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.