------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --- **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 = 10, } --- 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) env.info("Suppression fire for group "..Group:GetName()) -- 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 "TakeCover" after event "Hit". --self:AddTransition("Suppressed", "Hit", "TakeCover") -- 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") -- 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 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 "Hit" event. (Of course, this is not really before the group got hit.) -- @param #AI_Suppression self function AI_Suppression:OnBeforeHit(From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeHit: From %s, Event %s, To %s", From, Event, To)) -- Increase Hit counter. self.Nhit=self.Nhit+1 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(From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterHit: From %s, Event %s, To %s", From, Event, To)) -- Nothing to do yet. Just monitoring the event. -- This should go into Suppressed state. end --- Before "Recovered" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeRecovered(From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeRecovered: From %s, Event %s, To %s", From, Event, 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("OnBeforeRecover: 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(From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterRecovered: From %s, Event %s, To %s", From, Event, To)) MESSAGE:New("Group has recovered.", 30):ToAll() -- Nothing to do yet. Just monitoring the event. end --- Before "Retreat" event. -- @param #AI_Suppression self function AI_Suppression:OnBeforeRetreat(From, Event, To) env.info(AI_Suppression.id..string.format("OnBeforeRetreat: From %s, Event %s, To %s", From, Event, To)) -- Retreat is only possible if a zone has been defined by the user. if self.Zone_Retreat==nil then return false else return true end end --- After "Retreat" event. -- @param #AI_Suppression self function AI_Suppression:OnAfterRetreat(From, Event, To) env.info(AI_Suppression.id..string.format("OnAfterHit: From %s, Event %s, To %s", From, Event, To)) local text=string.format("Group %s is retreating to zone %s.", self.Controllable:GetName(), self.Zone_Retreat: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(From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterCombatReady: From %s, Event %s, To %s", From, Event, To)) -- Group can fight again. self.Controllable:OptionROEOpenFire() end --- Leaving "CombatReady" state. -- @param #AI_Suppression self function AI_Suppression:OnLeaveCombatReady(From, Event, To) env.info(AI_Suppression.id..string.format("OnLeaveCombatReady: From %s, Event %s, To %s", From, Event, 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(From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterSuppressed: From %s, Event %s, To %s", From, Event, To)) -- Current time. local Tnow=timer.getTime() -- Group will hold their weapons. self.Controllable: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:__Recover(self.Tsuppress+1) -- Get life of group in %. self.life=self:_GetLife(self.Controllable) -- If life is below threshold, the group is ordered to retreat (if a zone has been specified). if self.life < self.LifeMin then self:Retreat() end end --- Entering "Retreating" state. Group will be send to a zone. -- @param #AI_Suppression self function AI_Suppression:OnEnterRetreating(From, Event, To) env.info(AI_Suppression.id..string.format("OnEnterRetreating: From %s, Event %s, To %s", From, Event, To)) --TODO: Here we need to set the ALARM STATE to GREEN. Then the unit can move even if it is under fire. --self.Controllable:OptionROEOpenFire() --TODO: Route the group to a zone. end --- Leaving "Retreating" state. -- @param #AI_Suppression self function AI_Suppression:OnLeaveRetreating(From, Event, To) env.info(AI_Suppression.id..string.format("OnLeaveRetreating: From %s, Event %s, To %s", From, Event, To)) -- TODO: Here we need to set the ALARM STATE back to AUTO. 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 of first unit of a group. -- @param #AI_Suppression self -- @param Wrapper.Group#GROUP group Group of unit. -- @return #number Life of unit in percent. function AI_Suppression:_GetLife(group) local life=0.0 if group and group:IsAlive() then local unit=group:GetUnit(1) if unit then life=unit:GetLife()/unit:GetLife0()*100 end end return life end -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------