawn:Spawn()
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self:F( { AIGroup = AIGroup:GetName() } )
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if AIGroup then
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DefendersMissing = DefendersMissing + AIGroup:GetSize()
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local Fsm = AI_A2A_INTERCEPT:New( AIGroup )
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Fsm:__Engage( 1, TargetSetUnit ) -- Engage on the TargetSetUnit
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self.A2A_Tasks = self.A2A_Tasks or {}
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self.A2A_Tasks[AIGroup] = self.A2A_Tasks[AIGroup] or {}
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self.A2A_Tasks[AIGroup].Type = A2AType
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self.A2A_Tasks[AIGroup].Fsm = Fsm
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self.A2A_Tasks[AIGroup].Target = TargetReference
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self.A2A_Targets[TargetReference] = self.A2A_Targets[TargetReference] or {}
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self.A2A_Targets[TargetReference].Set = TargetSetUnit
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self.A2A_Targets[TargetReference].Groups = self.A2A_Targets[TargetReference].Groups or {}
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local Groups = self.A2A_Targets[TargetReference].Groups
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local GroupName = AIGroup:GetName()
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Groups[GroupName] = AIGroup
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end
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end
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end
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end
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function AI_A2A_DISPATCHER:SetCAP( CAPName, CAPSpawn, CAPZone, CAPFloorAltitude, CAPCeilingAltitude, CAPMinSpeed, CAPMaxSpeed, CAPAltType )
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@@ -140,47 +289,18 @@ do -- AI_A2A_DISPATCHER
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end
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function AI_A2A_DISPATCHER:SetINTERCEPT( INTERCEPTName, INTERCEPTSpawn, CAPZone, CAPFloorAltitude, CAPCeilingAltitude, CAPMinSpeed, CAPMaxSpeed, CAPAltType )
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function AI_A2A_DISPATCHER:SetINTERCEPT( Name, Spawn, MinSpeed, MaxSpeed )
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self.AI_A2A["INTERCEPT"] = self.AI_A2A["INTERCEPT"] or {}
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self.AI_A2A["INTERCEPT"][INTERCEPTName] = self.AI_A2A["INTERCEPT"][INTERCEPTName] or {}
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self.AI_A2A["INTERCEPT"][Name] = self.AI_A2A["INTERCEPT"][Name] or {}
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local INTERCEPT = self.AI_A2A["INTERCEPT"][INTERCEPTName]
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INTERCEPT.Name = INTERCEPTName
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INTERCEPT.Spawn = INTERCEPTSpawn
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INTERCEPT.Zone = CAPZone
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INTERCEPT.FloorAltitude = CAPFloorAltitude
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INTERCEPT.CeilingAltitude = CAPCeilingAltitude
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INTERCEPT.MinSpeed = CAPMinSpeed
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INTERCEPT.MaxSpeed = CAPMaxSpeed
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INTERCEPT.AltType = CAPAltType
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local INTERCEPT = self.AI_A2A["INTERCEPT"][Name]
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INTERCEPT.Name = Name
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INTERCEPT.Spawn = Spawn
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INTERCEPT.MinSpeed = MinSpeed
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INTERCEPT.MaxSpeed = MaxSpeed
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end
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--- Creates an INTERCEPT task when there are targets for it.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function AI_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Check if there is at least one UNIT in the DetectedSet is visible.
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if DetectedItem.IsDetected == true then
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-- Here we're doing something advanced... We're copying the DetectedSet.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates an SWEEP task when there are targets for it.
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@@ -207,8 +327,64 @@ do -- AI_A2A_DISPATCHER
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return nil
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end
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function AI_A2A_DISPATCHER:CountDefendersEngaged( DetectedItem )
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-- First, count the active AIGroups Units, targetting the DetectedSet
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local AIUnitCount = 0
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for AIGroupName, AIGroup in pairs( ( self.A2A_Targets[DetectedItem] and self.A2A_Targets[DetectedItem].Groups ) or {} ) do
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local AIGroup = AIGroup -- Wrapper.Group#GROUP
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if AIGroup:IsAlive() then
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AIUnitCount = AIUnitCount + AIGroup:GetSize()
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end
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end
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return AIUnitCount
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end
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function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
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local ResultAIGroups = nil
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local DetectedSet = DetectedItem.Set
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local DetectedCount = DetectedSet:Count()
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local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
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for AIName, AIFriendly in pairs( AIFriendlies ) 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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local AIGroup = AIFriendly :GetGroup() -- Wrapper.Group#GROUP
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self:F( { AIFriendly = AIGroup } )
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if AIGroup:IsAlive() then
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-- Ok, so we have a friendly near the potential target.
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-- Now we need to check if the AIGroup has a Task.
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local AIGroupTask = self.A2A_Tasks[AIGroup]
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self:F({AIGroupTask = AIGroupTask})
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if AIGroupTask then
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-- The Task should be CAP
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self:F( { Type = AIGroupTask.Type } )
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if AIGroupTask.Type == "CAP" 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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self:F( { Target = AIGroupTask.Target } )
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if AIGroupTask.Target == nil then
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ResultAIGroups = ResultAIGroups or {}
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ResultAIGroups[AIGroup] = AIGroup
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DefenderCount = DefenderCount + AIGroup:GetSize()
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end
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end
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end
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end
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else
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break
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end
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end
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return ResultAIGroups
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end
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--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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@@ -217,106 +393,50 @@ do -- AI_A2A_DISPATCHER
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function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local ResultEngage = false
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local ResultAIGroup = nil
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local ResultCAPName = nil
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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for CAPName, CAP in pairs( self.AI_A2A["CAP"] ) do
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for AIGroup, Fsm in pairs( CAP.Fsm ) do
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self:F( { CAP = CAPName } )
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self:F( { CAPFsm = CAP.Fsm } )
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self:F( { AIGroup = tostring( AIGroup ), AIGroup:GetName() } )
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local CAPFsm = CAP.Fsm[AIGroup]
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if CAPFsm then
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self:F( { CAPState = CAPFsm:GetState() } )
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if CAPFsm:Is( "Patrolling" ) then
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ResultEngage = true
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ResultAIGroup = AIGroup
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ResultCAPName = CAPName
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end
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end
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break
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end
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end
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-- First, count the active AIGroups Units, targetting the DetectedSet
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local DefenderCount = self:CountDefendersEngaged( DetectedItem )
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local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
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-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
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if ResultEngage == true and DetectedItem.IsDetected == true then
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if DefenderGroups and DetectedItem.IsDetected == true then
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self:E("ENGAGE")
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return DetectedSet, ResultCAPName, ResultAIGroup
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return DetectedSet, DefenderGroups
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end
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return nil
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return nil, nil
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end
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--- Evaluates the removal of the Task from the Mission.
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-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
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--- Creates an INTERCEPT task when there are targets for it.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Tasking.Task#TASK Task
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @param #boolean DetectedItemID
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-- @param #boolean DetectedItemChange
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-- @return Tasking.Task#TASK
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function AI_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
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if Task then
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function AI_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local AttackerSet = DetectedItem.Set
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AttackerSet:Flush()
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local AttackerCount = AttackerSet:Count()
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if Task:IsStatePlanned() then
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local TaskName = Task:GetName()
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local TaskType = TaskName:match( "(%u+)%.%d+" )
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self:T2( { TaskType = TaskType } )
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local Remove = false
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local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
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if TaskType == "ENGAGE" then
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if IsPlayers == false then
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Remove = true
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end
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end
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if TaskType == "INTERCEPT" then
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if IsPlayers == true then
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Remove = true
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end
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if DetectedItem.IsDetected == false then
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Remove = true
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end
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end
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if TaskType == "SWEEP" then
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if DetectedItem.IsDetected == true then
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Remove = true
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end
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end
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-- First, count the active AIGroups Units, targetting the DetectedSet
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local DefenderCount = self:CountDefendersEngaged( DetectedItem )
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local DefendersMissing = AttackerCount - DefenderCount
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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--DetectedSet:Flush()
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--self:E( { DetectedSetCount = DetectedSet:Count() } )
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if DetectedSet:Count() == 0 then
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Remove = true
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end
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if DetectedItemChanged == true or Remove then
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--self:E( "Removing Tasking: " .. Task:GetTaskName() )
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Mission:RemoveTask( Task )
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self.Tasks[DetectedItemIndex] = nil
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end
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end
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-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
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if DetectedItem.IsDetected == true then
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return DetectedItem.Set, DefendersMissing
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end
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return Task
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return nil, nil
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end
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||||
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||||
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||||
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||||
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||||
--- Calculates which friendlies are nearby the area
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-- @param #AI_A2A_DISPATCHER self
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||||
-- @param DetectedItem
|
||||
@@ -419,6 +539,41 @@ do -- AI_A2A_DISPATCHER
|
||||
end
|
||||
|
||||
|
||||
--- Evaluates the removal of the Task from the Mission.
|
||||
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
|
||||
-- @param #boolean DetectedItemID
|
||||
-- @param #boolean DetectedItemChange
|
||||
-- @return Tasking.Task#TASK
|
||||
function AI_A2A_DISPATCHER:EvaluateRemoveTask( DetectedItem, A2A_Index )
|
||||
|
||||
local A2A_Target = self.A2A_Targets[A2A_Index]
|
||||
|
||||
if A2A_Target then
|
||||
|
||||
for AIGroupName, AIGroup in pairs( A2A_Target.Groups ) do
|
||||
local AIGroup = AIGroup -- Wrapper.Group#GROUP
|
||||
if not AIGroup:IsAlive() then
|
||||
self.A2A_Tasks[AIGroup] = nil
|
||||
self.A2A_Targets[A2A_Index].Groups[AIGroupName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
DetectedSet:Flush()
|
||||
self:E( { DetectedSetCount = DetectedSet:Count() } )
|
||||
if DetectedSet:Count() == 0 then
|
||||
self.A2A_Targets[A2A_Index] = nil
|
||||
end
|
||||
end
|
||||
|
||||
return self.A2A_Targets[A2A_Index]
|
||||
end
|
||||
|
||||
|
||||
--- Assigns A2A AI Tasks in relation to the detected items.
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
|
||||
@@ -451,22 +606,35 @@ do -- AI_A2A_DISPATCHER
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
local DetectedCount = DetectedSet:Count()
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
--self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
--DetectedSet:Flush()
|
||||
self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count() } )
|
||||
DetectedSet:Flush()
|
||||
|
||||
local DetectedID = DetectedItem.ID
|
||||
local AI_A2A_Index = DetectedItem.Index
|
||||
local A2A_Index = DetectedItem.Index
|
||||
local DetectedItemChanged = DetectedItem.Changed
|
||||
|
||||
-- local AI_A2A_Process = self.AI_A2A_Processes[AI_A2A_Index]
|
||||
-- AI_A2A_Process = self:EvaluateRemoveTask( AI_A2A_Process, Detection, DetectedItem, AI_A2A_Index, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
|
||||
self:E( { A2A_Index = A2A_Index } )
|
||||
|
||||
|
||||
local A2A_Target = self:EvaluateRemoveTask( DetectedItem, A2A_Index )
|
||||
self:E( { A2A_Index = A2A_Index, A2A_Target = A2A_Target } )
|
||||
DetectedSet:Flush()
|
||||
|
||||
-- Evaluate A2A_Action
|
||||
if DetectedCount > 0 then
|
||||
local TargetSetUnit, CAPName, AIGroup = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
|
||||
if not A2A_Target then
|
||||
local TargetSetUnit, AIGroups = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
|
||||
self:F( { AIGroups = AIGroups } )
|
||||
if TargetSetUnit then
|
||||
local CAP = self.AI_A2A["CAP"][CAPName]
|
||||
CAP.Fsm[AIGroup]:__Engage( 1, TargetSetUnit )
|
||||
self:ENGAGE( TargetSetUnit, A2A_Index, AIGroups )
|
||||
else
|
||||
do
|
||||
local AttackerSet, DefendersMissing = self:EvaluateINTERCEPT( DetectedItem )
|
||||
self:F( { DefendersMissing = DefendersMissing } )
|
||||
AttackerSet:Flush()
|
||||
if AttackerSet then
|
||||
self:INTERCEPT( AttackerSet, A2A_Index, DefendersMissing )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Reference in New Issue
Block a user