Progress CAS + PATROLZONE

-- Code
-- Documentation
-- Presentations
-- Dias
-- Test Missions
This commit is contained in:
FlightControl
2017-01-15 18:08:58 +01:00
parent 70a64e81a4
commit b888a0e96a
159 changed files with 67594 additions and 5145 deletions

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@@ -1,47 +1,70 @@
--- SP:Y MP:Y AI:Y HU:N TYP:Air -- This module contains the AI_CAS_ZONE class.
--- Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- This module contains the AI_CAS_ZONE class.
--
-- ![Banner Image](..\Presentations\AI_Cas\Dia1.JPG)
--
-- Examples can be found in the test missions.
--
-- ===
--
-- 1) @{#AI_CAS_ZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- ================================================================
-- The @{#AI_CAS_ZONE} class implements the core functions to CAS a @{Zone} by an AIR @{Controllable} @{Group}.
-- # 1) @{#AI_CAS_ZONE} class, extends @{AI.AI_Patrol#AI_PATROLZONE}
--
-- @{#AI_CAS_ZONE} derives from the @{AI.AI_Patrol#AI_PATROLZONE}, inheriting its methods and behaviour.
--
-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
-- The AI_CASE_ZONE is assigned a @(Group) and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
--
-- Upon started, The AI will **Route** itself towards the random 3D point within a 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 until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
--
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone
-- until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
--
-- * a FAC
-- * a timed event
-- * a menu option selected by a human
-- * a condition
-- * others ...
--
-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
--
-- 1.1) AI_CAS_ZONE constructor:
-- ----------------------------
-- # 1.1) AI_CAS_ZONE constructor
--
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
--
-- 1.2) AI_CAS_ZONE state machine:
-- ----------------------------------
-- The AI_CAS_ZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
--
-- ### 1.2.1) AI_CAS_ZONE Events:
--
-- * @{#AI_CAS_ZONE.TakeOff}( AIControllable ): The AI is taking-off from an airfield.
-- * @{#AI_CAS_ZONE.Hold}( AIControllable ): The AI is holding in airspace at a zone.
-- * @{#AI_CAS_ZONE.Engage}( AIControllable ): The AI is engaging the targets.
-- * @{#AI_CAS_ZONE.WeaponReleased}( AIControllable ): The AI has released a weapon to the target.
-- * @{#AI_CAS_ZONE.Destroy}( AIControllable ): The AI has destroyed a target.
-- * @{#AI_CAS_ZONE.Complete}( AIControllable ): The AI has destroyed all defined targets.
-- * @{#AI_CAS_ZONE.RTB}( AIControllable ): The AI is returning to the home base.
--
-- ### 1.2.2) AI_CAS_ZONE States:
--
--
-- ### 1.2.3) AI_CAS_ZONE state transition methods:
--
--
-- 1.3) Manage the AI_CAS_ZONE parameters:
-- ------------------------------------------
-- The following methods are available to modify the parameters of an AI_CAS_ZONE object:
--
-- * @{#AI_CAS_ZONE.SetControllable}(): Set the AIControllable.
-- * @{#AI_CAS_ZONE.GetControllable}(): Get the AIControllable.
--
-- ## 1.2) AI_CAS_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_Cas\Dia2.JPG)
--
-- ### 1.2.1) AI_CAS_ZONE 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 targets in the Engage Zone, executing CAS.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 1.2.2) AI_CAS_ZONE Events:
--
-- * **Start** ( Group ): Start the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **Engage** ( Group ): Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ====
--
-- **API CHANGE HISTORY**
-- ======================
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
@@ -50,31 +73,30 @@
--
-- Hereby the change log:
--
-- 2017-01-12: Initial class and API.
-- 2017-01-15: Initial class and API.
--
-- ===
--
-- AUTHORS and CONTRIBUTIONS
-- =========================
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * **Quax**: Concept & Testing.
-- * **Pikey**: Concept & Testing.
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
--
-- @module Cas
-- @module AI_Cas
--- AI_CAS_ZONE class
-- @type AI_CAS_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROLZONE
-- @extends AI.AI_Patrol#AI_CAS_ZONE
AI_CAS_ZONE = {
ClassName = "AI_CAS_ZONE",
}
@@ -93,11 +115,13 @@ AI_CAS_ZONE = {
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed ) ) -- #AI_CAS_ZONE
local self = BASE:Inherit( self, AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed ) ) -- #AI_CAS_ZONE
self.EngageZone = EngageZone
self.Accomplished = false
self:SetDetectionZone( self.EngageZone )
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
--- OnBefore Transition Handler for Event Engage.
@@ -283,7 +307,7 @@ end
function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Patrol#AI_PATROLZONE
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_CAS_ZONE
EngageZone:__Engage( 1 )
end
@@ -434,15 +458,6 @@ function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
Controllable:MessageToAll( "Destroyed a target", 15 , "Destroyed!" )
end
--- @param #AI_CAS_ZONE 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_CAS_ZONE:onafterRTB( Controllable, From, Event, To, EventData )
self.CheckStatus = false
end
--- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.

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@@ -1,110 +1,88 @@
--- (AI) (FSM) Make AI patrol routes or zones.
--- Single-Player:Yes / Mulit-Player:Yes / AI:Yes / Human:No / Types:Air -- Make AI patrol zones and report detected targets.
--
-- ![Banner Image](..\Presentations\AI_Patrol\Dia1.JPG)
--
-- Examples can be found in the test missions.
--
-- ===
--
-- 1) @{#AI_PATROLZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
-- ================================================================
-- The @{#AI_PATROLZONE} class implements the core functions to patrol a @{Zone} by an AIR @{Controllable} @{Group}.
-- The patrol algorithm works that for each airplane patrolling, upon arrival at the patrol zone,
-- a random point is selected as the route point within the 3D space, within the given boundary limits.
-- The airplane 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 random 3D point, a new 3D random point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel treshold has been reached by the airplane.
-- # 1) @{#AI_PATROLZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
--
-- The @{#AI_PATROLZONE} class implements the core functions to patrol a @{Zone} by an AI @{Controllable} or @{Group}.
-- The AI_PATROLZONE is assigned a @(Group) and this must be done before the AI_PATROLZONE process can be started.
-- 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 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.
--
-- 1.1) AI_PATROLZONE constructor:
-- ----------------------------
-- ## 1.1) AI_PATROLZONE constructor
--
-- * @{#AI_PATROLZONE.New}(): Creates a new AI_PATROLZONE object.
--
-- 1.2) AI_PATROLZONE state machine:
-- ----------------------------------
-- The AI_PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
-- ## 1.2) AI_PATROLZONE is a FSM
--
-- ### 1.2.1) AI_PATROLZONE Events:
-- ![Process](..\Presentations\AI_Patrol\Dia2.JPG)
--
-- * @{#AI_PATROLZONE.Route}( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * @{#AI_PATROLZONE.Patrol}( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.
-- * @{#AI_PATROLZONE.RTB}( AIControllable ): The AIControllable will report return to base.
-- * @{#AI_PATROLZONE.End}( AIControllable ): The end of the AI_PATROLZONE process.
-- * @{#AI_PATROLZONE.Dead}( AIControllable ): The AIControllable is dead. The AI_PATROLZONE process will be ended.
-- ### 1.2.1) AI_PATROLZONE States
--
-- ### 1.2.2) AI_PATROLZONE States:
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- * **Route**: A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * **Patrol**: The AIControllable is patrolling. This state is set every 30 seconds, so every 30 seconds, a state transition method can be used.
-- * **RTB**: The AIControllable reports it wants to return to the base.
-- * **Dead**: The AIControllable is dead ...
-- * **End**: The process has come to an end.
--
-- ### 1.2.3) AI_PATROLZONE state transition methods:
-- ### 1.2.2) AI_PATROLZONE Events:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- An example how to manage a state transition for an AI_PATROLZONE object **Patrol** for the state **RTB**:
--
-- local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone" )
-- local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
--
-- local PatrolSpawn = SPAWN:New( "Patrol Group" )
-- local PatrolGroup = PatrolSpawn:Spawn()
--
-- local Patrol = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
-- Patrol:SetControllable( PatrolGroup )
-- Patrol:ManageFuel( 0.2, 60 )
--
-- **OnBefore**RTB( AIGroup ) will be called by the AI_PATROLZONE object when the AIGroup reports RTB, but **before** the RTB default action is processed by the AI_PATROLZONE object.
--
-- --- State transition function for the AI_PATROLZONE **Patrol** object
-- -- @param #AI_PATROLZONE self
-- -- @param Wrapper.Controllable#CONTROLLABLE AIGroup
-- -- @return #boolean If false is returned, then the OnAfter state transition method will not be called.
-- function Patrol:OnBeforeRTB( AIGroup )
-- AIGroup:MessageToRed( "Returning to base", 20 )
-- end
--
-- **OnAfter**RTB( AIGroup ) will be called by the AI_PATROLZONE object when the AIGroup reports RTB, but **after** the RTB default action was processed by the AI_PATROLZONE object.
--
-- --- State transition function for the AI_PATROLZONE **Patrol** object
-- -- @param #AI_PATROLZONE self
-- -- @param Wrapper.Controllable#CONTROLLABLE AIGroup
-- -- @return #Wrapper.Controllable#CONTROLLABLE The new AIGroup object that is set to be patrolling the zone.
-- function Patrol:OnAfterRTB( AIGroup )
-- return PatrolSpawn:Spawn()
-- end
-- * **Start** ( Group ): Start the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- 1.3) Manage the AI_PATROLZONE parameters:
-- ------------------------------------------
-- The following methods are available to modify the parameters of a AI_PATROLZONE object:
-- ## 1.3) Set or Get the AI controllable
--
-- * @{#AI_PATROLZONE.SetControllable}(): Set the AIControllable.
-- * @{#AI_PATROLZONE.GetControllable}(): Get the AIControllable.
-- * @{#AI_PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
-- * @{#AI_PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
--
-- ## 1.4) Set the Speed and Altitude boundaries of the AI controllable
--
-- * @{#AI_PATROLZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
-- * @{#AI_PATROLZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
--
-- 1.3) Manage the out of fuel in the AI_PATROLZONE:
-- ----------------------------------------------
-- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
-- ## 1.5) Manage the detection process of the AI controllable
--
-- The detection process of the AI controllable can be manipulated.
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
--
-- * @{#AI_PATROLZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#AI_PATROLZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--
-- The detection frequency can be set with @{#AI_PATROLZONE.SetDetectionInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- Use the method @{#AI_PATROLZONE.GetDetectedTargets}() to obtain a list of the @{Unit}s detected by the AI.
--
-- The detection can be filtered to potential targets in a specific zone.
-- Use the method @{#AI_PATROLZONE.SetDetectionZone}() to set the zone where targets need to be detected.
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
-- according the weather conditions.
--
-- ## 1.6) Manage the "out of fuel" in the AI_PATROLZONE
--
-- 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 AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
-- Once the time is finished, the old AIControllable will return to the base.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROLZONE.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROLZONE.ManageFuel}() to have this proces in place.
--
-- ## 1.7) Manage "damage" behaviour of the AI in the AI_PATROLZONE
--
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROLZONE.ManageDamage}() to have this proces in place.
--
-- ====
--
-- **API CHANGE HISTORY**
-- ======================
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
@@ -113,23 +91,23 @@
--
-- Hereby the change log:
--
-- 2016-01-15: Complete revision. AI_PATROLZONE is the base class for other AI_PATROL like classes.
--
-- 2016-09-01: Initial class and API.
--
-- ===
--
-- AUTHORS and CONTRIBUTIONS
-- =========================
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * **DutchBaron**: Testing.
-- * **Pikey**: Testing and API concept review.
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
--
-- ### Authors:
--
-- * **FlightControl**: Design & Programming.
--
--
-- @module AI_Patrol
--- AI_PATROLZONE class
@@ -146,8 +124,6 @@ AI_PATROLZONE = {
ClassName = "AI_PATROLZONE",
}
--- Creates a new AI_PATROLZONE object
-- @param #AI_PATROLZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
@@ -164,7 +140,7 @@ AI_PATROLZONE = {
function AI_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_CONTROLLABLE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROLZONE
self.PatrolZone = PatrolZone
@@ -173,12 +149,14 @@ function AI_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitu
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
self.DetectUnits = true
self:SetDetectionOn()
self.CheckStatus = true
self:ManageFuel( .2, 60 )
self:ManageDamage( 10 )
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
self.PatrolFuelTresholdPercentage = 0.2
self:SetStartState( "None" )
@@ -309,6 +287,34 @@ function AI_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitu
--- Asynchronous Event Trigger for Event Detect.
-- @function [parent=#AI_PATROLZONE] __Detect
-- @param #AI_PATROLZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Detected", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROLZONE.
--- OnBefore Transition Handler for Event Detected.
-- @function [parent=#AI_PATROLZONE] OnBeforeDetected
-- @param #AI_PATROLZONE 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 Detected.
-- @function [parent=#AI_PATROLZONE] OnAfterDetected
-- @param #AI_PATROLZONE 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 Detected.
-- @function [parent=#AI_PATROLZONE] Detected
-- @param #AI_PATROLZONE self
--- Asynchronous Event Trigger for Event Detected.
-- @function [parent=#AI_PATROLZONE] __Detected
-- @param #AI_PATROLZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "RTB", "RTB" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROLZONE.
@@ -388,15 +394,76 @@ function AI_PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
-- * @{#AI_PATROLZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#AI_PATROLZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--- Set the detection on. The AI will detect for targets.
-- @param #AI_PATROLZONE self
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:SetDetectionOn()
self:F2()
self.DetectUnits = true
end
--- Set the detection off. The AI will NOT detect for targets.
-- However, the list of already detected targets will be kept and can be enquired!
-- @param #AI_PATROLZONE self
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:SetDetectionOff()
self:F2()
self.DetectUnits = false
end
--- Set the interval in seconds between each detection executed by the AI.
-- The list of already detected targets will be kept and updated.
-- Newly detected targets will be added, but already detected targets that were
-- not detected in this cycle, will NOT be removed!
-- The default interval is 30 seconds.
-- @param #AI_PATROLZONE self
-- @param #number Seconds The interval in seconds.
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:SetDetectionInterval( Seconds )
self:F2()
if Seconds then
self.DetectInterval = Seconds
else
self.DetectInterval = 30
end
end
--- Set the detection zone where the AI is detecting targets.
-- @param #AI_PATROLZONE self
-- @param Core.Zone#ZONE DetectionZone The zone where to detect targets.
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:SetDetectionZone( DetectionZone )
self:F2()
if DetectionZone then
self.DetectZone = DetectionZone
else
self.DetectZone = nil
end
end
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- No filtering is applied, so, ANY detected UNIT can be in this list.
-- It is up to the mission designer to use the @{Unit} class and methods to filter the targets.
-- @param #AI_PATROLZONE self
-- @return #table The list of @{Wrapper.Unit#UNIT}s
function AI_PATROLZONE:GetDetectedUnits()
self:F2()
return self.DetectedUnits
end
--- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
--- 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 AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
-- Once the time is finished, the old AIControllable will return to the base.
-- 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_PATROLZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROLZONE self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
@@ -410,6 +477,23 @@ function AI_PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuel
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_PATROLZONE self
-- @param #number PatrolDamageTreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROLZONE self
function AI_PATROLZONE:ManageDamage( PatrolDamageTreshold )
self.PatrolManageDamage = true
self.PatrolDamageTreshold = PatrolDamageTreshold
return self
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #AI_PATROLZONE self
-- @return #AI_PATROLZONE self
@@ -422,7 +506,7 @@ function AI_PATROLZONE:onafterStart( Controllable, From, Event, To )
self:Route() -- Route to the patrol point.
self:__Status( 30 ) -- Check status status every 30 seconds.
self:__Detect( 30 ) -- Detect for new targets every 30 seconds.
self:__Detect( self.DetectInterval ) -- Detect for new targets every 30 seconds.
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
@@ -432,14 +516,14 @@ end
--- @param #AI_PATROLZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROLZONE:onbeforeDetect( Controllable, From, Event, To, DetectZone )
function AI_PATROLZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectUnits
end
--- @param #AI_PATROLZONE self
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROLZONE:onafterDetect( Controllable, From, Event, To, DetectZone )
function AI_PATROLZONE:onafterDetect( Controllable, From, Event, To )
local DetectedTargets = Controllable:GetDetectedTargets()
for TargetID, Target in pairs( DetectedTargets ) do
@@ -450,8 +534,8 @@ function AI_PATROLZONE:onafterDetect( Controllable, From, Event, To, DetectZone
local TargetUnit = UNIT:Find( TargetObject )
local TargetUnitName = TargetUnit:GetName()
if DetectZone then
if TargetUnit:IsInZone( DetectZone ) then
if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } )
self.DetectedUnits[TargetUnit] = TargetUnit
end
@@ -461,6 +545,7 @@ function AI_PATROLZONE:onafterDetect( Controllable, From, Event, To, DetectZone
end
end
self:__Detect( self.DetectInterval )
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
@@ -487,12 +572,13 @@ function AI_PATROLZONE:onafterRoute( Controllable, From, Event, To )
return
end
local PatrolRoute = {}
if self.Controllable:IsAlive() then
--- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
local PatrolRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
@@ -592,6 +678,8 @@ function AI_PATROLZONE:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then
local RTB = false
local Fuel = self.Controllable:GetUnit(1):GetFuel()
if Fuel < self.PatrolFuelTresholdPercentage then
local OldAIControllable = self.Controllable
@@ -601,12 +689,58 @@ function AI_PATROLZONE:onafterStatus()
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:RTB()
RTB = true
else
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageTreshold then
RTB = true
end
if RTB == true then
self:__RTB( 1 )
else
self:__Status( 30 ) -- Execute the Patrol event after 30 seconds.
end
self:__Detect( 30 ) -- Detect for new targets every 30 seconds.
end
end
--- @param #AI_PATROLZONE self
function AI_PATROLZONE:onafterRTB()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then
self:SetDetectionOff()
self.CheckStatus = false
local PatrolRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
POINT_VEC3.RoutePointAltType.BARO,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( PatrolRoute )
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 1 )
end
end

View File

@@ -166,6 +166,58 @@ function CONTROLLABLE:_GetController()
return nil
end
-- Get methods
--- Returns the UNITs wrappers of the DCS Units of the Controllable (default is a GROUP).
-- @param #CONTROLLABLE self
-- @return #list<Wrapper.Unit#UNIT> The UNITs wrappers.
function CONTROLLABLE:GetUnits()
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local DCSUnits = DCSControllable:getUnits()
local Units = {}
for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData )
end
self:T3( Units )
return Units
end
return nil
end
--- Returns the health. Dead controllables have health <= 1.0.
-- @param #CONTROLLABLE self
-- @return #number The controllable health value (unit or group average).
-- @return #nil The controllable is not existing or alive.
function CONTROLLABLE:GetLife()
self:F2( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local UnitLife = 0
local Units = self:GetUnits()
if #Units == 1 then
local Unit = Units[1] -- Wrapper.Unit#UNIT
UnitLife = Unit:GetLife()
else
local UnitLifeTotal = 0
for UnitID, Unit in pairs( Units ) do
local Unit = Unit -- Wrapper.Unit#UNIT
UnitLifeTotal = UnitLifeTotal + Unit:GetLife()
end
UnitLife = UnitLifeTotal / #Units
end
return UnitLife
end
return nil
end
-- Tasks

View File

@@ -391,26 +391,6 @@ function GROUP:GetInitialSize()
return nil
end
--- Returns the UNITs wrappers of the DCS Units of the DCS Group.
-- @param #GROUP self
-- @return #table The UNITs wrappers.
function GROUP:GetUnits()
self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local DCSUnits = DCSGroup:getUnits()
local Units = {}
for Index, UnitData in pairs( DCSUnits ) do
Units[#Units+1] = UNIT:Find( UnitData )
end
self:T3( Units )
return Units
end
return nil
end
--- Returns the DCS Units of the DCS Group.
-- @param #GROUP self

View File

@@ -467,6 +467,25 @@ function UNIT:GetFuel()
return nil
end
--- Returns the UNIT in a UNIT list of one element.
-- @param #UNIT self
-- @return #list<Wrapper.Unit#UNIT> The UNITs wrappers.
function UNIT:GetUnits()
self:F2( { self.UnitName } )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local DCSUnits = DCSUnit:getUnits()
local Units = {}
Units[1] = UNIT:Find( DCSUnit )
self:T3( Units )
return Units
end
return nil
end
--- Returns the unit's health. Dead units has health <= 1.0.
-- @param #UNIT self
-- @return #number The Unit's health value.