mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
-- New SEAD, BAI and CAS files.
-- Correct handling of task assignments. -- Added Weapon stuff in DCS.lua. -- Dispatcher optimizations.
This commit is contained in:
@@ -489,7 +489,7 @@ function AI_A2A:onafterStatus()
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not self:Is( "Fuel" ) 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( "Damaged" ) and
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not self:Is( "Home" ) then
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not self:Is( "Home" ) then
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if self.IdleCount >= 2 then
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if self.IdleCount >= 3 then
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if Damage ~= InitialLife then
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if Damage ~= InitialLife then
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self:Damaged()
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self:Damaged()
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else
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else
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172
Moose Development/Moose/AI/AI_A2G_BAI.lua
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172
Moose Development/Moose/AI/AI_A2G_BAI.lua
Normal file
@@ -0,0 +1,172 @@
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--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
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--
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-- This is a class used in the @{AI_A2G_Dispatcher}.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_A2G_BAI
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-- @image AI_Air_To_Ground_Engage.JPG
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--- @type AI_A2G_BAI
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-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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--
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-- ===
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--
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-- @field #AI_A2G_BAI
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AI_A2G_BAI = {
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ClassName = "AI_A2G_BAI",
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}
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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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-- @return #AI_A2G_BAI
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function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed ) ) -- #AI_A2G_BAI
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return self
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end
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--- onafter event handler for Start event.
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-- @param #AI_A2G_BAI self
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-- @param Wrapper.Group#GROUP AIGroup The AI group 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:onafterStart( AIGroup, From, Event, To )
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self:GetParent( self ).onafterStart( self, AIGroup, From, Event, To )
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AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
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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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self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
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local DefenderGroupName = DefenderGroup:GetName()
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self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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local AttackCount = self.AttackSetUnit:Count()
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if AttackCount > 0 then
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if DefenderGroup:IsAlive() then
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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:GetCoordinate()
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local TargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
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if TargetDistance >= 50000 then
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local EngageRoute = {}
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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--- Calculate the target route point.
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local FromWP = DefenderCoord:WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = FromWP
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local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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self:SetTargetDistance( ToCoord ) -- For RTB status check
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local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
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--- Create a route point of type air.
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local ToWP = ToCoord:Translate( 50000, FromEngageAngle ):WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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local HasRadar = AttackUnit:HasSEAD()
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if HasRadar then
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self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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end
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end
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if #AttackTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( 0.5 )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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end
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DefenderGroup:Route( EngageRoute, 0 )
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else
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local AttackTasks = {}
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--local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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local HasRadar = AttackUnit:HasSEAD()
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if HasRadar then
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self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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end
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end
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
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DefenderGroup:SetTask( DefenderTask, 0 )
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end
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( 0.5 )
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end
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end
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173
Moose Development/Moose/AI/AI_A2G_CAS.lua
Normal file
173
Moose Development/Moose/AI/AI_A2G_CAS.lua
Normal file
@@ -0,0 +1,173 @@
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--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
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--
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|
-- This is a class used in the @{AI_A2G_Dispatcher}.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_A2G_CAS
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-- @image AI_Air_To_Ground_Engage.JPG
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--- @type AI_A2G_CAS
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-- @extends AI.AI_A2G_Engage#AI_A2G_Engage
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--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
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|
--
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-- ===
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|
--
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-- @field #AI_A2G_CAS
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AI_A2G_CAS = {
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ClassName = "AI_A2G_CAS",
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}
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--- Creates a new AI_A2G_CAS object
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-- @param #AI_A2G_CAS self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @return #AI_A2G_CAS
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function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed ) ) -- #AI_A2G_CAS
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return self
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end
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--- onafter event handler for Start event.
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-- @param #AI_A2G_CAS self
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-- @param Wrapper.Group#GROUP AIGroup The AI group 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_CAS:onafterStart( AIGroup, From, Event, To )
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self:GetParent( self ).onafterStart( self, AIGroup, From, Event, To )
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AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
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|
end
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--- @param #AI_A2G_CAS 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_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
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|
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|
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
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|
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|
local DefenderGroupName = DefenderGroup:GetName()
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|
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|
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
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|
|
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|
local AttackCount = self.AttackSetUnit:Count()
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|
|
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|
if AttackCount > 0 then
|
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|
|
||||||
|
if DefenderGroup:IsAlive() then
|
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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:GetCoordinate()
|
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|
local TargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||||
|
|
||||||
|
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||||
|
|
||||||
|
if TargetDistance >= 50000 then
|
||||||
|
|
||||||
|
local EngageRoute = {}
|
||||||
|
|
||||||
|
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||||
|
|
||||||
|
--- Calculate the target route point.
|
||||||
|
|
||||||
|
local FromWP = DefenderCoord:WaypointAir(
|
||||||
|
self.PatrolAltType,
|
||||||
|
POINT_VEC3.RoutePointType.TurningPoint,
|
||||||
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||||
|
ToTargetSpeed,
|
||||||
|
true
|
||||||
|
)
|
||||||
|
|
||||||
|
EngageRoute[#EngageRoute+1] = FromWP
|
||||||
|
|
||||||
|
local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||||
|
self:SetTargetDistance( ToCoord ) -- For RTB status check
|
||||||
|
|
||||||
|
local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
|
||||||
|
|
||||||
|
--- Create a route point of type air.
|
||||||
|
local ToWP = ToCoord:Translate( 50000, FromEngageAngle ):WaypointAir(
|
||||||
|
self.PatrolAltType,
|
||||||
|
POINT_VEC3.RoutePointType.TurningPoint,
|
||||||
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||||
|
ToTargetSpeed,
|
||||||
|
true
|
||||||
|
)
|
||||||
|
|
||||||
|
self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||||
|
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
|
||||||
|
|
||||||
|
EngageRoute[#EngageRoute+1] = ToWP
|
||||||
|
|
||||||
|
local AttackTasks = {}
|
||||||
|
|
||||||
|
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||||
|
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||||
|
self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
|
||||||
|
local HasRadar = AttackUnit:HasSEAD()
|
||||||
|
if HasRadar then
|
||||||
|
self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if #AttackTasks == 0 then
|
||||||
|
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||||
|
self:Return()
|
||||||
|
self:__RTB( 0.5 )
|
||||||
|
else
|
||||||
|
DefenderGroup:OptionROEOpenFire()
|
||||||
|
DefenderGroup:OptionROTEvadeFire()
|
||||||
|
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
|
||||||
|
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||||
|
end
|
||||||
|
|
||||||
|
DefenderGroup:Route( EngageRoute, 0 )
|
||||||
|
|
||||||
|
else
|
||||||
|
local AttackTasks = {}
|
||||||
|
--local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
|
||||||
|
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||||
|
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||||
|
local HasRadar = AttackUnit:HasSEAD()
|
||||||
|
if HasRadar then
|
||||||
|
self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
|
||||||
|
local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
|
||||||
|
DefenderGroup:SetTask( DefenderTask, 0 )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||||
|
self:Return()
|
||||||
|
self:__RTB( 0.5 )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
@@ -810,6 +810,7 @@ do -- AI_A2G_DISPATCHER
|
|||||||
if Squadron then
|
if Squadron then
|
||||||
self:F( { SquadronName = Squadron.Name } )
|
self:F( { SquadronName = Squadron.Name } )
|
||||||
local LandingMethod = self:GetSquadronLanding( Squadron.Name )
|
local LandingMethod = self:GetSquadronLanding( Squadron.Name )
|
||||||
|
|
||||||
if LandingMethod == AI_A2G_DISPATCHER.Landing.AtRunway then
|
if LandingMethod == AI_A2G_DISPATCHER.Landing.AtRunway then
|
||||||
local DefenderSize = Defender:GetSize()
|
local DefenderSize = Defender:GetSize()
|
||||||
if DefenderSize == 1 then
|
if DefenderSize == 1 then
|
||||||
@@ -1395,6 +1396,8 @@ do -- AI_A2G_DISPATCHER
|
|||||||
local DefenderSquadron = self:GetSquadron( SquadronName )
|
local DefenderSquadron = self:GetSquadron( SquadronName )
|
||||||
|
|
||||||
DefenderSquadron.Uncontrolled = true
|
DefenderSquadron.Uncontrolled = true
|
||||||
|
self:SetSquadronTakeoffFromParkingCold( SquadronName )
|
||||||
|
self:SetSquadronLandingAtEngineShutdown( SquadronName )
|
||||||
|
|
||||||
for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do
|
for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do
|
||||||
DefenderSpawn:InitUnControlled()
|
DefenderSpawn:InitUnControlled()
|
||||||
@@ -2856,13 +2859,16 @@ do -- AI_A2G_DISPATCHER
|
|||||||
if DefenderUnitIndex == 1 then
|
if DefenderUnitIndex == 1 then
|
||||||
DefenderPatrolTemplate = UTILS.DeepCopy( DefenderTemplate )
|
DefenderPatrolTemplate = UTILS.DeepCopy( DefenderTemplate )
|
||||||
self.DefenderPatrolIndex = self.DefenderPatrolIndex + 1
|
self.DefenderPatrolIndex = self.DefenderPatrolIndex + 1
|
||||||
DefenderPatrolTemplate.name = SquadronName .. "#" .. self.DefenderPatrolIndex .. "#" .. GroupName
|
--DefenderPatrolTemplate.name = SquadronName .. "#" .. self.DefenderPatrolIndex .. "#" .. GroupName
|
||||||
|
DefenderPatrolTemplate.name = GroupName
|
||||||
DefenderName = DefenderPatrolTemplate.name
|
DefenderName = DefenderPatrolTemplate.name
|
||||||
else
|
else
|
||||||
-- Add the unit in the template to the DefenderPatrolTemplate.
|
-- Add the unit in the template to the DefenderPatrolTemplate.
|
||||||
local DefenderUnitTemplate = DefenderTemplate.units[1]
|
local DefenderUnitTemplate = DefenderTemplate.units[1]
|
||||||
DefenderPatrolTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate
|
DefenderPatrolTemplate.units[DefenderUnitIndex] = DefenderUnitTemplate
|
||||||
end
|
end
|
||||||
|
DefenderPatrolTemplate.units[DefenderUnitIndex].name = string.format( DefenderPatrolTemplate.name .. '-%02d', DefenderUnitIndex )
|
||||||
|
DefenderPatrolTemplate.units[DefenderUnitIndex].unitId = nil
|
||||||
DefenderUnitIndex = DefenderUnitIndex + 1
|
DefenderUnitIndex = DefenderUnitIndex + 1
|
||||||
DefenderSquadron.Resources[TemplateID][GroupName] = nil
|
DefenderSquadron.Resources[TemplateID][GroupName] = nil
|
||||||
if DefenderUnitIndex > DefenderGrouping then
|
if DefenderUnitIndex > DefenderGrouping then
|
||||||
@@ -2880,8 +2886,8 @@ do -- AI_A2G_DISPATCHER
|
|||||||
DefenderPatrolTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
|
DefenderPatrolTemplate.route.points[1].type = GROUPTEMPLATE.Takeoff[Takeoff][1] -- type
|
||||||
DefenderPatrolTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
|
DefenderPatrolTemplate.route.points[1].action = GROUPTEMPLATE.Takeoff[Takeoff][2] -- action
|
||||||
local Defender = _DATABASE:Spawn( DefenderPatrolTemplate )
|
local Defender = _DATABASE:Spawn( DefenderPatrolTemplate )
|
||||||
|
|
||||||
self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
|
self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping )
|
||||||
|
Defender:Activate()
|
||||||
return Defender, DefenderGrouping
|
return Defender, DefenderGrouping
|
||||||
end
|
end
|
||||||
else
|
else
|
||||||
@@ -2993,6 +2999,8 @@ do -- AI_A2G_DISPATCHER
|
|||||||
|
|
||||||
self:F( { From, Event, To, AttackerDetection.Index, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing, DefenderFriendlies = DefenderFriendlies } )
|
self:F( { From, Event, To, AttackerDetection.Index, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing, DefenderFriendlies = DefenderFriendlies } )
|
||||||
|
|
||||||
|
AttackerDetection.Type = DefenseTaskType -- This is set to report the task type in the status panel.
|
||||||
|
|
||||||
local AttackerSet = AttackerDetection.Set
|
local AttackerSet = AttackerDetection.Set
|
||||||
local AttackerUnit = AttackerSet:GetFirst()
|
local AttackerUnit = AttackerSet:GetFirst()
|
||||||
|
|
||||||
@@ -3103,7 +3111,9 @@ do -- AI_A2G_DISPATCHER
|
|||||||
|
|
||||||
DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead
|
DefenderCount = DefenderCount - DefenderGrouping / DefenderOverhead
|
||||||
|
|
||||||
local Fsm = AI_A2G_ENGAGE:New( DefenderGroup, Defense.EngageMinSpeed, Defense.EngageMaxSpeed )
|
local AI_A2G_ENGAGE = { SEAD = AI_A2G_SEAD, BAI = AI_A2G_BAI, CAS = AI_A2G_CAS }
|
||||||
|
|
||||||
|
local Fsm = AI_A2G_ENGAGE[DefenseTaskType]:New( DefenderGroup, Defense.EngageMinSpeed, Defense.EngageMaxSpeed ) -- AI.AI_A2G_ENGAGE
|
||||||
Fsm:SetDispatcher( self )
|
Fsm:SetDispatcher( self )
|
||||||
Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
|
Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
|
||||||
Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
|
Fsm:SetFuelThreshold( DefenderSquadron.FuelThreshold or self.DefenderDefault.FuelThreshold, 60 )
|
||||||
@@ -3121,6 +3131,8 @@ do -- AI_A2G_DISPATCHER
|
|||||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||||
local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender )
|
local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender )
|
||||||
|
|
||||||
|
self:F( { DefenderTarget = DefenderTarget } )
|
||||||
|
|
||||||
if DefenderTarget then
|
if DefenderTarget then
|
||||||
Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit
|
Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit
|
||||||
end
|
end
|
||||||
@@ -3141,10 +3153,10 @@ do -- AI_A2G_DISPATCHER
|
|||||||
|
|
||||||
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
|
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
|
||||||
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
|
||||||
if Defender:IsAboveRunway() then
|
--if Defender:IsAboveRunway() then
|
||||||
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
--Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||||
Defender:Destroy()
|
--Defender:Destroy()
|
||||||
end
|
--end
|
||||||
end
|
end
|
||||||
|
|
||||||
--- @param #AI_A2G_DISPATCHER self
|
--- @param #AI_A2G_DISPATCHER self
|
||||||
@@ -3298,8 +3310,8 @@ do -- AI_A2G_DISPATCHER
|
|||||||
|
|
||||||
for DefenderGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
for DefenderGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
||||||
local DefenderGroup = DefenderGroup -- Wrapper.Group#GROUP
|
local DefenderGroup = DefenderGroup -- Wrapper.Group#GROUP
|
||||||
|
local DefenderTaskFsm = self:GetDefenderTaskFsm( DefenderGroup )
|
||||||
if not DefenderGroup:IsAlive() then
|
if not DefenderGroup:IsAlive() then
|
||||||
local DefenderTaskFsm = self:GetDefenderTaskFsm( DefenderGroup )
|
|
||||||
self:F( { Defender = DefenderGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } )
|
self:F( { Defender = DefenderGroup:GetName(), DefenderState = DefenderTaskFsm:GetState() } )
|
||||||
if not DefenderTaskFsm:Is( "Started" ) then
|
if not DefenderTaskFsm:Is( "Started" ) then
|
||||||
self:ClearDefenderTask( DefenderGroup )
|
self:ClearDefenderTask( DefenderGroup )
|
||||||
@@ -3312,10 +3324,10 @@ do -- AI_A2G_DISPATCHER
|
|||||||
self:ClearDefenderTaskTarget( DefenderGroup )
|
self:ClearDefenderTaskTarget( DefenderGroup )
|
||||||
else
|
else
|
||||||
if DefenderTask.Target.Set then
|
if DefenderTask.Target.Set then
|
||||||
local AttackerCount = DefenderTask.Target.Set:Count()
|
local TargetCount = DefenderTask.Target.Set:Count()
|
||||||
if AttackerCount == 0 then
|
if TargetCount == 0 then
|
||||||
self:F( { "All Targets destroyed in Target, removing:", DefenderTask.Target.Index } )
|
self:F( { "All Targets destroyed in Target, removing:", DefenderTask.Target.Index } )
|
||||||
self:ClearDefenderTaskTarget( DefenderGroup )
|
self:ClearDefenderTask( DefenderGroup )
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
@@ -3410,7 +3422,7 @@ do -- AI_A2G_DISPATCHER
|
|||||||
|
|
||||||
if self.TacticalDisplay then
|
if self.TacticalDisplay then
|
||||||
-- Show tactical situation
|
-- Show tactical situation
|
||||||
Report:Add( string.format( "\n - Target %s ( %s ): ( #%d ) %s" , DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Set:GetObjectNames() ) )
|
Report:Add( string.format( "\n - %s %s ( %s ): ( #%d ) %s" , DetectedItem.Type or " --- ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Set:GetObjectNames() ) )
|
||||||
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
||||||
local Defender = Defender -- Wrapper.Group#GROUP
|
local Defender = Defender -- Wrapper.Group#GROUP
|
||||||
if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
|
if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
|
||||||
|
|||||||
@@ -14,7 +14,7 @@
|
|||||||
|
|
||||||
|
|
||||||
--- @type AI_A2G_ENGAGE
|
--- @type AI_A2G_ENGAGE
|
||||||
-- @extends AI.AI_A2A#AI_A2A
|
-- @extends AI.AI_A2G#AI_A2G
|
||||||
|
|
||||||
|
|
||||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||||
@@ -266,7 +266,8 @@ end
|
|||||||
-- @param #string To The To State string.
|
-- @param #string To The To State string.
|
||||||
function AI_A2G_ENGAGE:onafterStart( AIGroup, From, Event, To )
|
function AI_A2G_ENGAGE:onafterStart( AIGroup, From, Event, To )
|
||||||
|
|
||||||
self:GetParent( self ).onafterStart( self, AIGroup, From, Event, To )
|
self:GetParent( self, AI_A2G_ENGAGE ).onafterStart( self, AIGroup, From, Event, To )
|
||||||
|
|
||||||
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
|
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||||
|
|
||||||
end
|
end
|
||||||
@@ -327,81 +328,14 @@ end
|
|||||||
|
|
||||||
|
|
||||||
--- @param #AI_A2G_ENGAGE self
|
--- @param #AI_A2G_ENGAGE self
|
||||||
-- @param Wrapper.Group#GROUP AIGroup The GroupGroup managed by the FSM.
|
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||||
-- @param #string From The From State string.
|
-- @param #string From The From State string.
|
||||||
-- @param #string Event The Event string.
|
-- @param #string Event The Event string.
|
||||||
-- @param #string To The To State string.
|
-- @param #string To The To State string.
|
||||||
function AI_A2G_ENGAGE:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
function AI_A2G_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||||
|
|
||||||
self:F( { AIGroup, From, Event, To, AttackSetUnit} )
|
self:F( { DefenderGroup, 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
|
end
|
||||||
|
|
||||||
--- @param #AI_A2G_ENGAGE self
|
--- @param #AI_A2G_ENGAGE self
|
||||||
|
|||||||
@@ -112,7 +112,7 @@ AI_A2G_PATROL = {
|
|||||||
function AI_A2G_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
|
function AI_A2G_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
|
||||||
|
|
||||||
-- Inherits from BASE
|
-- Inherits from BASE
|
||||||
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_PATROL
|
local self = BASE:Inherit( self, AI_A2G:New( AIPatrol ) ) -- #AI_A2G_PATROL
|
||||||
|
|
||||||
self.Accomplished = false
|
self.Accomplished = false
|
||||||
self.Engaging = false
|
self.Engaging = false
|
||||||
@@ -290,7 +290,6 @@ end
|
|||||||
-- @param #string To The To State string.
|
-- @param #string To The To State string.
|
||||||
function AI_A2G_PATROL:onafterStart( AIPatrol, From, Event, To )
|
function AI_A2G_PATROL:onafterStart( AIPatrol, From, Event, To )
|
||||||
|
|
||||||
self:GetParent( self ).onafterStart( self, AIPatrol, From, Event, To )
|
|
||||||
AIPatrol:HandleEvent( EVENTS.Takeoff, nil, self )
|
AIPatrol:HandleEvent( EVENTS.Takeoff, nil, self )
|
||||||
|
|
||||||
end
|
end
|
||||||
|
|||||||
218
Moose Development/Moose/AI/AI_A2G_SEAD.lua
Normal file
218
Moose Development/Moose/AI/AI_A2G_SEAD.lua
Normal file
@@ -0,0 +1,218 @@
|
|||||||
|
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
|
||||||
|
--
|
||||||
|
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||||
|
--
|
||||||
|
-- ===
|
||||||
|
--
|
||||||
|
-- ### Author: **FlightControl**
|
||||||
|
--
|
||||||
|
-- ===
|
||||||
|
--
|
||||||
|
-- @module AI.AI_A2G_SEAD
|
||||||
|
-- @image AI_Air_To_Ground_Engage.JPG
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
--- @type AI_A2G_SEAD
|
||||||
|
-- @extends AI.AI_A2G_Engage#AI_A2G_Engage
|
||||||
|
|
||||||
|
|
||||||
|
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
|
||||||
|
--
|
||||||
|
-- 
|
||||||
|
--
|
||||||
|
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD 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_SEAD constructor
|
||||||
|
--
|
||||||
|
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD 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_SEAD.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_SEAD.SetEngageZone}() to define that Zone.
|
||||||
|
--
|
||||||
|
-- ===
|
||||||
|
--
|
||||||
|
-- @field #AI_A2G_SEAD
|
||||||
|
AI_A2G_SEAD = {
|
||||||
|
ClassName = "AI_A2G_SEAD",
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
--- Creates a new AI_A2G_SEAD object
|
||||||
|
-- @param #AI_A2G_SEAD self
|
||||||
|
-- @param Wrapper.Group#GROUP AIGroup
|
||||||
|
-- @return #AI_A2G_SEAD
|
||||||
|
function AI_A2G_SEAD:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||||
|
|
||||||
|
-- Inherits from BASE
|
||||||
|
local self = BASE:Inherit( self, AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed ) ) -- #AI_A2G_SEAD
|
||||||
|
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
--- @param #AI_A2G_SEAD self
|
||||||
|
-- @param Wrapper.Group#GROUP DefenderGroup 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_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||||
|
|
||||||
|
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
|
||||||
|
|
||||||
|
local DefenderGroupName = DefenderGroup:GetName()
|
||||||
|
|
||||||
|
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
|
||||||
|
|
||||||
|
local AttackCount = self.AttackSetUnit:Count()
|
||||||
|
|
||||||
|
if AttackCount > 0 then
|
||||||
|
|
||||||
|
if DefenderGroup:IsAlive() then
|
||||||
|
|
||||||
|
-- Determine the distance to the target.
|
||||||
|
-- If it is less than 50km, then attack without a route.
|
||||||
|
-- Otherwise perform a route attack.
|
||||||
|
|
||||||
|
local DefenderCoord = DefenderGroup:GetCoordinate()
|
||||||
|
local TargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||||
|
|
||||||
|
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||||
|
|
||||||
|
-- if TargetDistance >= 50000 then
|
||||||
|
|
||||||
|
local EngageRoute = {}
|
||||||
|
|
||||||
|
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
||||||
|
|
||||||
|
--- Calculate the target route point.
|
||||||
|
|
||||||
|
local FromWP = DefenderCoord:WaypointAir(
|
||||||
|
self.PatrolAltType,
|
||||||
|
POINT_VEC3.RoutePointType.TurningPoint,
|
||||||
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||||
|
ToTargetSpeed,
|
||||||
|
true
|
||||||
|
)
|
||||||
|
|
||||||
|
EngageRoute[#EngageRoute+1] = FromWP
|
||||||
|
|
||||||
|
local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
||||||
|
self:SetTargetDistance( ToCoord ) -- For RTB status check
|
||||||
|
|
||||||
|
local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
|
||||||
|
|
||||||
|
--- Create a route point of type air, 50km from the center of the attack point.
|
||||||
|
local ToWP = ToCoord:Translate( 50000, FromEngageAngle ):WaypointAir(
|
||||||
|
self.PatrolAltType,
|
||||||
|
POINT_VEC3.RoutePointType.TurningPoint,
|
||||||
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||||
|
ToTargetSpeed,
|
||||||
|
true
|
||||||
|
)
|
||||||
|
|
||||||
|
self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
|
||||||
|
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
|
||||||
|
|
||||||
|
EngageRoute[#EngageRoute+1] = ToWP
|
||||||
|
|
||||||
|
local AttackTasks = {}
|
||||||
|
|
||||||
|
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||||
|
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||||
|
self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
|
||||||
|
local HasRadar = AttackUnit:HasSEAD()
|
||||||
|
if HasRadar then
|
||||||
|
self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
|
if #AttackTasks == 0 then
|
||||||
|
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||||
|
self:Return()
|
||||||
|
self:__RTB( 0.5 )
|
||||||
|
else
|
||||||
|
DefenderGroup:OptionROEOpenFire()
|
||||||
|
DefenderGroup:OptionROTVertical()
|
||||||
|
DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||||
|
--DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
|
||||||
|
|
||||||
|
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
|
||||||
|
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
|
||||||
|
end
|
||||||
|
|
||||||
|
DefenderGroup:Route( EngageRoute, 2 )
|
||||||
|
|
||||||
|
-- else
|
||||||
|
-- local AttackTasks = {}
|
||||||
|
-- --local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
|
||||||
|
-- for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
||||||
|
-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
|
||||||
|
-- local HasRadar = AttackUnit:HasSEAD()
|
||||||
|
-- if HasRadar then
|
||||||
|
-- self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
|
||||||
|
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
|
||||||
|
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
|
||||||
|
-- end
|
||||||
|
-- end
|
||||||
|
-- end
|
||||||
|
-- local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
|
||||||
|
--
|
||||||
|
-- DefenderGroup:OptionROEOpenFire()
|
||||||
|
-- DefenderGroup:OptionROTVertical()
|
||||||
|
-- DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||||
|
-- DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
|
||||||
|
--
|
||||||
|
-- DefenderGroup:SetTask( DefenderTask, 0 )
|
||||||
|
-- end
|
||||||
|
end
|
||||||
|
else
|
||||||
|
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||||
|
self:Return()
|
||||||
|
self:__RTB( 0.5 )
|
||||||
|
end
|
||||||
|
end
|
||||||
|
|
||||||
@@ -475,7 +475,7 @@ function AI_AIR:onafterStatus()
|
|||||||
RTB = true
|
RTB = true
|
||||||
self:SetStatusOff()
|
self:SetStatusOff()
|
||||||
end
|
end
|
||||||
|
|
||||||
-- Check if planes went RTB and are out of control.
|
-- Check if planes went RTB and are out of control.
|
||||||
-- We only check if planes are out of control, when they are in duty.
|
-- We only check if planes are out of control, when they are in duty.
|
||||||
if self.Controllable:HasTask() == false then
|
if self.Controllable:HasTask() == false then
|
||||||
@@ -484,7 +484,7 @@ function AI_AIR:onafterStatus()
|
|||||||
not self:Is( "Fuel" ) and
|
not self:Is( "Fuel" ) and
|
||||||
not self:Is( "Damaged" ) and
|
not self:Is( "Damaged" ) and
|
||||||
not self:Is( "Home" ) then
|
not self:Is( "Home" ) then
|
||||||
if self.IdleCount >= 2 then
|
if self.IdleCount >= 10 then
|
||||||
if Damage ~= InitialLife then
|
if Damage ~= InitialLife then
|
||||||
self:Damaged()
|
self:Damaged()
|
||||||
else
|
else
|
||||||
@@ -547,7 +547,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
|||||||
self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
self:E( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||||
|
|
||||||
self:ClearTargetDistance()
|
self:ClearTargetDistance()
|
||||||
AIGroup:ClearTasks()
|
--AIGroup:ClearTasks()
|
||||||
|
|
||||||
local EngageRoute = {}
|
local EngageRoute = {}
|
||||||
|
|
||||||
|
|||||||
@@ -430,6 +430,8 @@ do -- Types
|
|||||||
|
|
||||||
end --
|
end --
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
do -- Object
|
do -- Object
|
||||||
|
|
||||||
--- [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object)
|
--- [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object)
|
||||||
@@ -527,6 +529,126 @@ do -- CoalitionObject
|
|||||||
end -- CoalitionObject
|
end -- CoalitionObject
|
||||||
|
|
||||||
|
|
||||||
|
do -- Weapon
|
||||||
|
|
||||||
|
--- [DCS Class Weapon](https://wiki.hoggitworld.com/view/DCS_Class_Weapon)
|
||||||
|
-- @type Weapon
|
||||||
|
-- @extends #CoalitionObject
|
||||||
|
-- @field #Weapon.flag flag enum stores weapon flags. Some of them are combination of another flags.
|
||||||
|
-- @field #Weapon.Category Category enum that stores weapon categories.
|
||||||
|
-- @field #Weapon.GuidanceType GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
|
||||||
|
-- @field #Weapon.MissileCategory MissileCategory enum that stores missile category. Available only for missiles (Weapon.Category.MISSILE).
|
||||||
|
-- @field #Weapon.WarheadType WarheadType enum that stores warhead types.
|
||||||
|
-- @field #Weapon.Desc Desc The descriptor of a weapon.
|
||||||
|
|
||||||
|
--- enum stores weapon flags. Some of them are combination of another flags.
|
||||||
|
-- @type Weapon.flag
|
||||||
|
-- @field LGB
|
||||||
|
-- @field TvGB
|
||||||
|
-- @field SNSGB
|
||||||
|
-- @field HEBomb
|
||||||
|
-- @field Penetrator
|
||||||
|
-- @field NapalmBomb
|
||||||
|
-- @field FAEBomb
|
||||||
|
-- @field ClusterBomb
|
||||||
|
-- @field Dispencer
|
||||||
|
-- @field CandleBomb
|
||||||
|
-- @field ParachuteBomb
|
||||||
|
-- @field GuidedBomb = LGB + TvGB + SNSGB
|
||||||
|
-- @field AnyUnguidedBomb = HEBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb
|
||||||
|
-- @field AnyBomb = GuidedBomb + AnyUnguidedBomb
|
||||||
|
-- @field LightRocket
|
||||||
|
-- @field MarkerRocket
|
||||||
|
-- @field CandleRocket
|
||||||
|
-- @field HeavyRocket
|
||||||
|
-- @field AnyRocket = LightRocket + HeavyRocket + MarkerRocket + CandleRocket
|
||||||
|
-- @field AntiRadarMissile
|
||||||
|
-- @field AntiShipMissile
|
||||||
|
-- @field AntiTankMissile
|
||||||
|
-- @field FireAndForgetASM
|
||||||
|
-- @field LaserASM
|
||||||
|
-- @field TeleASM
|
||||||
|
-- @field CruiseMissile
|
||||||
|
-- @field GuidedASM = LaserASM + TeleASM
|
||||||
|
-- @field TacticASM = GuidedASM + FireAndForgetASM
|
||||||
|
-- @field AnyASM = AntiRadarMissile + AntiShipMissile + AntiTankMissile + FireAndForgetASM + GuidedASM + CruiseMissile
|
||||||
|
-- @field SRAAM
|
||||||
|
-- @field MRAAM
|
||||||
|
-- @field LRAAM
|
||||||
|
-- @field IR_AAM
|
||||||
|
-- @field SAR_AAM
|
||||||
|
-- @field AR_AAM
|
||||||
|
-- @field AnyAAM = IR_AAM + SAR_AAM + AR_AAM + SRAAM + MRAAM + LRAAM
|
||||||
|
-- @field AnyMissile = AnyASM + AnyAAM
|
||||||
|
-- @field AnyAutonomousMissile = IR_AAM + AntiRadarMissile + AntiShipMissile + FireAndForgetASM + CruiseMissile
|
||||||
|
-- @field GUN_POD
|
||||||
|
-- @field BuiltInCannon
|
||||||
|
-- @field Cannons = GUN_POD + BuiltInCannon
|
||||||
|
-- @field AnyAGWeapon = BuiltInCannon + GUN_POD + AnyBomb + AnyRocket + AnyASM
|
||||||
|
-- @field AnyAAWeapon = BuiltInCannon + GUN_POD + AnyAAM
|
||||||
|
-- @field UnguidedWeapon = Cannons + BuiltInCannon + GUN_POD + AnyUnguidedBomb + AnyRocket
|
||||||
|
-- @field GuidedWeapon = GuidedBomb + AnyASM + AnyAAM
|
||||||
|
-- @field AnyWeapon = AnyBomb + AnyRocket + AnyMissile + Cannons
|
||||||
|
-- @field MarkerWeapon = MarkerRocket + CandleRocket + CandleBomb
|
||||||
|
-- @field ArmWeapon = AnyWeapon - MarkerWeapon
|
||||||
|
|
||||||
|
--- Weapon.Category enum that stores weapon categories.
|
||||||
|
-- @type Weapon.Category
|
||||||
|
-- @field SHELL
|
||||||
|
-- @field MISSILE
|
||||||
|
-- @field ROCKET
|
||||||
|
-- @field BOMB
|
||||||
|
|
||||||
|
|
||||||
|
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
|
||||||
|
-- @type Weapon.GuidanceType
|
||||||
|
-- @field INS
|
||||||
|
-- @field IR
|
||||||
|
-- @field RADAR_ACTIVE
|
||||||
|
-- @field RADAR_SEMI_ACTIVE
|
||||||
|
-- @field RADAR_PASSIVE
|
||||||
|
-- @field TV
|
||||||
|
-- @field LASER
|
||||||
|
-- @field TELE
|
||||||
|
|
||||||
|
|
||||||
|
--- Weapon.MissileCategory enum that stores missile category. Available only for missiles (Weapon.Category.MISSILE).
|
||||||
|
-- @type Weapon.MissileCategory
|
||||||
|
-- @field AAM
|
||||||
|
-- @field SAM
|
||||||
|
-- @field BM
|
||||||
|
-- @field ANTI_SHIP
|
||||||
|
-- @field CRUISE
|
||||||
|
-- @field OTHER
|
||||||
|
|
||||||
|
--- Weapon.WarheadType enum that stores warhead types.
|
||||||
|
-- @type Weapon.WarheadType
|
||||||
|
-- @field AP
|
||||||
|
-- @field HE
|
||||||
|
-- @field SHAPED_EXPLOSIVE
|
||||||
|
|
||||||
|
--- Returns the unit that launched the weapon.
|
||||||
|
-- @function [parent=#Weapon] getLauncher
|
||||||
|
-- @param #Weapon self
|
||||||
|
-- @return #Unit
|
||||||
|
|
||||||
|
--- returns target of the guided weapon. Unguided weapons and guided weapon that is targeted at the point on the ground will return nil.
|
||||||
|
-- @function [parent=#Weapon] getTarget
|
||||||
|
-- @param #Weapon self
|
||||||
|
-- @return #Object
|
||||||
|
|
||||||
|
--- returns weapon descriptor. Descriptor type depends on weapon category.
|
||||||
|
-- @function [parent=#Weapon] getDesc
|
||||||
|
-- @param #Weapon self
|
||||||
|
-- @return #Weapon.Desc
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
Weapon = {} --#Weapon
|
||||||
|
|
||||||
|
end -- Weapon
|
||||||
|
|
||||||
|
|
||||||
do -- Airbase
|
do -- Airbase
|
||||||
|
|
||||||
--- [DCS Class Airbase](https://wiki.hoggitworld.com/view/DCS_Class_Airbase)
|
--- [DCS Class Airbase](https://wiki.hoggitworld.com/view/DCS_Class_Airbase)
|
||||||
|
|||||||
@@ -168,6 +168,11 @@
|
|||||||
-- * @{#CONTROLLABLE.OptionAlarmStateGreen}
|
-- * @{#CONTROLLABLE.OptionAlarmStateGreen}
|
||||||
-- * @{#CONTROLLABLE.OptionAlarmStateRed}
|
-- * @{#CONTROLLABLE.OptionAlarmStateRed}
|
||||||
--
|
--
|
||||||
|
-- ## 5.4) Jettison weapons:
|
||||||
|
--
|
||||||
|
-- * @{#CONTROLLABLE.OptionAllowJettisonWeaponsOnThreat}
|
||||||
|
-- * @{#CONTROLLABLE.OptionKeepWeaponsOnThreat}
|
||||||
|
--
|
||||||
-- @field #CONTROLLABLE
|
-- @field #CONTROLLABLE
|
||||||
CONTROLLABLE = {
|
CONTROLLABLE = {
|
||||||
ClassName = "CONTROLLABLE",
|
ClassName = "CONTROLLABLE",
|
||||||
@@ -302,7 +307,7 @@ end
|
|||||||
-- @param #CONTROLLABLE self
|
-- @param #CONTROLLABLE self
|
||||||
-- @return #CONTROLLABLE
|
-- @return #CONTROLLABLE
|
||||||
function CONTROLLABLE:ClearTasks()
|
function CONTROLLABLE:ClearTasks()
|
||||||
self:F2()
|
self:E( "ClearTasks" )
|
||||||
|
|
||||||
local DCSControllable = self:GetDCSObject()
|
local DCSControllable = self:GetDCSObject()
|
||||||
|
|
||||||
@@ -366,13 +371,15 @@ end
|
|||||||
-- @param #number WaitTime Time in seconds, before the task is set.
|
-- @param #number WaitTime Time in seconds, before the task is set.
|
||||||
-- @return Wrapper.Controllable#CONTROLLABLE self
|
-- @return Wrapper.Controllable#CONTROLLABLE self
|
||||||
function CONTROLLABLE:SetTask( DCSTask, WaitTime )
|
function CONTROLLABLE:SetTask( DCSTask, WaitTime )
|
||||||
self:F2( { DCSTask = DCSTask } )
|
self:E( { "SetTask", WaitTime, DCSTask = DCSTask } )
|
||||||
|
|
||||||
local DCSControllable = self:GetDCSObject()
|
local DCSControllable = self:GetDCSObject()
|
||||||
|
|
||||||
if DCSControllable then
|
if DCSControllable then
|
||||||
|
|
||||||
local DCSControllableName = self:GetName()
|
local DCSControllableName = self:GetName()
|
||||||
|
|
||||||
|
self:E( "Controllable Name = " .. DCSControllableName )
|
||||||
|
|
||||||
-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
|
-- When a controllable SPAWNs, it takes about a second to get the controllable in the simulator. Setting tasks to unspawned controllables provides unexpected results.
|
||||||
-- Therefore we schedule the functions to set the mission and options for the Controllable.
|
-- Therefore we schedule the functions to set the mission and options for the Controllable.
|
||||||
@@ -1659,6 +1666,7 @@ function CONTROLLABLE:TaskFunction( FunctionString, ... )
|
|||||||
|
|
||||||
local DCSScript = {}
|
local DCSScript = {}
|
||||||
DCSScript[#DCSScript+1] = "local MissionControllable = GROUP:Find( ... ) "
|
DCSScript[#DCSScript+1] = "local MissionControllable = GROUP:Find( ... ) "
|
||||||
|
DCSScript[#DCSScript+1] = "env.info( 'TaskFunction: ' .. ( MissionControllable and MissionControllable:GetName() ) or 'No Group' )"
|
||||||
|
|
||||||
if arg and arg.n > 0 then
|
if arg and arg.n > 0 then
|
||||||
local ArgumentKey = '_' .. tostring( arg ):match("table: (.*)")
|
local ArgumentKey = '_' .. tostring( arg ):match("table: (.*)")
|
||||||
@@ -2922,7 +2930,7 @@ function CONTROLLABLE:OptionRTBAmmo( WeaponsFlag )
|
|||||||
local Controller = self:_GetController()
|
local Controller = self:_GetController()
|
||||||
|
|
||||||
if self:IsAir() then
|
if self:IsAir() then
|
||||||
Controller:setOption( AI.Option.GROUND.id.RTB_ON_OUT_OF_AMMO, WeaponsFlag )
|
Controller:setOption( AI.Option.Air.id.RTB_ON_OUT_OF_AMMO, WeaponsFlag )
|
||||||
end
|
end
|
||||||
|
|
||||||
return self
|
return self
|
||||||
@@ -2932,6 +2940,47 @@ function CONTROLLABLE:OptionRTBAmmo( WeaponsFlag )
|
|||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
|
--- Allow to Jettison of weapons upon threat.
|
||||||
|
-- @param #CONTROLLABLE self
|
||||||
|
-- @return #CONTROLLABLE self
|
||||||
|
function CONTROLLABLE:OptionAllowJettisonWeaponsOnThreat()
|
||||||
|
self:F2( { self.ControllableName } )
|
||||||
|
|
||||||
|
local DCSControllable = self:GetDCSObject()
|
||||||
|
if DCSControllable then
|
||||||
|
local Controller = self:_GetController()
|
||||||
|
|
||||||
|
if self:IsAir() then
|
||||||
|
Controller:setOption( AI.Option.Air.id.PROHIBIT_JETT, false )
|
||||||
|
end
|
||||||
|
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
--- Keep weapons upon threat.
|
||||||
|
-- @param #CONTROLLABLE self
|
||||||
|
-- @return #CONTROLLABLE self
|
||||||
|
function CONTROLLABLE:OptionKeepWeaponsOnThreat()
|
||||||
|
self:F2( { self.ControllableName } )
|
||||||
|
|
||||||
|
local DCSControllable = self:GetDCSObject()
|
||||||
|
if DCSControllable then
|
||||||
|
local Controller = self:_GetController()
|
||||||
|
|
||||||
|
if self:IsAir() then
|
||||||
|
Controller:setOption( AI.Option.Air.id.PROHIBIT_JETT, true )
|
||||||
|
end
|
||||||
|
|
||||||
|
return self
|
||||||
|
end
|
||||||
|
|
||||||
|
return nil
|
||||||
|
end
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|||||||
@@ -68,6 +68,9 @@ AI/AI_A2A_Gci.lua
|
|||||||
AI/AI_A2A_Dispatcher.lua
|
AI/AI_A2A_Dispatcher.lua
|
||||||
AI/AI_A2G.lua
|
AI/AI_A2G.lua
|
||||||
AI/AI_A2G_Engage.lua
|
AI/AI_A2G_Engage.lua
|
||||||
|
AI/AI_A2G_BAI.lua
|
||||||
|
AI/AI_A2G_CAS.lua
|
||||||
|
AI/AI_A2G_SEAD.lua
|
||||||
AI/AI_A2G_Patrol.lua
|
AI/AI_A2G_Patrol.lua
|
||||||
AI/AI_A2G_Dispatcher.lua
|
AI/AI_A2G_Dispatcher.lua
|
||||||
AI/AI_Patrol.lua
|
AI/AI_Patrol.lua
|
||||||
|
|||||||
Reference in New Issue
Block a user