mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Manual diff merge from FF/Development
Hopefully cleans up the mess now.
This commit is contained in:
parent
8d222fd0c3
commit
afb0a8af33
@ -439,12 +439,13 @@ function AI_A2A:onafterStatus()
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end
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end
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if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
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if DistanceFromHomeBase < 5000 then
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self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Home( "Destroy" )
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end
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end
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-- I think this code is not requirement anymore after release 2.5.
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-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
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-- if DistanceFromHomeBase < 5000 then
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-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
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-- self:Home( "Destroy" )
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-- end
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-- end
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if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
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@ -481,9 +482,12 @@ function AI_A2A:onafterStatus()
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end
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-- Check if planes went RTB and are out of control.
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-- We only check if planes are out of control, when they are in duty.
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if self.Controllable:HasTask() == false then
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if not self:Is( "Started" ) and
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not self:Is( "Stopped" ) and
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not self:Is( "Fuel" ) and
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not self:Is( "Damaged" ) and
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not self:Is( "Home" ) then
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if self.IdleCount >= 2 then
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if Damage ~= InitialLife then
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@ -504,7 +508,10 @@ function AI_A2A:onafterStatus()
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self:__RTB( 0.5 )
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end
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self:__Status( 10 )
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if not self:Is("Home") then
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self:__Status( 10 )
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end
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end
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end
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@ -274,7 +274,7 @@ do -- AI_A2A_DISPATCHER
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-- A2ADispatcher_Red = AI_A2A_DISPATCHER:New( EWR_Red )
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-- A2ADispatcher_Blue = AI_A2A_DISPATCHER:New( EWR_Blue )
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--
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-- ### 2. Define the detected **target grouping radius**:
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-- ### 1.2. Define the detected **target grouping radius**:
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--
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-- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed.
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-- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
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@ -1013,12 +1013,48 @@ do -- AI_A2A_DISPATCHER
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self:SetTacticalDisplay( false )
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self.DefenderCAPIndex = 0
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self:__Start( 5 )
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return self
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end
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--- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:onafterStart( From, Event, To )
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self:GetParent( self, AI_A2A_DISPATCHER ).onafterStart( self, From, Event, To )
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-- Spawn the resources.
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do
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DefenderSquadron.Resource = {}
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if DefenderSquadron.ResourceCount then
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for Resource = 1, DefenderSquadron.ResourceCount do
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self:ParkDefender( DefenderSquadron )
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end
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end
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end
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end
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--- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:ParkDefender( DefenderSquadron )
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local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
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local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
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Spawn:InitGrouping( 1 )
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local SpawnGroup
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if self:IsSquadronVisible( DefenderSquadron.Name ) then
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SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold )
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local GroupName = SpawnGroup:GetName()
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DefenderSquadron.Resources = DefenderSquadron.Resources or {}
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DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {}
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DefenderSquadron.Resources[TemplateID][GroupName] = {}
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DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup
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end
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end
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--- @param #AI_A2A_DISPATCHER self
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-- @param Core.Event#EVENTDATA EventData
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function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData )
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@ -1030,7 +1066,7 @@ do -- AI_A2A_DISPATCHER
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-- Now search for all squadrons located at the airbase, and sanatize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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if Squadron.AirbaseName == AirbaseName then
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Squadron.Resources = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.Captured = true
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self:I( "Squadron " .. SquadronName .. " captured." )
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end
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@ -1059,6 +1095,7 @@ do -- AI_A2A_DISPATCHER
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self:RemoveDefenderFromSquadron( Squadron, Defender )
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end
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DefenderUnit:Destroy()
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self:ParkDefender( Squadron, Defender )
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return
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end
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if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
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@ -1085,6 +1122,7 @@ do -- AI_A2A_DISPATCHER
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self:RemoveDefenderFromSquadron( Squadron, Defender )
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end
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DefenderUnit:Destroy()
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self:ParkDefender( Squadron, Defender )
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end
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end
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end
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@ -1474,7 +1512,7 @@ do -- AI_A2A_DISPATCHER
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-- Just remember that your template (groups late activated) need to start with the prefix you have specified in your code.
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-- If you have only one prefix name for a squadron, you don't need to use the `{ }`, otherwise you need to use the brackets.
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--
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-- @param #number Resources (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.
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-- @param #number ResourceCount (optional) A number that specifies how many resources are in stock of the squadron. If not specified, the squadron will have infinite resources available.
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--
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-- @usage
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-- -- Now Setup the A2A dispatcher, and initialize it using the Detection object.
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@ -1497,13 +1535,13 @@ do -- AI_A2A_DISPATCHER
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--
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-- @usage
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-- -- This is an example like the previous, but now with infinite resources.
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-- -- The Resources parameter is not given in the SetSquadron method.
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-- -- The ResourceCount parameter is not given in the SetSquadron method.
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-- A2ADispatcher:SetSquadron( "104th", "Batumi", "Mig-29" )
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-- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" )
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--
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--
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-- @return #AI_A2A_DISPATCHER
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function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, Resources )
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function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
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self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
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@ -1528,11 +1566,11 @@ do -- AI_A2A_DISPATCHER
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DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
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end
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end
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DefenderSquadron.Resources = Resources
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DefenderSquadron.ResourceCount = ResourceCount
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DefenderSquadron.TemplatePrefixes = TemplatePrefixes
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DefenderSquadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
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self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, Resources } } )
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self:F( { Squadron = {SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
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return self
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end
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@ -1551,6 +1589,54 @@ do -- AI_A2A_DISPATCHER
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end
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--- Set the Squadron visible before startup of the dispatcher.
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-- All planes will be spawned as uncontrolled on the parking spot.
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-- They will lock the parking spot.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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-- @return #AI_A2A_DISPATCHER
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-- @usage
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--
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-- -- Set the Squadron visible before startup of dispatcher.
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-- A2ADispatcher:SetSquadronVisible( "Mineralnye" )
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--
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function AI_A2A_DISPATCHER:SetSquadronVisible( SquadronName )
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self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
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local DefenderSquadron = self:GetSquadron( SquadronName )
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DefenderSquadron.Uncontrolled = true
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for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do
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DefenderSpawn:InitUnControlled()
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end
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end
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--- Check if the Squadron is visible before startup of the dispatcher.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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-- @return #bool true if visible.
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-- @usage
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--
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-- -- Set the Squadron visible before startup of dispatcher.
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-- local IsVisible = A2ADispatcher:IsSquadronVisible( "Mineralnye" )
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--
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function AI_A2A_DISPATCHER:IsSquadronVisible( SquadronName )
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self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
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local DefenderSquadron = self:GetSquadron( SquadronName )
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if DefenderSquadron then
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return DefenderSquadron.Uncontrolled == true
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end
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return nil
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end
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--- Set a CAP for a Squadron.
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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@ -1699,7 +1785,7 @@ do -- AI_A2A_DISPATCHER
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if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
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if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
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if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources.
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local Cap = DefenderSquadron.Cap
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if Cap then
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@ -1732,7 +1818,7 @@ do -- AI_A2A_DISPATCHER
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if DefenderSquadron.Captured == false then -- We can only spawn new CAP if the base has not been captured.
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if ( not DefenderSquadron.Resources ) or ( DefenderSquadron.Resources and DefenderSquadron.Resources > 0 ) then -- And, if there are sufficient resources.
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if ( not DefenderSquadron.ResourceCount ) or ( DefenderSquadron.ResourceCount and DefenderSquadron.ResourceCount > 0 ) then -- And, if there are sufficient resources.
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local Gci = DefenderSquadron.Gci
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if Gci then
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return DefenderSquadron
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@ -2490,21 +2576,21 @@ do -- AI_A2A_DISPATCHER
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self.Defenders = self.Defenders or {}
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local DefenderName = Defender:GetName()
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self.Defenders[ DefenderName ] = Squadron
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if Squadron.Resources then
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Squadron.Resources = Squadron.Resources - Size
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if Squadron.ResourceCount then
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Squadron.ResourceCount = Squadron.ResourceCount - Size
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end
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self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
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self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
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end
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--- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
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self.Defenders = self.Defenders or {}
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local DefenderName = Defender:GetName()
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if Squadron.Resources then
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Squadron.Resources = Squadron.Resources + Defender:GetSize()
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if Squadron.ResourceCount then
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Squadron.ResourceCount = Squadron.ResourceCount + Defender:GetSize()
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end
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self.Defenders[ DefenderName ] = nil
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self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } )
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self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
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end
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function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender )
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@ -2647,6 +2733,79 @@ do -- AI_A2A_DISPATCHER
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end
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---
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded )
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local SquadronName = DefenderSquadron.Name
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DefendersNeeded = DefendersNeeded or 4
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local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
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DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded
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if self:IsSquadronVisible( SquadronName ) then
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-- Here we CAP the new planes.
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-- The Resources table is filled in advance.
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local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template.
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-- We determine the grouping based on the parameters set.
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self:F( { DefenderGrouping = DefenderGrouping } )
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-- New we will form the group to spawn in.
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-- We search for the first free resource matching the template.
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local DefenderUnitIndex = 1
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local DefenderCAPTemplate = nil
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local DefenderName = nil
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for GroupName, DefenderGroup in pairs( DefenderSquadron.Resources[TemplateID] or {} ) do
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self:F( { GroupName = GroupName } )
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local DefenderTemplate = _DATABASE:GetGroupTemplate( GroupName )
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if DefenderUnitIndex == 1 then
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DefenderCAPTemplate = UTILS.DeepCopy( DefenderTemplate )
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self.DefenderCAPIndex = self.DefenderCAPIndex + 1
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DefenderCAPTemplate.name = SquadronName .. "#" .. self.DefenderCAPIndex .. "#" .. GroupName
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DefenderName = DefenderCAPTemplate.name
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else
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-- Add the unit in the template to the DefenderCAPTemplate.
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local DefenderUnitTemplate = DefenderTemplate.units[1]
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DefenderCAPTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate
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end
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DefenderUnitIndex = DefenderUnitIndex + 1
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DefenderSquadron.Resources[TemplateID][GroupName] = nil
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if DefenderUnitIndex > DefenderGrouping then
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break
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end
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end
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if DefenderCAPTemplate then
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local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
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local SpawnGroup = GROUP:Register( DefenderName )
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DefenderCAPTemplate.lateActivation = nil
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DefenderCAPTemplate.uncontrolled = nil
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local Takeoff = self:GetSquadronTakeoff( SquadronName )
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DefenderCAPTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
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DefenderCAPTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
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local Defender = _DATABASE:Spawn( DefenderCAPTemplate )
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self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
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return Defender, DefenderGrouping
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end
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else
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
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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( SquadronName )
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local Defender = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
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self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
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return Defender, DefenderGrouping
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end
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return nil, nil
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end
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---
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-- @param #AI_A2A_DISPATCHER self
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@ -2664,13 +2823,7 @@ do -- AI_A2A_DISPATCHER
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if Cap then
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN
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local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping
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Spawn:InitGrouping( DefenderGrouping )
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local TakeoffMethod = self:GetSquadronTakeoff( SquadronName )
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local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude )
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self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP, DefenderGrouping )
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local DefenderCAP, DefenderGrouping = self:ResourceActivate( DefenderSquadron )
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if DefenderCAP then
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@ -2686,7 +2839,7 @@ do -- AI_A2A_DISPATCHER
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self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm )
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function Fsm:onafterTakeoff( Defender, From, Event, To )
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self:F({"GCI Birth", Defender:GetName()})
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self:F({"CAP Birth", Defender:GetName()})
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--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
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local Dispatcher = Fsm:GetDispatcher() -- #AI_A2A_DISPATCHER
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@ -2720,9 +2873,9 @@ do -- AI_A2A_DISPATCHER
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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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self:ParkDefender( Squadron, Defender )
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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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@ -2828,31 +2981,19 @@ do -- AI_A2A_DISPATCHER
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self:F( { Grouping = DefenderGrouping, SquadronGrouping = DefenderSquadron.Grouping, DefaultGrouping = self.DefenderDefault.Grouping } )
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self:F( { DefendersCount = DefenderCount, DefendersNeeded = DefendersNeeded } )
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-- DefenderSquadron.Resources can have the value nil, which expresses unlimited resources.
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-- DefendersNeeded cannot exceed DefenderSquadron.Resources!
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if DefenderSquadron.Resources and DefendersNeeded > DefenderSquadron.Resources then
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DefendersNeeded = DefenderSquadron.Resources
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-- DefenderSquadron.ResourceCount can have the value nil, which expresses unlimited resources.
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-- DefendersNeeded cannot exceed DefenderSquadron.ResourceCount!
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if DefenderSquadron.ResourceCount and DefendersNeeded > DefenderSquadron.ResourceCount then
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DefendersNeeded = DefenderSquadron.ResourceCount
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BreakLoop = true
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end
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while ( DefendersNeeded > 0 ) do
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.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 )
|
||||
local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP
|
||||
self:F( { GCIDefender = DefenderGCI:GetName() } )
|
||||
local DefenderGCI, DefenderGrouping = self:ResourceActivate( DefenderSquadron, DefendersNeeded )
|
||||
|
||||
DefendersNeeded = DefendersNeeded - DefenderGrouping
|
||||
|
||||
self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI, DefenderGrouping )
|
||||
|
||||
if DefenderGCI then
|
||||
|
||||
DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead
|
||||
@ -2919,6 +3060,7 @@ do -- AI_A2A_DISPATCHER
|
||||
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
|
||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
Defender:Destroy()
|
||||
self:ParkDefender( Squadron, Defender )
|
||||
end
|
||||
end
|
||||
end -- if DefenderGCI then
|
||||
@ -3500,7 +3642,7 @@ do
|
||||
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
|
||||
-- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.
|
||||
-- @param #number GciRadius The radius in meters wherein detected airplanes will GCI.
|
||||
-- @param #number Resources The amount of resources that will be allocated to each squadron.
|
||||
-- @param #number ResourceCount The amount of resources that will be allocated to each squadron.
|
||||
-- @return #AI_A2A_GCICAP
|
||||
-- @usage
|
||||
--
|
||||
@ -3575,7 +3717,7 @@ do
|
||||
--
|
||||
-- A2ADispatcher = AI_A2A_GCICAP:New( { "DF CCCP" }, { "SQ CCCP" }, nil, nil, nil, nil, nil, 30 )
|
||||
--
|
||||
function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
|
||||
function AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
|
||||
|
||||
local EWRSetGroup = SET_GROUP:New()
|
||||
EWRSetGroup:FilterPrefixes( EWRPrefixes )
|
||||
@ -3629,7 +3771,7 @@ do
|
||||
end
|
||||
end
|
||||
if Templates then
|
||||
self:SetSquadron( AirbaseName, AirbaseName, Templates, Resources )
|
||||
self:SetSquadron( AirbaseName, AirbaseName, Templates, ResourceCount )
|
||||
end
|
||||
end
|
||||
|
||||
@ -3706,7 +3848,7 @@ do
|
||||
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
|
||||
-- @param #number EngageRadius The radius in meters wherein detected airplanes will be engaged by airborne defenders without a task.
|
||||
-- @param #number GciRadius The radius in meters wherein detected airplanes will GCI.
|
||||
-- @param #number Resources The amount of resources that will be allocated to each squadron.
|
||||
-- @param #number ResourceCount The amount of resources that will be allocated to each squadron.
|
||||
-- @return #AI_A2A_GCICAP
|
||||
-- @usage
|
||||
--
|
||||
@ -3790,9 +3932,9 @@ do
|
||||
--
|
||||
-- A2ADispatcher = AI_A2A_GCICAP:NewWithBorder( { "DF CCCP" }, { "SQ CCCP" }, "Border", nil, nil, nil, nil, nil, 30 )
|
||||
--
|
||||
function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
|
||||
function AI_A2A_GCICAP:NewWithBorder( EWRPrefixes, TemplatePrefixes, BorderPrefix, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
|
||||
|
||||
local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, Resources )
|
||||
local self = AI_A2A_GCICAP:New( EWRPrefixes, TemplatePrefixes, CapPrefixes, CapLimit, GroupingRadius, EngageRadius, GciRadius, ResourceCount )
|
||||
|
||||
if BorderPrefix then
|
||||
self:SetBorderZone( ZONE_POLYGON:New( BorderPrefix, GROUP:FindByName( BorderPrefix ) ) )
|
||||
|
||||
69
Moose Development/Moose/AI/AI_A2G.lua
Normal file
69
Moose Development/Moose/AI/AI_A2G.lua
Normal file
@ -0,0 +1,69 @@
|
||||
--- **AI** -- Models the process of air to ground operations for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G
|
||||
-- @image AI_Air_To_Ground_Dispatching.JPG
|
||||
|
||||
--- @type AI_A2G
|
||||
-- @extends AI.AI_Air#AI_AIR
|
||||
|
||||
--- The AI_A2G class implements the core functions to operate an AI @{Wrapper.Group} A2G tasking.
|
||||
--
|
||||
--
|
||||
-- # 1) AI_A2G constructor
|
||||
--
|
||||
-- * @{#AI_A2G.New}(): Creates a new AI_A2G object.
|
||||
--
|
||||
-- # 2) AI_A2G is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
--
|
||||
-- ## 2.1) AI_A2G States.
|
||||
--
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_A2G Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- @field #AI_A2G
|
||||
AI_A2G = {
|
||||
ClassName = "AI_A2G",
|
||||
}
|
||||
|
||||
--- Creates a new AI_A2G process.
|
||||
-- @param #AI_A2G self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
|
||||
-- @return #AI_A2G
|
||||
function AI_A2G:New( AIGroup )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_AIR:New( AIGroup ) ) -- #AI_A2G
|
||||
|
||||
self:SetFuelThreshold( .2, 60 )
|
||||
self:SetDamageThreshold( 0.4 )
|
||||
self:SetDisengageRadius( 70000 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
4146
Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Normal file
4146
Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
Normal file
File diff suppressed because it is too large
Load Diff
440
Moose Development/Moose/AI/AI_A2G_Engage.lua
Normal file
440
Moose Development/Moose/AI/AI_A2G_Engage.lua
Normal file
@ -0,0 +1,440 @@
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_Engage
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_ENGAGE
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2G_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_ENGAGE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2G_ENGAGE constructor
|
||||
--
|
||||
-- * @{#AI_A2G_ENGAGE.New}(): Creates a new AI_A2G_ENGAGE object.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2G_ENGAGE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2G_ENGAGE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_ENGAGE
|
||||
AI_A2G_ENGAGE = {
|
||||
ClassName = "AI_A2G_ENGAGE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_ENGAGE object
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @return #AI_A2G_ENGAGE
|
||||
function AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_A2G:New( AIGroup ) ) -- #AI_A2G_ENGAGE
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
self.EngageMinSpeed = EngageMinSpeed
|
||||
self.EngageMaxSpeed = EngageMaxSpeed
|
||||
self.PatrolMinSpeed = EngageMinSpeed
|
||||
self.PatrolMaxSpeed = EngageMaxSpeed
|
||||
|
||||
self.PatrolAltType = "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeEngage
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnAfterEngage
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] Engage
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] __Engage
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnLeaveEngaging
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnEnterEngaging
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeFired
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnAfterFired
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] Fired
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] __Fired
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeDestroy
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnAfterDestroy
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] Destroy
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] __Destroy
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeAbort
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnAfterAbort
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] Abort
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] __Abort
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeAccomplish
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] OnAfterAccomplish
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] Accomplish
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_ENGAGE] __Accomplish
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- onafter event handler for Start event.
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_ENGAGE:onafterStart( AIGroup, From, Event, To )
|
||||
|
||||
self:GetParent( self ).onafterStart( self, AIGroup, From, Event, To )
|
||||
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- onafter event handler for Engage event.
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_ENGAGE:onafterEngage( AIGroup, From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__Engage( 0.5 )
|
||||
|
||||
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
--AIGroup:SetTask( Task )
|
||||
end
|
||||
end
|
||||
|
||||
--- onbefore event handler for Engage event.
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- onafter event handler for Abort event.
|
||||
-- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_ENGAGE:onafterAbort( AIGroup, From, Event, To )
|
||||
AIGroup:ClearTasks()
|
||||
self:Return()
|
||||
self:__RTB( 0.5 )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_ENGAGE:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:F( { AIGroup, From, Event, To, AttackSetUnit} )
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
|
||||
|
||||
local FirstAttackUnit = self.AttackSetUnit:GetFirst()
|
||||
|
||||
if FirstAttackUnit and FirstAttackUnit:IsAlive() then
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
|
||||
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
local ToEngageAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = CurrentCoord:Translate( 15000, ToEngageAngle ):WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { Angle = ToEngageAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
if #AttackTasks == 0 then
|
||||
self:E("No targets found -> Going RTB")
|
||||
self:Return()
|
||||
self:__RTB( 0.5 )
|
||||
else
|
||||
AIGroup:OptionROEOpenFire()
|
||||
AIGroup:OptionROTEvadeFire()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks )
|
||||
end
|
||||
|
||||
AIGroup:Route( EngageRoute, 0.5 )
|
||||
|
||||
end
|
||||
else
|
||||
self:E("No targets found -> Going RTB")
|
||||
self:Return()
|
||||
self:__RTB( 0.5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2G_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_ENGAGE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2G_ENGAGE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
488
Moose Development/Moose/AI/AI_A2G_Patrol.lua
Normal file
488
Moose Development/Moose/AI/AI_A2G_Patrol.lua
Normal file
@ -0,0 +1,488 @@
|
||||
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2G_Patrol
|
||||
-- @image AI_Air_To_Ground_Patrol.JPG
|
||||
|
||||
--- @type AI_A2G_PATROL
|
||||
-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
|
||||
|
||||
|
||||
--- The AI_A2G_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2G_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_PATROL process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2G_PATROL constructor
|
||||
--
|
||||
-- * @{#AI_A2G_PATROL.New}(): Creates a new AI_A2G_PATROL object.
|
||||
--
|
||||
-- ## 2. AI_A2G_PATROL is a FSM
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 AI_A2G_PATROL States
|
||||
--
|
||||
-- * **None** ( Group ): The process is not started yet.
|
||||
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
||||
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
||||
-- * **Returning** ( Group ): The AI is returning to Base..
|
||||
--
|
||||
-- ### 2.2 AI_A2G_PATROL Events
|
||||
--
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_A2G_PATROL.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2G_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2G_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2G_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_CAP#AI_A2G_PATROL.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2G_PATROL.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_PATROL
|
||||
AI_A2G_PATROL = {
|
||||
ClassName = "AI_A2G_PATROL",
|
||||
}
|
||||
|
||||
--- Creates a new AI_A2G_PATROL object
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
|
||||
-- @return #AI_A2G_PATROL
|
||||
function AI_A2G_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_PATROL
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
self.EngageMinSpeed = EngageMinSpeed
|
||||
self.EngageMaxSpeed = EngageMaxSpeed
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnBeforeEngage
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnAfterEngage
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2G_PATROL] Engage
|
||||
-- @param #AI_A2G_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2G_PATROL] __Engage
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnLeaveEngaging
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnEnterEngaging
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnBeforeFired
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnAfterFired
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2G_PATROL] Fired
|
||||
-- @param #AI_A2G_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2G_PATROL] __Fired
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnBeforeDestroy
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnAfterDestroy
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_PATROL] Destroy
|
||||
-- @param #AI_A2G_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2G_PATROL] __Destroy
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnBeforeAbort
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnAfterAbort
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2G_PATROL] Abort
|
||||
-- @param #AI_A2G_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2G_PATROL] __Abort
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnBeforeAccomplish
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_PATROL] OnAfterAccomplish
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_PATROL] Accomplish
|
||||
-- @param #AI_A2G_PATROL self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2G_PATROL] __Accomplish
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_PATROL:onafterStart( AIPatrol, From, Event, To )
|
||||
|
||||
self:GetParent( self ).onafterStart( self, AIPatrol, From, Event, To )
|
||||
AIPatrol:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||
|
||||
end
|
||||
|
||||
--- Set the Engage Zone which defines where the AI will engage bogies.
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
|
||||
-- @return #AI_A2G_PATROL self
|
||||
function AI_A2G_PATROL:SetEngageZone( EngageZone )
|
||||
self:F2()
|
||||
|
||||
if EngageZone then
|
||||
self.EngageZone = EngageZone
|
||||
else
|
||||
self.EngageZone = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Set the Engage Range when the AI will engage with airborne enemies.
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param #number EngageRange The Engage Range.
|
||||
-- @return #AI_A2G_PATROL self
|
||||
function AI_A2G_PATROL:SetEngageRange( EngageRange )
|
||||
self:F2()
|
||||
|
||||
if EngageRange then
|
||||
self.EngageRange = EngageRange
|
||||
else
|
||||
self.EngageRange = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
-- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
|
||||
-- Call the parent Start event handler
|
||||
self:GetParent(self).onafterPatrol( self, AIPatrol, From, Event, To )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
end
|
||||
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_A2G_PATROL.AttackRoute( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_A2G_PATROL.AttackRoute:", AIPatrol:GetName() } )
|
||||
|
||||
if AIPatrol:IsAlive() then
|
||||
Fsm:__Engage( 0.5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_PATROL:onbeforeEngage( AIPatrol, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_PATROL:onafterAbort( AIPatrol, From, Event, To )
|
||||
AIPatrol:ClearTasks()
|
||||
self:__Route( 0.5 )
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AIPatrol Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_PATROL:onafterEngage( AIPatrol, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:F( { AIPatrol, From, Event, To, AttackSetUnit} )
|
||||
|
||||
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
|
||||
|
||||
local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
|
||||
if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
|
||||
|
||||
if AIPatrol:IsAlive() then
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
local CurrentCoord = AIPatrol:GetCoordinate()
|
||||
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
local AttackTasks = {}
|
||||
|
||||
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
||||
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
||||
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||
AttackTasks[#AttackTasks+1] = AIPatrol:TaskAttackUnit( AttackUnit )
|
||||
end
|
||||
end
|
||||
|
||||
if #AttackTasks == 0 then
|
||||
self:E("No targets found -> Going back to Patrolling")
|
||||
self:__Abort( 0.5 )
|
||||
else
|
||||
AIPatrol:OptionROEOpenFire()
|
||||
AIPatrol:OptionROTEvadeFire()
|
||||
|
||||
AttackTasks[#AttackTasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.AttackRoute", self )
|
||||
EngageRoute[#EngageRoute].task = AIPatrol:TaskCombo( AttackTasks )
|
||||
end
|
||||
|
||||
AIPatrol:Route( EngageRoute, 0.5 )
|
||||
end
|
||||
else
|
||||
self:E("No targets found -> Going back to Patrolling")
|
||||
self:__Abort( 0.5 )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_A2G_PATROL:onafterAccomplish( AIPatrol, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2G_PATROL:onafterDestroy( AIPatrol, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2G_PATROL self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2G_PATROL:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
||||
self:__Destroy( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_A2G_PATROL.Resume( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:I( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
if AIPatrol:IsAlive() then
|
||||
Fsm:__Reset( 1 )
|
||||
Fsm:__Route( 5 )
|
||||
end
|
||||
|
||||
end
|
||||
732
Moose Development/Moose/AI/AI_Air.lua
Normal file
732
Moose Development/Moose/AI/AI_Air.lua
Normal file
@ -0,0 +1,732 @@
|
||||
--- **AI** -- Models the process of AI air operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Air
|
||||
-- @image AI_Air_Operations.JPG
|
||||
|
||||
--- @type AI_AIR
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
|
||||
--
|
||||
--
|
||||
-- # 1) AI_AIR constructor
|
||||
--
|
||||
-- * @{#AI_AIR.New}(): Creates a new AI_AIR object.
|
||||
--
|
||||
-- # 2) AI_AIR is a Finite State Machine.
|
||||
--
|
||||
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
|
||||
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
|
||||
--
|
||||
-- So, each of the rows have the following structure.
|
||||
--
|
||||
-- * **From** => **Event** => **To**
|
||||
--
|
||||
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
|
||||
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
|
||||
-- and the resulting state will be the **To** state.
|
||||
--
|
||||
-- These are the different possible state transitions of this state machine implementation:
|
||||
--
|
||||
-- * Idle => Start => Monitoring
|
||||
--
|
||||
-- ## 2.1) AI_AIR States.
|
||||
--
|
||||
-- * **Idle**: The process is idle.
|
||||
--
|
||||
-- ## 2.2) AI_AIR Events.
|
||||
--
|
||||
-- * **Start**: Start the transport process.
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- @field #AI_AIR
|
||||
AI_AIR = {
|
||||
ClassName = "AI_AIR",
|
||||
}
|
||||
|
||||
--- Creates a new AI_AIR process.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
|
||||
-- @return #AI_AIR
|
||||
function AI_AIR:New( AIGroup )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_AIR
|
||||
|
||||
self:SetControllable( AIGroup )
|
||||
|
||||
self:SetStartState( "Stopped" )
|
||||
|
||||
self:AddTransition( "*", "Start", "Started" )
|
||||
|
||||
--- Start Handler OnBefore for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnBeforeStart
|
||||
-- @param #AI_AIR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Start Handler OnAfter for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnAfterStart
|
||||
-- @param #AI_AIR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Start Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] Start
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Start Asynchronous Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] __Start
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
--- OnLeave Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_AIR] OnLeaveStopped
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Stopped.
|
||||
-- @function [parent=#AI_AIR] OnEnterStopped
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- OnBefore Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_AIR] OnBeforeStop
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Stop.
|
||||
-- @function [parent=#AI_AIR] OnAfterStop
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_AIR] Stop
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_AIR] __Stop
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
|
||||
|
||||
--- OnBefore Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_AIR] OnBeforeStatus
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Status.
|
||||
-- @function [parent=#AI_AIR] OnAfterStatus
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_AIR] Status
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_AIR] __Status
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
|
||||
|
||||
--- OnBefore Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_AIR] OnBeforeRTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event RTB.
|
||||
-- @function [parent=#AI_AIR] OnAfterRTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
--- Synchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_AIR] RTB
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Asynchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_AIR] __RTB
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_AIR] OnLeaveReturning
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Returning.
|
||||
-- @function [parent=#AI_AIR] OnEnterReturning
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Patrolling", "Refuel", "Refuelling" )
|
||||
|
||||
--- Refuel Handler OnBefore for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnBeforeRefuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- Refuel Handler OnAfter for AI_AIR
|
||||
-- @function [parent=#AI_AIR] OnAfterRefuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- Refuel Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] Refuel
|
||||
-- @param #AI_AIR self
|
||||
|
||||
--- Refuel Asynchronous Trigger for AI_AIR
|
||||
-- @function [parent=#AI_AIR] __Refuel
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number Delay
|
||||
|
||||
self:AddTransition( "*", "Takeoff", "Airborne" )
|
||||
self:AddTransition( "*", "Return", "Returning" )
|
||||
self:AddTransition( "*", "Hold", "Holding" )
|
||||
self:AddTransition( "*", "Home", "Home" )
|
||||
self:AddTransition( "*", "LostControl", "LostControl" )
|
||||
self:AddTransition( "*", "Fuel", "Fuel" )
|
||||
self:AddTransition( "*", "Damaged", "Damaged" )
|
||||
self:AddTransition( "*", "Eject", "*" )
|
||||
self:AddTransition( "*", "Crash", "Crashed" )
|
||||
self:AddTransition( "*", "PilotDead", "*" )
|
||||
|
||||
self.IdleCount = 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function GROUP:OnEventTakeoff( EventData, Fsm )
|
||||
Fsm:Takeoff()
|
||||
self:UnHandleEvent( EVENTS.Takeoff )
|
||||
end
|
||||
|
||||
|
||||
|
||||
function AI_AIR:SetDispatcher( Dispatcher )
|
||||
self.Dispatcher = Dispatcher
|
||||
end
|
||||
|
||||
function AI_AIR:GetDispatcher()
|
||||
return self.Dispatcher
|
||||
end
|
||||
|
||||
function AI_AIR:SetTargetDistance( Coordinate )
|
||||
|
||||
local CurrentCoord = self.Controllable:GetCoordinate()
|
||||
self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate )
|
||||
|
||||
self.ClosestTargetDistance = ( not self.ClosestTargetDistance or self.ClosestTargetDistance > self.TargetDistance ) and self.TargetDistance or self.ClosestTargetDistance
|
||||
end
|
||||
|
||||
|
||||
function AI_AIR:ClearTargetDistance()
|
||||
|
||||
self.TargetDistance = nil
|
||||
self.ClosestTargetDistance = nil
|
||||
end
|
||||
|
||||
|
||||
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
end
|
||||
|
||||
|
||||
--- Sets the floor and ceiling altitude of the patrol.
|
||||
-- @param #AI_AIR self
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
end
|
||||
|
||||
|
||||
--- Sets the home airbase.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Airbase#AIRBASE HomeAirbase
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetHomeAirbase( HomeAirbase )
|
||||
self:F2( { HomeAirbase } )
|
||||
|
||||
self.HomeAirbase = HomeAirbase
|
||||
end
|
||||
|
||||
--- Sets to refuel at the given tanker.
|
||||
-- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetTanker( TankerName )
|
||||
self:F2( { TankerName } )
|
||||
|
||||
self.TankerName = TankerName
|
||||
end
|
||||
|
||||
|
||||
--- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number DisengageRadius The disengage range.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDisengageRadius( DisengageRadius )
|
||||
self:F2( { DisengageRadius } )
|
||||
|
||||
self.DisengageRadius = DisengageRadius
|
||||
end
|
||||
|
||||
--- Set the status checking off.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetStatusOff()
|
||||
self:F2()
|
||||
|
||||
self.CheckStatus = false
|
||||
end
|
||||
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
|
||||
|
||||
self.FuelThresholdPercentage = FuelThresholdPercentage
|
||||
self.OutOfFuelOrbitTime = OutOfFuelOrbitTime
|
||||
|
||||
self.Controllable:OptionRTBBingoFuel( false )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
|
||||
-- However, damage cannot be foreseen early on.
|
||||
-- Therefore, when the damage treshold is reached,
|
||||
-- the AI will return immediately to the home base (RTB).
|
||||
-- Note that for groups, the average damage of the complete group will be calculated.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
|
||||
|
||||
self.PatrolManageDamage = true
|
||||
self.PatrolDamageThreshold = PatrolDamageThreshold
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
function AI_AIR:onafterStart( Controllable, From, Event, To )
|
||||
|
||||
self:__Status( 10 ) -- Check status status every 30 seconds.
|
||||
|
||||
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnCrash )
|
||||
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
|
||||
|
||||
Controllable:OptionROEHoldFire()
|
||||
Controllable:OptionROTVertical()
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onbeforeStatus()
|
||||
|
||||
return self.CheckStatus
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterStatus()
|
||||
|
||||
if self.Controllable and self.Controllable:IsAlive() then
|
||||
|
||||
local RTB = false
|
||||
|
||||
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
||||
|
||||
if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
|
||||
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
||||
self:F({DistanceFromHomeBase=DistanceFromHomeBase})
|
||||
|
||||
if DistanceFromHomeBase > self.DisengageRadius then
|
||||
self:E( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
||||
self:Hold( 300 )
|
||||
RTB = false
|
||||
end
|
||||
end
|
||||
|
||||
-- I think this code is not requirement anymore after release 2.5.
|
||||
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
|
||||
-- if DistanceFromHomeBase < 5000 then
|
||||
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
|
||||
-- self:Home( "Destroy" )
|
||||
-- end
|
||||
-- end
|
||||
|
||||
|
||||
if not self:Is( "Fuel" ) and not self:Is( "Home" ) then
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
self:F({Fuel=Fuel, FuelThresholdPercentage=self.FuelThresholdPercentage})
|
||||
if Fuel < self.FuelThresholdPercentage then
|
||||
if self.TankerName then
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:Refuel()
|
||||
else
|
||||
self:E( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
self:Fuel()
|
||||
RTB = true
|
||||
end
|
||||
else
|
||||
end
|
||||
end
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
local InitialLife = self.Controllable:GetLife0()
|
||||
self:F( { Damage = Damage, InitialLife = InitialLife, DamageThreshold = self.PatrolDamageThreshold } )
|
||||
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
|
||||
self:E( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
||||
self:Damaged()
|
||||
RTB = true
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
-- Check if planes went RTB and are out of control.
|
||||
-- We only check if planes are out of control, when they are in duty.
|
||||
if self.Controllable:HasTask() == false then
|
||||
if not self:Is( "Started" ) and
|
||||
not self:Is( "Stopped" ) and
|
||||
not self:Is( "Fuel" ) and
|
||||
not self:Is( "Damaged" ) and
|
||||
not self:Is( "Home" ) then
|
||||
if self.IdleCount >= 2 then
|
||||
if Damage ~= InitialLife then
|
||||
self:Damaged()
|
||||
else
|
||||
self:E( self.Controllable:GetName() .. " control lost! " )
|
||||
self:LostControl()
|
||||
end
|
||||
else
|
||||
self.IdleCount = self.IdleCount + 1
|
||||
end
|
||||
end
|
||||
else
|
||||
self.IdleCount = 0
|
||||
end
|
||||
|
||||
if RTB == true then
|
||||
self:__RTB( 0.5 )
|
||||
end
|
||||
|
||||
if not self:Is("Home") then
|
||||
self:__Status( 10 )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.RTBRoute( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( 0.5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.RTBHold( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( 0.5 )
|
||||
Fsm:Return()
|
||||
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
AIGroup:SetTask( Task )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||
|
||||
self:ClearTargetDistance()
|
||||
AIGroup:ClearTasks()
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
local ToTargetCoord = self.HomeAirbase:GetCoordinate()
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
local ToAirbaseAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
||||
|
||||
local Distance = CurrentCoord:Get2DDistance( ToTargetCoord )
|
||||
|
||||
local ToAirbaseCoord = CurrentCoord:Translate( 5000, ToAirbaseAngle )
|
||||
if Distance < 5000 then
|
||||
self:E( "RTB and near the airbase!" )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
--- Create a route point of type air.
|
||||
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { Angle = ToAirbaseAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
AIGroup:OptionROTEvadeFire()
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
AIGroup:WayPointInitialize( EngageRoute )
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
AIGroup:Route( EngageRoute, 0.5 )
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterHome( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:E( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:E( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
|
||||
|
||||
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
|
||||
|
||||
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
|
||||
|
||||
--AIGroup:SetState( AIGroup, "AI_AIR", self )
|
||||
|
||||
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.Resume( AIGroup, Fsm )
|
||||
|
||||
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( 0.5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:E( "Group " .. self.Controllable:GetName() .. " ... Refuelling! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local Tanker = GROUP:FindByName( self.TankerName )
|
||||
if Tanker:IsAlive() and Tanker:IsAirPlane() then
|
||||
|
||||
local RefuelRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
local ToRefuelCoord = Tanker:GetCoordinate()
|
||||
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToRefuelRoutePoint = ToRefuelCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToRefuelSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
|
||||
|
||||
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
|
||||
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
AIGroup:OptionROTEvadeFire()
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskRefueling()
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( self:GetClassName() .. ".Resume", self )
|
||||
RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
AIGroup:Route( RefuelRoute, 0.5 )
|
||||
else
|
||||
self:RTB()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterDead()
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnCrash( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:E( self.Controllable:GetUnits() )
|
||||
if #self.Controllable:GetUnits() == 1 then
|
||||
self:__Crash( 1, EventData )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnEjection( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__Eject( 1, EventData )
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnPilotDead( EventData )
|
||||
|
||||
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
||||
self:__PilotDead( 1, EventData )
|
||||
end
|
||||
end
|
||||
@ -1702,7 +1702,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
|
||||
-- When spawned in the air, we need to generate a Takeoff Event.
|
||||
if Takeoff == GROUP.Takeoff.Air then
|
||||
for UnitID, UnitSpawned in pairs( GroupSpawned:GetUnits() ) do
|
||||
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 1 )
|
||||
SCHEDULER:New( nil, BASE.CreateEventTakeoff, { GroupSpawned, timer.getTime(), UnitSpawned:GetDCSObject() } , 5 )
|
||||
end
|
||||
end
|
||||
|
||||
@ -2005,10 +2005,10 @@ end
|
||||
function SPAWN:InitUnControlled( UnControlled )
|
||||
self:F2( { self.SpawnTemplatePrefix, UnControlled } )
|
||||
|
||||
self.SpawnUnControlled = UnControlled
|
||||
self.SpawnUnControlled = UnControlled or true
|
||||
|
||||
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
||||
self.SpawnGroups[SpawnGroupID].UnControlled = UnControlled
|
||||
self.SpawnGroups[SpawnGroupID].UnControlled = self.SpawnUnControlled
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
@ -618,6 +618,9 @@ function ZONE_RADIUS:GetVec3( Height )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- Scan the zone for the presence of units of the given ObjectCategories.
|
||||
-- Note that after a zone has been scanned, the zone can be evaluated by:
|
||||
--
|
||||
@ -629,11 +632,11 @@ end
|
||||
-- @{#ZONE_RADIUS.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @param ObjectCategories
|
||||
-- @param Coalition
|
||||
-- @param UnitCategories
|
||||
-- @usage
|
||||
-- self.Zone:Scan()
|
||||
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
|
||||
function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
|
||||
|
||||
self.ScanData = {}
|
||||
self.ScanData.Coalitions = {}
|
||||
@ -660,9 +663,24 @@ function ZONE_RADIUS:Scan( ObjectCategories )
|
||||
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or
|
||||
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
|
||||
local CoalitionDCSUnit = ZoneObject:getCoalition()
|
||||
self.ScanData.Coalitions[CoalitionDCSUnit] = true
|
||||
self.ScanData.Units[ZoneObject] = ZoneObject
|
||||
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
||||
local Include = false
|
||||
if not UnitCategories then
|
||||
Include = true
|
||||
else
|
||||
local CategoryDCSUnit = ZoneObject:getDesc().category
|
||||
for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do
|
||||
if UnitCategory == CategoryDCSUnit then
|
||||
Include = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if Include then
|
||||
local CoalitionDCSUnit = ZoneObject:getCoalition()
|
||||
self.ScanData.Coalitions[CoalitionDCSUnit] = true
|
||||
self.ScanData.Units[ZoneObject] = ZoneObject
|
||||
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
|
||||
end
|
||||
end
|
||||
if ObjectCategory == Object.Category.SCENERY then
|
||||
local SceneryType = ZoneObject:getTypeName()
|
||||
|
||||
@ -286,9 +286,9 @@ do -- DESIGNATE
|
||||
-- * The status report can be automatically flashed by selecting "Status" -> "Flash Status On".
|
||||
-- * The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".
|
||||
-- * The flashing of the status menu is disabled by default.
|
||||
-- * The method @{#DESIGNATE.FlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
|
||||
-- * The method @{#DESIGNATE.SetFlashStatusMenu}() can be used to enable or disable to flashing of the status menu.
|
||||
--
|
||||
-- Designate:FlashStatusMenu( true )
|
||||
-- Designate:SetFlashStatusMenu( true )
|
||||
--
|
||||
-- The example will activate the flashing of the status menu for this Designate object.
|
||||
--
|
||||
@ -474,7 +474,7 @@ do -- DESIGNATE
|
||||
self.Designating = {}
|
||||
self:SetDesignateName()
|
||||
|
||||
self.LaseDuration = 60
|
||||
self:SetLaseDuration() -- Default is 120 seconds.
|
||||
|
||||
self:SetFlashStatusMenu( false )
|
||||
self:SetFlashDetectionMessages( true )
|
||||
@ -677,6 +677,14 @@ do -- DESIGNATE
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the lase duration for designations.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number LaseDuration The time in seconds a lase will continue to hold on target. The default is 120 seconds.
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:SetLaseDuration( LaseDuration )
|
||||
self.LaseDuration = LaseDuration or 120
|
||||
return self
|
||||
end
|
||||
|
||||
--- Generate an array of possible laser codes.
|
||||
-- Each new lase will select a code from this table.
|
||||
@ -1000,9 +1008,9 @@ do -- DESIGNATE
|
||||
if string.find( Designating, "L", 1, true ) == nil then
|
||||
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Search other target", DetectedMenu, self.MenuForget, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
for LaserCode, MenuText in pairs( self.MenuLaserCodes ) do
|
||||
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, 60, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, string.format( MenuText, LaserCode ), DetectedMenu, self.MenuLaseCode, self, DesignateIndex, self.LaseDuration, LaserCode ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
end
|
||||
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, 60 ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Lase with random laser code(s)", DetectedMenu, self.MenuLaseOn, self, DesignateIndex, self.LaseDuration ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
else
|
||||
MENU_GROUP_COMMAND_DELAYED:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, DesignateIndex ):SetTime( MenuTime ):SetTag( self.DesignateName )
|
||||
end
|
||||
@ -1160,10 +1168,10 @@ do -- DESIGNATE
|
||||
|
||||
if string.find( self.Designating[Index], "L", 1, true ) == nil then
|
||||
self.Designating[Index] = self.Designating[Index] .. "L"
|
||||
self.LaseStart = timer.getTime()
|
||||
self.LaseDuration = Duration
|
||||
self:Lasing( Index, Duration, LaserCode )
|
||||
end
|
||||
self.LaseStart = timer.getTime()
|
||||
self.LaseDuration = Duration
|
||||
self:Lasing( Index, Duration, LaserCode )
|
||||
end
|
||||
|
||||
|
||||
@ -1322,7 +1330,7 @@ do -- DESIGNATE
|
||||
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
|
||||
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
|
||||
|
||||
self:__Lasing( -30, Index, Duration, LaserCodeRequested )
|
||||
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )
|
||||
|
||||
self:SetDesignateMenu()
|
||||
|
||||
|
||||
@ -69,7 +69,6 @@
|
||||
-- @field #boolean autosave Automatically save assets to file when mission ends.
|
||||
-- @field #string autosavepath Path where the asset file is saved on auto save.
|
||||
-- @field #string autosavefilename File name of the auto asset save file. Default is auto generated from warehouse id and name.
|
||||
-- @field #boolean safeparking If true, parking spots for aircraft are considered as occupied if e.g. a client aircraft is parked there. Default false.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- Have your assets at the right place at the right time - or not!
|
||||
@ -625,8 +624,7 @@
|
||||
-- The @{#WAREHOUSE.OnAfterAttacked} function can be used by the mission designer to react to the enemy attack. For example by deploying some or all ground troops
|
||||
-- currently in stock to defend the warehouse. Note that the warehouse also has a self defence option which can be enabled by the @{#WAREHOUSE.SetAutoDefenceOn}()
|
||||
-- function. In this case, the warehouse will automatically spawn all ground troops. If the spawn zone is further away from the warehouse zone, all mobile troops
|
||||
-- are routed to the warehouse zone. The self request which is triggered on an automatic defence has the assignment "AutoDefence". So you can use this to
|
||||
-- give orders to the groups that were spawned using the @{#WAREHOUSE.OnAfterSelfRequest} function.
|
||||
-- are routed to the warehouse zone.
|
||||
--
|
||||
-- If only ground troops of the enemy coalition are present in the warehouse zone, the warehouse and all its assets falls into the hands of the enemy.
|
||||
-- In this case the event **Captured** is triggered which can be captured by the @{#WAREHOUSE.OnAfterCaptured} function.
|
||||
@ -1557,7 +1555,6 @@ WAREHOUSE = {
|
||||
autosave = false,
|
||||
autosavepath = nil,
|
||||
autosavefile = nil,
|
||||
saveparking = false,
|
||||
}
|
||||
|
||||
--- Item of the warehouse stock table.
|
||||
@ -1719,19 +1716,17 @@ WAREHOUSE.Quantity = {
|
||||
--- Warehouse database. Note that this is a global array to have easier exchange between warehouses.
|
||||
-- @type WAREHOUSE.db
|
||||
-- @field #number AssetID Unique ID of each asset. This is a running number, which is increased each time a new asset is added.
|
||||
-- @field #table Assets Table holding registered assets, which are of type @{Functional.Warehouse#WAREHOUSE.Assetitem}.#
|
||||
-- @field #number WarehouseID Unique ID of the warehouse. Running number.
|
||||
-- @field #table Assets Table holding registered assets, which are of type @{Functional.Warehouse#WAREHOUSE.Assetitem}.
|
||||
-- @field #table Warehouses Table holding all defined @{#WAREHOUSE} objects by their unique ids.
|
||||
WAREHOUSE.db = {
|
||||
AssetID = 0,
|
||||
Assets = {},
|
||||
WarehouseID = 0,
|
||||
Warehouses = {}
|
||||
AssetID = 0,
|
||||
Assets = {},
|
||||
Warehouses = {}
|
||||
}
|
||||
|
||||
--- Warehouse class version.
|
||||
-- @field #string version
|
||||
WAREHOUSE.version="0.6.6"
|
||||
WAREHOUSE.version="0.6.4"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO: Warehouse todo list.
|
||||
@ -1740,12 +1735,12 @@ WAREHOUSE.version="0.6.6"
|
||||
-- TODO: Add check if assets "on the move" are stationary. Can happen if ground units get stuck in buildings. If stationary auto complete transport by adding assets to request warehouse? Time?
|
||||
-- TODO: Optimize findpathonroad. Do it only once (first time) and safe paths between warehouses similar to off-road paths.
|
||||
-- TODO: Spawn assets only virtually, i.e. remove requested assets from stock but do NOT spawn them ==> Interface to A2A dispatcher! Maybe do a negative sign on asset number?
|
||||
-- TODO: Test capturing a neutral warehouse.
|
||||
-- TODO: Make more examples: ARTY, CAP, ...
|
||||
-- TODO: Check also general requests like all ground. Is this a problem for self propelled if immobile units are among the assets? Check if transport.
|
||||
-- TODO: Handle the case when units of a group die during the transfer.
|
||||
-- TODO: Added habours as interface for transport to from warehouses? Could make a rudimentary shipping dispatcher.
|
||||
-- DONE: Test capturing a neutral warehouse.
|
||||
-- DONE: Add save/load capability of warehouse <==> percistance after mission restart. Difficult in lua!
|
||||
-- TODO: Add save/load capability of warehouse <==> percistance after mission restart. Difficult in lua!
|
||||
-- DONE: Get cargo bay and weight from CARGO_GROUP and GROUP. No necessary any more!
|
||||
-- DONE: Add possibility to set weight and cargo bay manually in AddAsset function as optional parameters.
|
||||
-- DONE: Check overlapping aircraft sometimes.
|
||||
@ -1792,7 +1787,7 @@ WAREHOUSE.version="0.6.6"
|
||||
|
||||
--- The WAREHOUSE constructor. Creates a new WAREHOUSE object from a static object. Parameters like the coalition and country are taken from the static object structure.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param Wrapper.Static#STATIC warehouse The physical structure representing the warehouse.
|
||||
-- @param Wrapper.Static#STATIC warehouse The physical structure of the warehouse.
|
||||
-- @param #string alias (Optional) Alias of the warehouse, i.e. the name it will be called when sending messages etc. Default is the name of the static
|
||||
-- @return #WAREHOUSE self
|
||||
function WAREHOUSE:New(warehouse, alias)
|
||||
@ -1800,11 +1795,7 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
|
||||
-- Check if just a string was given and convert to static.
|
||||
if type(warehouse)=="string" then
|
||||
warehouse=UNIT:FindByName(warehouse)
|
||||
if warehouse==nil then
|
||||
env.info(string.format("No warehouse unit with name %s found trying static.", warehouse))
|
||||
warehouse=STATIC:FindByName(warehouse, true)
|
||||
end
|
||||
warehouse=STATIC:FindByName(warehouse, true)
|
||||
end
|
||||
|
||||
-- Nil check.
|
||||
@ -1827,13 +1818,7 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
|
||||
-- Set some variables.
|
||||
self.warehouse=warehouse
|
||||
|
||||
-- Increase global warehouse counter.
|
||||
WAREHOUSE.db.WarehouseID=WAREHOUSE.db.WarehouseID+1
|
||||
|
||||
-- Set unique ID for this warehouse.
|
||||
self.uid=WAREHOUSE.db.WarehouseID
|
||||
--self.uid=tonumber(warehouse:GetID())
|
||||
self.uid=tonumber(warehouse:GetID())
|
||||
|
||||
-- Closest of the same coalition but within a certain range.
|
||||
local _airbase=self:GetCoordinate():GetClosestAirbase(nil, self:GetCoalition())
|
||||
@ -1877,7 +1862,7 @@ function WAREHOUSE:New(warehouse, alias)
|
||||
self:AddTransition("*", "Stop", "Stopped") -- Stop the warehouse.
|
||||
self:AddTransition("Stopped", "Restart", "Running") -- Restart the warehouse when it was stopped before.
|
||||
self:AddTransition("Loaded", "Restart", "Running") -- Restart the warehouse when assets were loaded from file before.
|
||||
self:AddTransition("*", "Save", "*") -- Save the warehouse state to disk.
|
||||
self:AddTransition("*", "Save", "*") -- TODO Save the warehouse state to disk.
|
||||
self:AddTransition("*", "Attacked", "Attacked") -- Warehouse is under attack by enemy coalition.
|
||||
self:AddTransition("Attacked", "Defeated", "Running") -- Attack by other coalition was defeated!
|
||||
self:AddTransition("*", "ChangeCountry", "*") -- Change country (and coalition) of the warehouse. Warehouse is respawned!
|
||||
@ -2378,24 +2363,6 @@ function WAREHOUSE:SetReportOff()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Enable safe parking option, i.e. parking spots at an airbase will be considered as occupied when a client aircraft is parked there (even if the client slot is not taken by a player yet).
|
||||
-- Note that also incoming aircraft can reserve/occupie parking spaces.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @return #WAREHOUSE self
|
||||
function WAREHOUSE:SetSafeParkingOn()
|
||||
self.safeparking=true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Disable safe parking option. Note that is the default setting.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @return #WAREHOUSE self
|
||||
function WAREHOUSE:SetSafeParkingOff()
|
||||
self.safeparking=false
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set interval of status updates. Note that normally only one request can be processed per time interval.
|
||||
-- @param #WAREHOUSE self
|
||||
-- @param #number timeinterval Time interval in seconds.
|
||||
@ -3564,11 +3531,11 @@ function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribu
|
||||
self:T(warehouse.wid..string.format("WARNING: Group %s is neither cargo nor transport!", group:GetName()))
|
||||
end
|
||||
|
||||
-- If no assignment was given we take the assignment of the request if there is any.
|
||||
if assignment==nil and request.assignment~=nil then
|
||||
assignment=request.assignment
|
||||
end
|
||||
end
|
||||
|
||||
-- If no assignment was given we take the assignment of the request if there is any.
|
||||
if assignment==nil and request.assignment~=nil then
|
||||
assignment=request.assignment
|
||||
end
|
||||
end
|
||||
|
||||
@ -3621,7 +3588,6 @@ function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribu
|
||||
|
||||
else
|
||||
self:E(self.wid.."ERROR: Unknown group added as asset!")
|
||||
self:E({unknowngroup=group})
|
||||
end
|
||||
|
||||
-- Update status.
|
||||
@ -4654,7 +4620,7 @@ function WAREHOUSE:onafterAttacked(From, Event, To, Coalition, Country)
|
||||
text=text..string.format("Deploying all %d ground assets.", nground)
|
||||
|
||||
-- Add self request.
|
||||
self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, WAREHOUSE.Quantity.ALL, nil, nil , 0, "AutoDefence")
|
||||
self:AddRequest(self, WAREHOUSE.Descriptor.CATEGORY, Group.Category.GROUND, WAREHOUSE.Quantity.ALL, nil, nil , 0)
|
||||
else
|
||||
text=text..string.format("No ground assets currently available.")
|
||||
end
|
||||
@ -6330,26 +6296,25 @@ function WAREHOUSE:_CheckRequestValid(request)
|
||||
-- TODO: maybe only check if spots > 0 for the necessary terminal type? At least for FARPS.
|
||||
|
||||
-- Get necessary terminal type.
|
||||
local termtype_dep=self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
|
||||
local termtype_des=self:_GetTerminal(asset.attribute, request.warehouse:GetAirbaseCategory())
|
||||
local termtype=self:_GetTerminal(asset.attribute)
|
||||
|
||||
-- Get number of parking spots.
|
||||
local np_departure=self.airbase:GetParkingSpotsNumber(termtype_dep)
|
||||
local np_destination=request.airbase:GetParkingSpotsNumber(termtype_des)
|
||||
local np_departure=self.airbase:GetParkingSpotsNumber(termtype)
|
||||
local np_destination=request.airbase:GetParkingSpotsNumber(termtype)
|
||||
|
||||
-- Debug info.
|
||||
self:T(string.format("Asset attribute = %s, DEPARTURE: terminal type = %d, spots = %d, DESTINATION: terminal type = %d, spots = %d", asset.attribute, termtype_dep, np_departure, termtype_des, np_destination))
|
||||
self:T(string.format("Asset attribute = %s, terminal type = %d, spots at departure = %d, destination = %d", asset.attribute, termtype, np_departure, np_destination))
|
||||
|
||||
-- Not enough parking at sending warehouse.
|
||||
--if (np_departure < request.nasset) and not (self.category==Airbase.Category.SHIP or self.category==Airbase.Category.HELIPAD) then
|
||||
if np_departure < nasset then
|
||||
self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots %d < %d necessary.", termtype_dep, np_departure, nasset))
|
||||
self:E(string.format("ERROR: Incorrect request. Not enough parking spots of terminal type %d at warehouse. Available spots %d < %d necessary.", termtype, np_departure, nasset))
|
||||
valid=false
|
||||
end
|
||||
|
||||
-- No parking at requesting warehouse.
|
||||
if np_destination == 0 then
|
||||
self:E(string.format("ERROR: Incorrect request. No parking spots of terminal type %d at requesting warehouse. Available spots = %d!", termtype_des, np_destination))
|
||||
self:E(string.format("ERROR: Incorrect request. No parking spots of terminal type %d at requesting warehouse. Available spots = %d!", termtype, np_destination))
|
||||
valid=false
|
||||
end
|
||||
|
||||
@ -6487,7 +6452,7 @@ function WAREHOUSE:_CheckRequestValid(request)
|
||||
self:T(text)
|
||||
|
||||
-- Get necessary terminal type for helos or transport aircraft.
|
||||
local termtype=self:_GetTerminal(request.transporttype, self:GetAirbaseCategory())
|
||||
local termtype=self:_GetTerminal(request.transporttype)
|
||||
|
||||
-- Get number of parking spots.
|
||||
local np_departure=self.airbase:GetParkingSpotsNumber(termtype)
|
||||
@ -6506,7 +6471,6 @@ function WAREHOUSE:_CheckRequestValid(request)
|
||||
if request.transporttype==WAREHOUSE.TransportType.AIRPLANE then
|
||||
|
||||
-- Total number of parking spots for transport planes at destination.
|
||||
termtype=self:_GetTerminal(request.transporttype, request.warehouse:GetAirbaseCategory())
|
||||
local np_destination=request.airbase:GetParkingSpotsNumber(termtype)
|
||||
|
||||
-- Debug info.
|
||||
@ -6948,13 +6912,13 @@ end
|
||||
--- Get the proper terminal type based on generalized attribute of the group.
|
||||
--@param #WAREHOUSE self
|
||||
--@param #WAREHOUSE.Attribute _attribute Generlized attibute of unit.
|
||||
--@param #number _category Airbase category.
|
||||
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
|
||||
function WAREHOUSE:_GetTerminal(_attribute, _category)
|
||||
function WAREHOUSE:_GetTerminal(_attribute)
|
||||
|
||||
-- Default terminal is "large".
|
||||
local _terminal=AIRBASE.TerminalType.OpenBig
|
||||
|
||||
|
||||
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
|
||||
-- Fighter ==> small.
|
||||
_terminal=AIRBASE.TerminalType.FighterAircraft
|
||||
@ -6964,15 +6928,6 @@ function WAREHOUSE:_GetTerminal(_attribute, _category)
|
||||
elseif _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO then
|
||||
-- Helicopter.
|
||||
_terminal=AIRBASE.TerminalType.HelicopterUsable
|
||||
else
|
||||
--_terminal=AIRBASE.TerminalType.OpenMedOrBig
|
||||
end
|
||||
|
||||
-- For ships, we allow medium spots for all fixed wing aircraft. There are smaller tankers and AWACS aircraft that can use a carrier.
|
||||
if _category==Airbase.Category.SHIP then
|
||||
if not (_attribute==WAREHOUSE.Attribute.AIR_TRANSPORTHELO or _attribute==WAREHOUSE.Attribute.AIR_ATTACKHELO) then
|
||||
_terminal=AIRBASE.TerminalType.OpenMedOrBig
|
||||
end
|
||||
end
|
||||
|
||||
return _terminal
|
||||
@ -7047,6 +7002,20 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
|
||||
table.insert(obstacles,{coord=_coord, size=_size, name=_name, type="scenery"})
|
||||
end
|
||||
|
||||
--[[
|
||||
-- TODO Clients? Unoccupied client aircraft are also important! Are they already included in scanned units maybe?
|
||||
local clients=_DATABASE.CLIENTS
|
||||
for _,_client in pairs(clients) do
|
||||
local client=_client --Wrapper.Client#CLIENT
|
||||
env.info(string.format("FF Client name %s", client:GetName()))
|
||||
local unit=UNIT:FindByName(client:GetName())
|
||||
--local unit=client:GetClientGroupUnit()
|
||||
local _coord=unit:GetCoordinate()
|
||||
local _name=unit:GetName()
|
||||
local _size=self:_GetObjectSize(client:GetClientGroupDCSUnit())
|
||||
table.insert(obstacles,{coord=_coord, size=_size, name=_name, type="client"})
|
||||
end
|
||||
]]
|
||||
end
|
||||
|
||||
-- Parking data for all assets.
|
||||
@ -7057,7 +7026,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
|
||||
local _asset=asset --#WAREHOUSE.Assetitem
|
||||
|
||||
-- Get terminal type of this asset
|
||||
local terminaltype=self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
|
||||
local terminaltype=self:_GetTerminal(asset.attribute)
|
||||
|
||||
-- Asset specific parking.
|
||||
parking[_asset.uid]={}
|
||||
@ -7080,16 +7049,9 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
|
||||
|
||||
--env.info(string.format("FF asset=%s (id=%d): needs terminal type=%d, id=%d, #obstacles=%d", _asset.templatename, _asset.uid, terminaltype, _termid, #obstacles))
|
||||
|
||||
-- Loop over all obstacles.
|
||||
local free=true
|
||||
local problem=nil
|
||||
|
||||
-- Safe parking using TO_AC from DCS result.
|
||||
if self.safeparking and _toac then
|
||||
free=false
|
||||
self:T("Parking spot %d is occupied by other aircraft taking off or landing.", _termid)
|
||||
end
|
||||
|
||||
-- Loop over all obstacles.
|
||||
for _,obstacle in pairs(obstacles) do
|
||||
|
||||
-- Check if aircraft overlaps with any obstacle.
|
||||
|
||||
@ -545,6 +545,10 @@ do -- ZONE_CAPTURE_COALITION
|
||||
-- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param #number Delay
|
||||
|
||||
-- We check if a unit within the zone is hit.
|
||||
-- If it is, then we must move the zone to attack state.
|
||||
self:HandleEvent( EVENTS.Hit, self.OnEventHit )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@ -789,5 +793,20 @@ do -- ZONE_CAPTURE_COALITION
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #ZONE_CAPTURE_COALITION self
|
||||
-- @param Core.Event#EVENTDATA EventData The event data.
|
||||
function ZONE_CAPTURE_COALITION:OnEventHit( EventData )
|
||||
|
||||
local UnitHit = EventData.TgtUnit
|
||||
|
||||
if UnitHit then
|
||||
if UnitHit:IsInZone( self.Zone ) then
|
||||
self:Attack()
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -213,3 +213,36 @@ function STATIC:ReSpawnAt( Coordinate, Heading )
|
||||
|
||||
SpawnStatic:ReSpawnAt( Coordinate, Heading )
|
||||
end
|
||||
|
||||
|
||||
--- Returns true if the unit is within a @{Zone}.
|
||||
-- @param #STATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE}
|
||||
function STATIC:IsInZone( Zone )
|
||||
self:F2( { self.StaticName, Zone } )
|
||||
|
||||
if self:IsAlive() then
|
||||
local IsInZone = Zone:IsVec3InZone( self:GetVec3() )
|
||||
|
||||
return IsInZone
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
--- Returns true if the unit is not within a @{Zone}.
|
||||
-- @param #STATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The zone to test.
|
||||
-- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE}
|
||||
function STATIC:IsNotInZone( Zone )
|
||||
self:F2( { self.StaticName, Zone } )
|
||||
|
||||
if self:IsAlive() then
|
||||
local IsInZone = not Zone:IsVec3InZone( self:GetVec3() )
|
||||
|
||||
self:T( { IsInZone } )
|
||||
return IsInZone
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
@ -59,12 +59,21 @@ Functional/Suppression.lua
|
||||
Functional/PseudoATC.lua
|
||||
Functional/Warehouse.lua
|
||||
|
||||
Ops/Airboss.lua
|
||||
Ops/RecoveryTanker.lua
|
||||
Ops/RescueHelo.lua
|
||||
|
||||
AI/AI_Balancer.lua
|
||||
AI/AI_Air.lua
|
||||
AI/AI_A2A.lua
|
||||
AI/AI_A2A_Patrol.lua
|
||||
AI/AI_A2A_Cap.lua
|
||||
AI/AI_A2A_Gci.lua
|
||||
AI/AI_A2A_Dispatcher.lua
|
||||
AI/AI_A2G.lua
|
||||
AI/AI_A2G_Engage.lua
|
||||
AI/AI_A2G_Patrol.lua
|
||||
AI/AI_A2G_Dispatcher.lua
|
||||
AI/AI_Patrol.lua
|
||||
AI/AI_Cap.lua
|
||||
AI/AI_Cas.lua
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user