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API V2 of the A2A and A2G dispatchers. Now a more fine grained attack is possible. You can now tweak the altitude and speed when units engage the target. Especially useful for ground attacks when SEAD, CAS or BAI.You can model low altitude approaches. Added 2 new test missions under the IAD - A2G API v2. Please report any bugs.
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@@ -35,6 +35,7 @@ AI_A2G_BAI = {
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-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
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-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
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-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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@@ -42,10 +43,12 @@ AI_A2G_BAI = {
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
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-- @return #AI_A2G_BAI
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function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_BAI
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local AI_Air = AI_AIR:New( AIGroup )
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local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
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local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
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local self = BASE:Inherit( self, AI_Air_Engage )
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local RTBSpeedMax = AIGroup:GetSpeedMax() or 9999
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@@ -55,112 +58,46 @@ function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlt
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end
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--- @param #AI_A2G_BAI self
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-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
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--- Creates a new AI_A2G_BAI object
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-- @param #AI_A2G_BAI self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
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-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
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-- @return #AI_A2G_BAI
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function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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self:I( { DefenderGroup, From, Event, To, AttackSetUnit} )
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local DefenderGroupName = DefenderGroup:GetName()
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local AttackCount = AttackSetUnit:Count()
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self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
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if AttackCount > 0 then
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if DefenderGroup:IsAlive() then
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local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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-- Determine the distance to the target.
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-- If it is less than 10km, then attack without a route.
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-- Otherwise perform a route attack.
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local DefenderCoord = DefenderGroup:GetPointVec3()
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DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
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TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
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local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
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local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
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local EngageRoute = {}
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local AttackTasks = {}
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--- Calculate the target route point.
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local FromWP = DefenderCoord:WaypointAir(
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self.PatrolAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = FromWP
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self:SetTargetDistance( TargetCoord ) -- For RTB status check
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local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
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local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
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self.PatrolAltType or "RADIO",
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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EngageSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackUnitTasks = {}
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local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
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for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
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if AttackUnit then
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "BAI Unit:", AttackUnit:GetName() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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end
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end
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end
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if #AttackUnitTasks == 0 then
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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DefenderGroup:OptionKeepWeaponsOnThreat()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
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end
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___Engage", self, AttackSetUnit )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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DefenderGroup:Route( EngageRoute, self.TaskDelay )
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end
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else
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self:I( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( self.TaskDelay )
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end
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return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
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end
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--- @param Wrapper.Group#GROUP AIEngage
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function AI_A2G_BAI.Resume( AIEngage, Fsm )
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--- Evaluate the attack and create an AttackUnitTask list.
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-- @param #AI_A2G_BAI self
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-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
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-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
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-- @param #number EngageAltitude The altitude to engage the targets.
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-- @return #AI_A2G_BAI self
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function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
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AIEngage:F( { "AI_A2G_BAI.Resume:", AIEngage:GetName() } )
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if AIEngage:IsAlive() then
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Fsm:__Reset( Fsm.TaskDelay )
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Fsm:__EngageRoute( Fsm.TaskDelay, Fsm.AttackSetUnit )
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local AttackUnitTasks = {}
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local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
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for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
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if AttackUnit then
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "BAI Unit:", AttackUnit:GetName() } )
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AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
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end
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end
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end
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end
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return AttackUnitTasks
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end
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