------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- **Functional** - Suppress fire of ground units when they get hit. -- -- ==== -- -- When ground units get hit by (suppressive) enemy fire, they will not be able to shoot back for a certain amount of time. -- -- The implementation is based on an idea and script by MBot. See DCS forum threat https://forums.eagle.ru/showthread.php?t=107635 for details. -- -- ==== -- -- # Demo Missions -- -- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) -- -- ==== -- -- # YouTube Channel -- -- ### [MOOSE YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1jirWIo4t4YxqN-HxjqRkL) -- -- === -- -- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- -- ### Contributions: **Sven van de Velde ([FlightControl](https://forums.eagle.ru/member.php?u=89536))** -- -- ==== -- @module ai_suppression ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- AI_Suppression class -- @type AI_Suppression -- @field #string ClassName Name of the class. -- @field #number Tsuppress_min Minimum time in seconds the group gets suppressed. -- @field #number Tsuppress_max Maximum time in seconds the group gets suppressed. -- @field #number life Relative life in precent of the group. -- @field #number Tsuppress Time in seconds the groups is suppressed. Randomly chosen between Tsuppress_min and Tsuppress_max. -- @field #number Thit Last time the unit was hit. -- @field #number Nhit Number of times the unit was hit since it last was in state "CombatReady". -- @field Core.Zone#ZONE Zone_Retreat Zone into which a group retreats. -- @field #number LifeMin Life of group in percent at which the group will be ordered to retreat. -- @extends Core.Fsm#FSM_CONTROLLABLE -- ---# AI_Suppression class, extends @{Core.Fsm#FSM_CONTROLLABLE} -- Mimic suppressive fire and make ground units take cover. -- -- ## Some Example... -- -- @field #AI_Suppression AI_Suppression={ ClassName = "AI_Suppression", Tsuppress_min = 5, Tsuppress_max = 20, Tsuppress = nil, Thit = nil, Nhit = 0, Zone_Retreat = nil, LifeMin = 25, } --- Some ID to identify who we are in output of the DCS.log file. -- @field #string id AI_Suppression.id="SFX | " ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --TODO: Figure out who was shooting and move away from him <== Not possible! --TODO: Move behind a scenery building if there is one nearby. --TODO: Retreat to a given zone or point. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Creates a new AI_suppression object. -- @param #AI_Suppression self -- @param Wrapper.Group#GROUP Group The GROUP object for which suppression should be applied. -- @return #AI_Suppression function AI_Suppression:New(Group) -- Check that group is present. if Group then env.info("Suppression fire for group "..Group:GetName()) else env.info("Suppression fire: Group does not exist!") return nil end -- Check that we actually have a GROUND group. if Group:IsGround()==false then env.error("Suppression fire group "..Group:GetName().." has to be a GROUND group!") return nil end -- Inherits from FSM_CONTROLLABLE local self=BASE:Inherit(self, FSM_CONTROLLABLE:New()) -- #AI_Suppression -- Set the controllable for the FSM. self:SetControllable(Group) -- Group is initially in state CombatReady. self:SetStartState("CombatReady") -- Transitions: --------------- -- Transition from anything to "Suppressed" after event "Hit". self:AddTransition("*", "Hit", "Suppressed") -- Transition from "Suppressed" back to "CombatReady after the unit had time to recover. self:AddTransition("Suppressed", "Recovered", "CombatReady") -- Transition from "Suppressed" to "Hiding" after event "Hit". self:AddTransition("Suppressed", "TakeCover", "Hiding") -- Transition from anything to "Retreating" after e.g. being severely damaged. self:AddTransition("*", "Retreat", "Retreating") -- Transition from anything to "Dead" after group died. self:AddTransition("*", "Died", "Dead") -- Check status of the group. self:AddTransition("*", "Status", "*") -- Handle DCS event hit. self:HandleEvent(EVENTS.Hit, self.OnEventHit) -- Handle DCS event dead. self:HandleEvent(EVENTS.Dead, self.OnEventDead) -- return self return self end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Set minimum and (optionally) maximum time a unit is suppressed each time it gets hit. -- @param #AI_Suppression self -- @param #number Tmin Minimum time in seconds. -- @param #number Tmax (Optional) Maximum suppression time. If no value is given, the is set to Tmin. function AI_Suppression:SetSuppressionTime(Tmin, Tmax) self.Tsuppress_min=Tmin or 1 self.Tsuppress_max=Tmax or Tmin env.info(AI_Suppression.id..string.format("Min suppression time %d seconds.", self.Tsuppress_min)) env.info(AI_Suppression.id..string.format("Max suppression time %d seconds.", self.Tsuppress_max)) end --- Set the zone to which a group retreats after being damaged too much. -- @param #AI_Suppression self -- @param Core.Zone#ZONE zone MOOSE zone object. function AI_Suppression:SetRetreatZone(zone) self.Zone_Retreat=zone env.info(AI_Suppression.id..string.format("Retreat zone for group %s is %s.", self.Controllable:GetName(), self.Zone_Retreat:GetName())) end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Before "Status" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeStatus(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeStatus: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) local text=string.format("Group %s is in state %s.", Controlable:GetName(), self:GetState()) MESSAGE:New(text, 10):ToAll() end --- After "Status" event. -- @param #AI_Suppression self function AI_Suppression:OnAfterStatus(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterStatus: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Get new status in 30 sec. self:__Status(30) end --- Before "Hit" event. (Of course, this is not really before the group got hit.) -- @param #AI_Suppression self function AI_Suppression:OnBeforeHit(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeHit: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Increase Hit counter. self.Nhit=self.Nhit+1 -- Info on hit times. env.info(AI_Suppression.id..string.format("Group has just been hit %d times.", self.Nhit)) end --- After "Hit" event. -- @param #AI_Suppression self function AI_Suppression:OnAfterHit(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterHit: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Nothing to do yet. Just monitoring the event. end --- Before "Recovered" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeRecovered(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeRecovered: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Current time. local Tnow=timer.getTime() -- Here I need to figure our how to correctly go back to "CombatReady". -- Problem is that another "Hit" event might occur while the group is recovering. -- If that happens the time to recover should be reset. -- Only after a unit has not been hit for X seconds. -- We can return false if the recovery should not be executed! env.info(AI_Suppression.id..string.format("OnBeforeRecovered: Time: %d - Time over: %d", Tnow, self.TsuppressionOver)) -- Recovery is only possible if enough time since the last hit has passed. if Tnow > self.TsuppressionOver then return true else return false end end --- After "Recovered" event. -- @param #AI_Suppression self function AI_Suppression:OnAfterRecovered(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterRecovered: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Send message. MESSAGE:New(string.format("Group %s has recovered.", Controlable:GetName()), 30):ToAll() -- Nothing to do yet. Just monitoring the event. end --- Before "Retreat" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeRetreat(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeRetreat: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Retreat is only possible if a zone has been defined by the user. if self.Zone_Retreat==nil then env.info("SFX: Retreat NOT possible! No Zone specified.") return false else env.info("SFX: Retreat possible, zone specified.") return true end end --- After "Retreat" event. -- @param #AI_Suppression self function AI_Suppression:OnAfterRetreat(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterRetreat: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Message. local text=string.format("Group %s is retreating to zone %s.", Controlable:GetName(), self.Zone_Retreat:GetName()) MESSAGE:New(text, 30):ToAll() end --- Before "TakeCover" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeTakeCover(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeTakeCover: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- We search objects in a zone with radius 100 m around the group. -- TODO: Maybe make the zone radius larger for vehicles. local Zone = ZONE_GROUP:New("Zone_Hiding", Controlable, 100) -- Scan for Scenery objects to run/drive to. Zone:Scan( Object.Category.SCENERY ) local gothideout=false for SceneryTypeName, SceneryData in pairs( Zone:GetScannedScenery() ) do for SceneryName, SceneryObject in pairs( SceneryData ) do local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY MESSAGE:NewType( "Scenery: " .. SceneryObject:GetTypeName() .. ", Coord LL DMS: " .. SceneryObject:GetCoordinate():ToStringLLDMS(), MESSAGE.Type.Information ):ToAll() -- TODO: Add check if scenery name matches a specific type like tree or building. This might be tricky though! end end -- Only take cover if we found a hideout. return gothideout end --- After "TakeCover" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeTakeCover(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterTakeCover: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) local text=string.format("Group %s is taking cover!", Controlable:GetName()) MESSAGE:New(text, 30):ToAll() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Entering "CombatReady" state. The group will be able to fight back. -- @param #AI_Suppression self function AI_Suppression:OnEnterCombatReady(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterCombatReady: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Group can fight again. self.Controllable:OptionROEOpenFire() end --- Leaving "CombatReady" state. -- @param #AI_Suppression self function AI_Suppression:OnLeaveCombatReady(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnLeaveCombatReady: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Nothing to do yet. Just monitoring the event end --- Entering "Suppressed" state. Group will not fight but hold their weapons. -- @param #AI_Suppression self function AI_Suppression:OnEnterSuppressed(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterSuppression: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Current time. local Tnow=timer.getTime() -- Group will hold their weapons. Controlable:OptionROEHoldFire() -- Get randomized time the unit is suppressed. self.Tsuppress=math.random(self.Tsuppress_min, self.Tsuppress_max) -- Time at which the suppression is over. self.TsuppressionOver=Tnow+self.Tsuppress -- Recovery event will be called in Tsuppress seconds. (We add one second to be sure the time has really passed when recovery is checked.) self:__Recovered(self.Tsuppress+1) -- Get life of group in %. local life_min, life_max, life_ave=self:_GetLife() -- If life of one unit is below threshold, the group is ordered to retreat (if a zone has been specified). if life_min < self.LifeMin then self:Retreat() end end --- Entering "Retreating" state. Group will be send to a zone. -- @param #AI_Suppression self -- @param Wrapper.Controllable#CONTROLLABLE Controlable Controllable of the AI group. function AI_Suppression:OnEnterRetreating(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterRetreating: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Set the ALARM STATE to GREEN. Then the unit will move even if it is under fire. Controlable:OptionAlarmStateGreen() -- Route the group to a zone. MESSAGE:New(string.format("Group %s is retreating!", Controlable:GetName()), 30):ToAll() self:_RetreatToZone(self.Zone_Retreat, 50, "Vee") end --- Leaving "Retreating" state. -- @param #AI_Suppression self -- @param Wrapper.Controllable#CONTROLLABLE Controlable Controllable of the AI group. function AI_Suppression:OnLeaveRetreating(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnLeveRetreating: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Set the ALARM STATE back to AUTO. Controlable:OptionAlarmStateAuto() end --- Entering "Hiding" state. Group will try to take cover at neargy scenery objects. -- @param #AI_Suppression self -- @param Wrapper.Controllable#CONTROLLABLE Controlable Controllable of the AI group. function AI_Suppression:OnEnterHiding(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterHiding: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Set the ALARM STATE to GREEN. Then the unit will move even if it is under fire. Controlable:OptionAlarmStateGreen() -- Route the group to a zone. MESSAGE:New(string.format("Group %s would be(!) hiding now!", Controlable:GetName()), 30):ToAll() --TODO: Search place to hide. For each unit (disperse) or same for all? end --- Leaving "Hiding" state. -- @param #AI_Suppression self -- @param Wrapper.Controllable#CONTROLLABLE Controlable Controllable of the AI group. function AI_Suppression:OnLeaveHiding(Controlable, From, Event, To) env.info(AI_Suppression.id..string.format("OnLeveHiding: %s event %s from %s to %s", Controlable:GetName(), Event, From, To)) -- Set the ALARM STATE back to AUTO. Controlable:OptionAlarmStateAuto() end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Handle the DCS event hit. -- @param #AI_Suppression self -- @param Core.Event#EVENTDATA EventData function AI_Suppression:OnEventHit(EventData) self:E({"EventHit", EventData }) env.info("Hitevent") if EventData.IniDCSUnit then -- Call "Hit" event. self:Hit() end end --- Handle the DCS event dead. -- @param #AI_Suppression self -- @param Core.Event#EVENTDATA EventData function AI_Suppression:OnEventDead(EventData) self:E({"EventDead", EventData }) env.info("Deadevent") if EventData.IniDCSUnit then --self:Died() end end ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- Get (relative) life in percent of a group. Function returns the value of the units with the smallest and largest life. Also the average value of all groups is returned. -- @param #AI_Suppression self -- @param Wrapper.Group#GROUP group Group of unit. -- @return #number Smallest life value of all units. -- @return #number Largest life value of all units. -- @return #number Average life value. function AI_Suppression:_GetLife() local group=self.Controllable if group and group:IsAlive() then local life_min=100 local life_max=0 local life_ave=0 local n=0 local units=group:GetUnits() for _,unit in pairs(units) do if unit then n=n+1 local life=unit:GetLife()/unit:GetLife0()*100 if life < life_min then life_min=life end if life > life_max then life_max=life end life_ave=life_ave+life end end life_ave=life_ave/n return life_min, life_max, life_ave else return 0, 0, 0 end end --- Retreat to a random point within a zone. -- @param #AI_Suppression self -- @param Core.Zone#ZONE zone Zone to which the group retreats. -- @param #number speed Speed of the group. Default max speed the specific group can do. -- @param #string formation Formation of the Group. Default "Vee". function AI_Suppression:_RetreatToZone(zone, speed, formation) -- Set zone, speed and formation if they are not given zone=zone or self.Zone_Retreat speed = speed or 999 formation = formation or "Vee" -- Get a random point in the retreat zone. local ZonePoint=zone:GetRandomPointVec2() -- Set task to go to zone. self.Controllable:TaskRouteToVec2(ZonePoint, speed, formation) end -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------