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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Attack map object as part of BA
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@@ -174,6 +174,7 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
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self.Accomplished = false
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self:SetDetectionZone( self.EngageZone )
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self:SearchOn()
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self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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@@ -369,6 +370,38 @@ function AI_BAI_ZONE:SetEngageZone( EngageZone )
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end
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--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
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-- AI_BAI_ZONE will search for potential targets by default.
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-- @param #AI_BAI_ZONE self
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-- @return #AI_BAI_ZONE
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function AI_BAI_ZONE:SearchOnOff( Search )
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self.Search = Search
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return self
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end
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--- If Search is Off, the current zone coordinate will be the center of the bombing.
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-- @param #AI_BAI_ZONE self
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-- @return #AI_BAI_ZONE
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function AI_BAI_ZONE:SearchOff()
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self:SearchOnOff( false )
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return self
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end
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--- If Search is On, BAI will search for potential targets in the zone.
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-- @param #AI_BAI_ZONE self
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-- @return #AI_BAI_ZONE
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function AI_BAI_ZONE:SearchOn()
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self:SearchOnOff( true )
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return self
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end
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--- onafter State Transition for Event Start.
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-- @param #AI_BAI_ZONE self
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@@ -412,26 +445,41 @@ end
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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_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
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self:E("onafterTarget")
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self:F({"onafterTarget",self.Search,Controllable:IsAlive()})
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if Controllable:IsAlive() then
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local AttackTasks = {}
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for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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if Detected == true then
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self:E( {"Target: ", DetectedUnit } )
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self.DetectedUnits[DetectedUnit] = false
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local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
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self.Controllable:PushTask( AttackTask, 1 )
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if self.Search == true then
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for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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if Detected == true then
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self:F( {"Target: ", DetectedUnit } )
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self.DetectedUnits[DetectedUnit] = false
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local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
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self.Controllable:PushTask( AttackTask, 1 )
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end
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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else
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self:F("Attack zone")
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local AttackTask = Controllable:TaskAttackMapObject(
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self.EngageZone:GetPointVec2():GetVec2(),
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true,
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self.EngageWeaponExpend,
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self.EngageAttackQty,
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self.EngageDirection,
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self.EngageAltitude
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)
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self.Controllable:PushTask( AttackTask, 1 )
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end
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self:__Target( -10 )
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@@ -466,6 +514,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection )
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self:F("onafterEngage")
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self.EngageSpeed = EngageSpeed or 400
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@@ -494,29 +543,44 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
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)
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EngageRoute[#EngageRoute+1] = CurrentRoutePoint
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EngageRoute[#EngageRoute+1] = CurrentRoutePoint
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local AttackTasks = {}
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for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
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self:T( DetectedUnit )
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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self:E( {"Engaging ", DetectedUnit } )
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AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
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DetectedUnit:GetPointVec2():GetVec2(),
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true,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection
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)
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if self.Search == true then
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for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
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self:T( DetectedUnit )
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if DetectedUnit:IsAlive() then
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if DetectedUnit:IsInZone( self.EngageZone ) then
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self:F( {"Engaging ", DetectedUnit } )
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AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
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DetectedUnit:GetPointVec2():GetVec2(),
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true,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection,
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EngageAltitude
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)
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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else
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self.DetectedUnits[DetectedUnit] = nil
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end
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else
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self:F("Attack zone")
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AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject(
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self.EngageZone:GetPointVec2():GetVec2(),
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true,
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EngageWeaponExpend,
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EngageAttackQty,
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EngageDirection,
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EngageAltitude
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)
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end
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EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
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--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
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@@ -538,6 +602,9 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
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EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
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Controllable:OptionROEOpenFire()
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Controllable:OptionROTVertical()
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--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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Controllable:WayPointInitialize( EngageRoute )
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@@ -549,9 +616,6 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
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--- NOW ROUTE THE GROUP!
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Controllable:WayPointExecute( 1 )
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Controllable:OptionROEOpenFire()
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Controllable:OptionROTVertical()
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self:SetDetectionInterval( 2 )
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self:SetDetectionActivated()
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self:__Target( -2 ) -- Start Targetting
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