diff --git a/Moose Development/Moose/AI/AI_A2A.lua b/Moose Development/Moose/AI/AI_A2A.lua index 282bee9e4..d26c97ae3 100644 --- a/Moose Development/Moose/AI/AI_A2A.lua +++ b/Moose Development/Moose/AI/AI_A2A.lua @@ -198,7 +198,13 @@ function AI_A2A:New( AIGroup ) return self end +function AI_A2A:SetDispatcher( Dispatcher ) + self.Dispatcher = Dispatcher +end +function AI_A2A:GetDispatcher() + return self.Dispatcher +end --- Sets (modifies) the minimum and maximum speed of the patrol. diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index a57cf6b8c..f5e422554 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -60,7 +60,6 @@ do -- AI_A2A_DISPATCHER -- This table models the DefenderSquadron templates. self.DefenderSquadrons = self.DefenderSquadrons or {} -- The Defender Squadrons. - self.DefenderTargets = self.DefenderTargets or {} -- The Intruders currently attacked by the Defenders. self.DefenderTasks = self.DefenderTasks or {} -- The Defenders Tasks. -- TODO: Check detection through radar. @@ -166,8 +165,11 @@ do -- AI_A2A_DISPATCHER end - function AI_A2A_DISPATCHER:onafterCAP( SquadronName, Repeat ) + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:onafterCAP( From, Event, To, SquadronName ) + self:F({SquadronName = SquadronName}) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} @@ -184,24 +186,78 @@ do -- AI_A2A_DISPATCHER if AIGroup then local Fsm = AI_A2A_CAP:New( AIGroup, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.MinSpeed, Cap.MaxSpeed, Cap.AltType ) + Fsm:SetDispatcher( self ) Fsm:__Patrol( 1 ) - self.DefenderTasks = self.DefenderTasks or {} - self.DefenderTasks[AIGroup] = self.DefenderTasks[AIGroup] or {} - self.DefenderTasks[AIGroup].Type = "CAP" - self.DefenderTasks[AIGroup].Fsm = Fsm + self:SetDefenderTask( AIGroup, "CAP", Fsm ) end end else error( "This squadron does not exist:" .. SquadronName ) end - if Repeat then - self:__CAP( -self:GetCAPDelay( SquadronName ), SquadronName, true ) - end end - function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, TargetSetUnit, TargetReference, AIGroups ) + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:GetDefenderTasks() + return self.DefenderTasks or {} + end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:GetDefenderTask( AIGroup ) + return self.DefenderTasks[AIGroup] + end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:GetDefenderTaskFsm( AIGroup ) + return self:GetDefenderTask( AIGroup ).Fsm + end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:GetDefenderTaskTarget( AIGroup ) + return self:GetDefenderTask( AIGroup ).Target + end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:ClearDefenderTask( AIGroup ) + self.DefenderTasks[AIGroup] = nil + return self + end + + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:SetDefenderTask( AIGroup, Type, Fsm, Target ) + self.DefenderTasks[AIGroup] = self.DefenderTasks[AIGroup] or {} + self.DefenderTasks[AIGroup].Type = Type + self.DefenderTasks[AIGroup].Fsm = Fsm + + self:SetDefenderTaskTarget( AIGroup, Target ) + return self + end + + + --- + -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP AIGroup + function AI_A2A_DISPATCHER:SetDefenderTaskTarget( AIGroup, Target ) + + if Target then + AIGroup:MessageToAll( AIGroup:GetName().. " target " .. Target.Index, 300 ) + self.DefenderTasks[AIGroup].Target = Target + end + return self + end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, AIGroups ) self:F( { AIGroups = AIGroups } ) @@ -209,38 +265,31 @@ do -- AI_A2A_DISPATCHER for AIGroupID, AIGroup in pairs( AIGroups ) do - local Fsm = self.DefenderTasks[AIGroup].Fsm - TargetSetUnit:Flush() - Fsm:__Engage( 1, TargetSetUnit ) -- Engage on the TargetSetUnit - - self.DefenderTasks[AIGroup].Target = TargetReference - - self.DefenderTargets[TargetReference] = self.DefenderTargets[TargetReference] or {} - self.DefenderTargets[TargetReference].Set = TargetSetUnit - self.DefenderTargets[TargetReference].Groups = self.DefenderTargets[TargetReference].Groups or {} - local Groups = self.DefenderTargets[TargetReference].Groups - local GroupName = AIGroup:GetName() - Groups[GroupName] = AIGroup + local Fsm = self:GetDefenderTaskFsm( AIGroup ) + Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit + + self:SetDefenderTaskTarget( AIGroup, Target ) end end end - - function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, TargetSetUnit, TargetReference, DefendersMissing ) + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, Target, DefendersMissing ) local ClosestDistance = 0 local ClosestDefenderSquadronName = nil - local AttackerCount = TargetSetUnit:Count() + local AttackerCount = Target.Set:Count() local DefendersCount = 0 - + while( DefendersCount < DefendersMissing ) do for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do for InterceptID, Intercept in pairs( DefenderSquadron.Intercept or {} ) do local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE - local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate() + local TargetCoord = Target.Set:GetFirst():GetCoordinate() local Distance = SpawnCoord:Get2DDistance( TargetCoord ) if ClosestDistance == 0 or Distance < ClosestDistance then @@ -264,20 +313,18 @@ do -- AI_A2A_DISPATCHER DefendersCount = DefendersCount + AIGroup:GetSize() local Fsm = AI_A2A_INTERCEPT:New( AIGroup, Intercept.MinSpeed, Intercept.MaxSpeed ) - Fsm:__Engage( 1, TargetSetUnit ) -- Engage on the TargetSetUnit + Fsm:SetDispatcher( self ) + Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit + - self.DefenderTasks = self.DefenderTasks or {} - self.DefenderTasks[AIGroup] = self.DefenderTasks[AIGroup] or {} - self.DefenderTasks[AIGroup].Type = "INTERCEPT" - self.DefenderTasks[AIGroup].Fsm = Fsm - self.DefenderTasks[AIGroup].Target = TargetReference + self:SetDefenderTask( AIGroup, "INTERCEPT", Fsm, Target ) - self.DefenderTargets[TargetReference] = self.DefenderTargets[TargetReference] or {} - self.DefenderTargets[TargetReference].Set = TargetSetUnit - self.DefenderTargets[TargetReference].Groups = self.DefenderTargets[TargetReference].Groups or {} - local Groups = self.DefenderTargets[TargetReference].Groups - local GroupName = AIGroup:GetName() - Groups[GroupName] = AIGroup + function Fsm:onafterRTB() + local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER + local AIGroup = self:GetControllable() + AIGroup:MessageToAll( AIGroup:GetName().. " cleared " .. Dispatcher.DefenderTasks[AIGroup].Target.Index, 300 ) + Dispatcher:ClearDefenderTask( AIGroup ) + end end end @@ -285,6 +332,8 @@ do -- AI_A2A_DISPATCHER end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, SpawnTemplates, Resources ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} @@ -309,6 +358,8 @@ do -- AI_A2A_DISPATCHER end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetCAP( SquadronName, Zone, FloorAltitude, CeilingAltitude, MinSpeed, MaxSpeed, AltType ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} @@ -329,7 +380,15 @@ do -- AI_A2A_DISPATCHER end - function AI_A2A_DISPATCHER:SetCAPInterval( SquadronName, Limit, LowInterval, HighInterval, Probability ) + --- + -- @param AI_A2A_DISPATCHER + function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName ) + self:CAP( SquadronName ) + end + + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:SetCAPInterval( SquadronName, CapLimit, LowInterval, HighInterval, Probability ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} @@ -341,14 +400,21 @@ do -- AI_A2A_DISPATCHER Cap.LowInterval = LowInterval Cap.HighInterval = HighInterval Cap.Probability = Probability - Cap.Limit = Limit + Cap.CapLimit = CapLimit + Cap.Scheduler = Cap.Scheduler or SCHEDULER:New( self ) + local Scheduler = Cap.Scheduler -- Core.Scheduler#SCHEDULER + local Variance = ( HighInterval - LowInterval ) / 2 + local Median = LowInterval + Variance + local Randomization = Variance / Median + Scheduler:Schedule(self, self.SchedulerCAP, { SquadronName }, Median, Median, Randomization ) else error( "This squadron does not exist:" .. SquadronName ) end - - self:__CAP( -self:GetCAPDelay( SquadronName ), SquadronName, true ) + end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:GetCAPDelay( SquadronName ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} @@ -364,18 +430,22 @@ do -- AI_A2A_DISPATCHER end end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:CanCAP( SquadronName ) + self:F({SquadronName = SquadronName}) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self.DefenderSquadrons[SquadronName] - local Cap = self.DefenderSquadrons[SquadronName].Cap + local Cap = DefenderSquadron.Cap if Cap then + self:E( { Cap = Cap } ) local CapCount = self:CountCapAirborne( SquadronName ) - self:F( { CapCount = CapCount, CapLimit = Cap.Limit } ) - if CapCount < Cap.Limit then + self:F( { CapCount = CapCount, CapLimit = Cap.CapLimit } ) + if CapCount < Cap.CapLimit then local Probability = math.random() if Probability <= Cap.Probability then return true @@ -387,6 +457,8 @@ do -- AI_A2A_DISPATCHER end end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetINTERCEPT( SquadronName, MinSpeed, MaxSpeed ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} @@ -425,15 +497,20 @@ do -- AI_A2A_DISPATCHER return nil end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:CountCapAirborne( SquadronName ) - -- First, count the active AIGroups Units, targetting the DetectedSet local CapCount = 0 local DefenderSquadron = self.DefenderSquadrons[SquadronName] if DefenderSquadron then - for InterceptID, Intercept in pairs( DefenderSquadron.Intercept or {} ) do - CapCount = CapCount + 1 + for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do + if DefenderTask.Type == "CAP" then + if AIGroup:IsAlive() then + CapCount = CapCount + 1 + end + end end end @@ -441,21 +518,27 @@ do -- AI_A2A_DISPATCHER end - function AI_A2A_DISPATCHER:CountDefendersEngaged( DetectedItem ) + --- + -- @param #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:CountDefendersEngaged( Target ) -- First, count the active AIGroups Units, targetting the DetectedSet local AIUnitCount = 0 - for AIGroupName, AIGroup in pairs( ( self.DefenderTargets[DetectedItem] and self.DefenderTargets[DetectedItem].Groups ) or {} ) do + for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do local AIGroup = AIGroup -- Wrapper.Group#GROUP - if AIGroup:IsAlive() then - AIUnitCount = AIUnitCount + AIGroup:GetSize() - end + if self:GetDefenderTaskTarget( AIGroup ) == Target then + if AIGroup:IsAlive() then + AIUnitCount = AIUnitCount + AIGroup:GetSize() + end + end end return AIUnitCount end + --- + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount ) local ResultAIGroups = nil @@ -468,20 +551,20 @@ do -- AI_A2A_DISPATCHER for AIName, AIFriendly in pairs( AIFriendlies or {} ) do -- We only allow to ENGAGE targets as long as the Units on both sides are balanced. if DetectedCount > DefenderCount then - local AIGroup = AIFriendly :GetGroup() -- Wrapper.Group#GROUP + local AIGroup = AIFriendly:GetGroup() -- Wrapper.Group#GROUP self:F( { AIFriendly = AIGroup } ) - if AIGroup:IsAlive() then + if AIGroup and AIGroup:IsAlive() then -- Ok, so we have a friendly near the potential target. -- Now we need to check if the AIGroup has a Task. - local AIGroupTask = self.DefenderTasks[AIGroup] - self:F( {AIGroupTask = AIGroupTask } ) - if AIGroupTask then - -- The Task should be CAP - self:F( { Type = AIGroupTask.Type } ) - if AIGroupTask.Type == "CAP" then + local DefenderTask = self:GetDefenderTask( AIGroup ) + self:F( {AIGroupTask = DefenderTask } ) + if DefenderTask then + -- The Task should be CAP or INTERCEPT + self:F( { Type = DefenderTask.Type } ) + if DefenderTask.Type == "CAP" or DefenderTask.Type == "INTERCEPT" then -- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet - self:F( { Target = AIGroupTask.Target } ) - if AIGroupTask.Target == nil then + self:F( { Target = DefenderTask.Target } ) + if DefenderTask.Target == nil then ResultAIGroups = ResultAIGroups or {} ResultAIGroups[AIGroup] = AIGroup DefenderCount = DefenderCount + AIGroup:GetSize() @@ -506,17 +589,18 @@ do -- AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem ) self:F( { DetectedItem.ItemID } ) - local DetectedSet = DetectedItem.Set - -- First, count the active AIGroups Units, targetting the DetectedSet local DefenderCount = self:CountDefendersEngaged( DetectedItem ) - local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount ) - -- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone. + -- Only allow ENGAGE when: + -- 1. There are friendly units near the detected attackers. + -- 2. There is sufficient fuel + -- 3. There is sufficient ammo + -- 4. The plane is not damaged if DefenderGroups and DetectedItem.IsDetected == true then - return DetectedSet, DefenderGroups + return DefenderGroups end return nil, nil @@ -527,20 +611,19 @@ do -- AI_A2A_DISPATCHER -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return Set#SET_UNIT TargetSetUnit: The target set of units. -- @return #nil If there are no targets to be set. - function AI_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem ) - self:F( { DetectedItem.ItemID } ) + function AI_A2A_DISPATCHER:EvaluateINTERCEPT( Target ) + self:F( { Target.ItemID } ) - local AttackerSet = DetectedItem.Set + local AttackerSet = Target.Set local AttackerCount = AttackerSet:Count() -- First, count the active AIGroups Units, targetting the DetectedSet - local DefenderCount = self:CountDefendersEngaged( DetectedItem ) + local DefenderCount = self:CountDefendersEngaged( Target ) local DefendersMissing = AttackerCount - DefenderCount - -- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone. - if DetectedItem.IsDetected == true then + if Target.IsDetected == true then - return DetectedItem.Set, DefendersMissing + return DefendersMissing end return nil, nil @@ -553,10 +636,10 @@ do -- AI_A2A_DISPATCHER -- @param #AI_A2A_DISPATCHER self -- @param DetectedItem -- @return #number, Core.CommandCenter#REPORT - function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) + function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target ) - local DetectedSet = DetectedItem.Set - local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem ) + local DetectedSet = Target.Set + local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target ) local FriendlyTypes = {} local FriendliesCount = 0 @@ -651,39 +734,6 @@ do -- AI_A2A_DISPATCHER end - --- Evaluates the removal of the Task from the Mission. - -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned". - -- @param #AI_A2A_DISPATCHER self - -- @param Tasking.Mission#MISSION Mission - -- @param Tasking.Task#TASK Task - -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. - -- @param #boolean DetectedItemID - -- @param #boolean DetectedItemChange - -- @return Tasking.Task#TASK - function AI_A2A_DISPATCHER:EvaluateRemoveTask( DetectedItem, TargetIndex ) - - local DefenderTarget = self.DefenderTargets[TargetIndex] - - if DefenderTarget then - - for AIGroupName, AIGroup in pairs( DefenderTarget.Groups ) do - local AIGroup = AIGroup -- Wrapper.Group#GROUP - if not AIGroup:IsAlive() then - self.DefenderTasks[AIGroup] = nil - self.DefenderTargets[TargetIndex].Groups[AIGroupName] = nil - end - end - - local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT - if DetectedSet:Count() == 0 then - self.DefenderTargets[TargetIndex] = nil - end - end - - return self.DefenderTargets[TargetIndex] - end - - --- Assigns A2A AI Tasks in relation to the detected items. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. @@ -695,18 +745,8 @@ do -- AI_A2A_DISPATCHER local ChangeMsg = {} local TaskReport = REPORT:New() - --- -- Checking the Process queue for the dispatcher, and removing any obsolete task! --- for AI_A2A_Index, AI_A2A_Process in pairs( self.AI_A2A_Processes ) do --- --- local AI_A2A_Process = AI_A2A_Process --- if AI_A2A_Process:IsStatePlanned() then --- local DetectedItem = Detection:GetDetectedItem( AI_A2A_Index ) --- if not DetectedItem then --- self.AI_A2A_Process[AI_A2A_Index] = nil --- end --- end --- end + + -- Now that all obsolete tasks are removed, loop through the detected targets. for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do @@ -717,29 +757,31 @@ do -- AI_A2A_DISPATCHER local DetectedZone = DetectedItem.Zone self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count() } ) - + + for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do + local AIGroup = AIGroup -- Wrapper.Group#GROUP + if not AIGroup:IsAlive() then + self:ClearDefenderTask( AIGroup ) + end + end + local DetectedID = DetectedItem.ID local A2A_Index = DetectedItem.Index local DetectedItemChanged = DetectedItem.Changed - local A2A_Target = self:EvaluateRemoveTask( DetectedItem, A2A_Index ) - self:F( { A2A_Index = A2A_Index, A2A_Target = A2A_Target } ) - - -- Evaluate A2A_Action - if not A2A_Target then - local TargetSetUnit, AIGroups = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... + do + local AIGroups = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... self:F( { AIGroups = AIGroups } ) - if TargetSetUnit then - self:ENGAGE( TargetSetUnit, A2A_Index, AIGroups ) - else - do - local AttackerSet, DefendersMissing = self:EvaluateINTERCEPT( DetectedItem ) - self:F( { DefendersMissing = DefendersMissing } ) - AttackerSet:Flush() - if AttackerSet then - self:INTERCEPT( AttackerSet, A2A_Index, DefendersMissing ) - end - end + if AIGroups then + self:ENGAGE( DetectedItem, AIGroups ) + end + end + + do + local DefendersMissing = self:EvaluateINTERCEPT( DetectedItem ) + self:F( { DefendersMissing = DefendersMissing } ) + if DefendersMissing then + self:INTERCEPT( DetectedItem, DefendersMissing ) end end end diff --git a/Moose Development/Moose/AI/AI_A2A_Intercept.lua b/Moose Development/Moose/AI/AI_A2A_Intercept.lua index d61928f16..9516110a9 100644 --- a/Moose Development/Moose/AI/AI_A2A_Intercept.lua +++ b/Moose Development/Moose/AI/AI_A2A_Intercept.lua @@ -361,27 +361,6 @@ function AI_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To, AttackSetUnit local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() local ToTargetSpeed = math.random( self.MinSpeed, self.MaxSpeed ) local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) - self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } ) - - --TODO: Create GetAltitude function for GROUP, and delete GetUnit(1). - local ToEngageZoneSpeed = self.PatrolMaxSpeed --- local CurrentRoutePoint = CurrentCoord:RoutePointAir( --- self.PatrolAltType, --- POINT_VEC3.RoutePointType.TurningPoint, --- POINT_VEC3.RoutePointAction.TurningPoint, --- ToTargetSpeed, --- true --- ) --- EngageRoute[#EngageRoute+1] = CurrentRoutePoint - - - --- Find the target point. - - - - - self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } ) - --- Create a route point of type air. local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):RoutePointAir( @@ -391,6 +370,9 @@ function AI_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To, AttackSetUnit ToTargetSpeed, true ) + + self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } ) + self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } ) EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint