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Suppression Fire and Alarm State
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@ -26,9 +26,10 @@
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-- ### Contributions: **Sven van de Velde ([FlightControl](https://forums.eagle.ru/member.php?u=89536))**
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--
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-- ====
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-- @module AI_Suppression
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-- @module ai_suppression
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- AI_Suppression class
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-- @type AI_Suppression
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-- @field #string ClassName Name of the class.
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@ -48,7 +49,7 @@
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--
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-- ## Some Example...
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--
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-- @field AI_Suppression
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-- @field #AI_Suppression
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AI_Suppression={
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ClassName = "AI_Suppression",
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Tsuppress_min = 5,
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@ -66,7 +67,7 @@ AI_Suppression.id="SFX | "
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--TODO: Figure out who was shooting and move away from him <== not possible.
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--TODO: Figure out who was shooting and move away from him <== Not possible!
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--TODO: Move behind a scenery building if there is one nearby.
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--TODO: Retreat to a given zone or point.
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@ -77,9 +78,16 @@ AI_Suppression.id="SFX | "
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-- @param Wrapper.Group#GROUP Group The GROUP object for which suppression should be applied.
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-- @return #AI_Suppression
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function AI_Suppression:New(Group)
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env.info("Suppression fire for group "..Group:GetName())
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-- Check that group is present.
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if Group then
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env.info("Suppression fire for group "..Group:GetName())
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else
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env.info("Suppression fire: Group does not exist!")
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return nil
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end
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-- Check that we actually have a ground group.
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-- Check that we actually have a GROUND group.
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if Group:IsGround()==false then
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env.error("Suppression fire group "..Group:GetName().." has to be a GROUND group!")
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return nil
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@ -104,7 +112,7 @@ function AI_Suppression:New(Group)
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self:AddTransition("Suppressed", "Recovered", "CombatReady")
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-- Transition from "Suppressed" to "TakeCover" after event "Hit".
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--self:AddTransition("Suppressed", "Hit", "TakeCover")
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--self:AddTransition("Suppressed", "TakeCover", "Hiding")
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-- Transition from anything to "Retreating" after e.g. being severely damaged.
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self:AddTransition("*", "Retreat", "Retreating")
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@ -149,27 +157,29 @@ end
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--- Before "Hit" event. (Of course, this is not really before the group got hit.)
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-- @param #AI_Suppression self
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function AI_Suppression:OnBeforeHit(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnBeforeHit: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnBeforeHit(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnBeforeHit: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Increase Hit counter.
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self.Nhit=self.Nhit+1
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-- Info on hit times.
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env.info(AI_Suppression.id..string.format("Group has just been hit %d times.", self.Nhit))
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end
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--- After "Hit" event.
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-- @param #AI_Suppression self
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function AI_Suppression:OnAfterHit(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnAfterHit: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnAfterHit(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnAfterHit: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Nothing to do yet. Just monitoring the event.
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-- This should go into Suppressed state.
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end
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--- Before "Recovered" event.
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-- @param #AI_Suppression self
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function AI_Suppression:OnBeforeRecovered(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnBeforeRecovered: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnBeforeRecovered(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnBeforeRecovered: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Current time.
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local Tnow=timer.getTime()
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@ -180,7 +190,7 @@ function AI_Suppression:OnBeforeRecovered(From, Event, To)
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-- Only after a unit has not been hit for X seconds.
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-- We can return false if the recovery should not be executed!
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env.info(AI_Suppression.id..string.format("OnBeforeRecover: Time: %d - Time over: %d", Tnow, self.TsuppressionOver))
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env.info(AI_Suppression.id..string.format("OnBeforeRecovered: Time: %d - Time over: %d", Tnow, self.TsuppressionOver))
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-- Recovery is only possible if enough time since the last hit has passed.
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if Tnow > self.TsuppressionOver then
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@ -193,22 +203,27 @@ end
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--- After "Recovered" event.
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-- @param #AI_Suppression self
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function AI_Suppression:OnAfterRecovered(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnAfterRecovered: From %s, Event %s, To %s", From, Event, To))
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MESSAGE:New("Group has recovered.", 30):ToAll()
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function AI_Suppression:OnAfterRecovered(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnAfterRecovered: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Send message.
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MESSAGE:New(string.format("Group %s has recovered.", Controlable:GetName()), 30):ToAll()
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-- Nothing to do yet. Just monitoring the event.
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end
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--- Before "Retreat" event.
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-- @param #AI_Suppression self
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function AI_Suppression:OnBeforeRetreat(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnBeforeRetreat: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnBeforeRetreat(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnBeforeRetreat: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Retreat is only possible if a zone has been defined by the user.
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if self.Zone_Retreat==nil then
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env.info("SFX: Retreat NOT possible! No Zone specified.")
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return false
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else
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env.info("SFX: Retreat possible, zone specified.")
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return true
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end
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@ -216,9 +231,11 @@ end
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--- After "Retreat" event.
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-- @param #AI_Suppression self
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function AI_Suppression:OnAfterRetreat(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnAfterHit: From %s, Event %s, To %s", From, Event, To))
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local text=string.format("Group %s is retreating to zone %s.", self.Controllable:GetName(), self.Zone_Retreat:GetName())
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function AI_Suppression:OnAfterRetreat(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnAfterRetreat: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Message.
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local text=string.format("Group %s is retreating to zone %s.", Controlable:GetName(), self.Zone_Retreat:GetName())
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MESSAGE:New(text, 30):ToAll()
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end
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@ -226,8 +243,8 @@ end
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--- Entering "CombatReady" state. The group will be able to fight back.
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-- @param #AI_Suppression self
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function AI_Suppression:OnEnterCombatReady(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnEnterCombatReady: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnEnterCombatReady(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnEnterCombatReady: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Group can fight again.
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self.Controllable:OptionROEOpenFire()
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@ -236,8 +253,8 @@ end
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--- Leaving "CombatReady" state.
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-- @param #AI_Suppression self
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function AI_Suppression:OnLeaveCombatReady(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnLeaveCombatReady: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnLeaveCombatReady(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnLeaveCombatReady: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Nothing to do yet. Just monitoring the event
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end
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@ -245,14 +262,14 @@ end
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--- Entering "Suppressed" state. Group will not fight but hold their weapons.
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-- @param #AI_Suppression self
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function AI_Suppression:OnEnterSuppressed(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnEnterSuppressed: From %s, Event %s, To %s", From, Event, To))
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function AI_Suppression:OnEnterSuppressed(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnEnterSuppression: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- Current time.
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local Tnow=timer.getTime()
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-- Group will hold their weapons.
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self.Controllable:OptionROEHoldFire()
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Controlable:OptionROEHoldFire()
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-- Get randomized time the unit is suppressed.
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self.Tsuppress=math.random(self.Tsuppress_min, self.Tsuppress_max)
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@ -261,13 +278,13 @@ function AI_Suppression:OnEnterSuppressed(From, Event, To)
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self.TsuppressionOver=Tnow+self.Tsuppress
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-- Recovery event will be called in Tsuppress seconds. (We add one second to be sure the time has really passed when recovery is checked.)
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self:__Recover(self.Tsuppress+1)
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self:__Recovered(self.Tsuppress+1)
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-- Get life of group in %.
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self.life=self:_GetLife(self.Controllable)
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local life_min, life_max, life_ave=self:_GetLife()
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-- If life is below threshold, the group is ordered to retreat (if a zone has been specified).
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if self.life < self.LifeMin then
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-- If life of one unit is below threshold, the group is ordered to retreat (if a zone has been specified).
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if life_min < self.LifeMin then
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self:Retreat()
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end
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@ -276,22 +293,27 @@ end
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--- Entering "Retreating" state. Group will be send to a zone.
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-- @param #AI_Suppression self
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function AI_Suppression:OnEnterRetreating(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnEnterRetreating: From %s, Event %s, To %s", From, Event, To))
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-- @param Wrapper.Controllable#CONTROLLABLE Controlable Controllable of the AI group.
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function AI_Suppression:OnEnterRetreating(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnEnterRetreating: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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--TODO: Here we need to set the ALARM STATE to GREEN. Then the unit can move even if it is under fire.
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--self.Controllable:OptionROEOpenFire()
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-- Set the ALARM STATE to GREEN. Then the unit can move even if it is under fire.
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Controlable:OptionAlarmStateGreen()
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--TODO: Route the group to a zone.
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MESSAGE:New(string.format("Group %s would be(!) retreating to retreat zone!", Controlable:GetName()), 30):ToAll()
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self:_Retreat(self.Zone_Retreat, 50, "Vee")
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end
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--- Leaving "Retreating" state.
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-- @param #AI_Suppression self
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function AI_Suppression:OnLeaveRetreating(From, Event, To)
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env.info(AI_Suppression.id..string.format("OnLeaveRetreating: From %s, Event %s, To %s", From, Event, To))
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-- @param Wrapper.Controllable#CONTROLLABLE Controlable Controllable of the AI group.
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function AI_Suppression:OnLeaveRetreating(Controlable, From, Event, To)
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env.info(AI_Suppression.id..string.format("OnLeveRetreating: %s event %s from %s to %s", Controlable:GetName(), Event, From, To))
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-- TODO: Here we need to set the ALARM STATE back to AUTO.
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-- Set the ALARM STATE back to AUTO.
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Controlable:OptionAlarmStateAuto()
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -304,7 +326,6 @@ function AI_Suppression:OnEventHit(EventData)
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env.info("Hitevent")
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if EventData.IniDCSUnit then
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-- Call "Hit" event.
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self:Hit()
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@ -328,15 +349,53 @@ end
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-- @param #AI_Suppression self
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-- @param Wrapper.Group#GROUP group Group of unit.
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-- @return #number Life of unit in percent.
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function AI_Suppression:_GetLife(group)
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local life=0.0
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function AI_Suppression:_GetLife()
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local group=self.Controllable
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if group and group:IsAlive() then
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local unit=group:GetUnit(1)
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if unit then
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life=unit:GetLife()/unit:GetLife0()*100
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local life_min=100
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local life_max=0
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local life_ave=0
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local n=0
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local units=group:GetUnits()
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for _,unit in pairs(units) do
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if unit then
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n=n+1
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local life=unit:GetLife()/unit:GetLife0()*100
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if life < life_min then
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life_min=life
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end
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if life > life_max then
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life_max=life
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end
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life_ave=life_ave+life
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end
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end
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life_ave=life_ave/n
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return life_min, life_max, life_ave
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else
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return 0, 0, 0
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end
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return life
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end
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--- Retreat to a zone.
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-- @param #AI_Suppression self
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-- @param Core.Zone#ZONE zone Zone to which the group retreats.
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-- @param #number speed Speed of the group. Default max speed the specific group can do.
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-- @param #string formation Formation of the Group. Default "Vee".
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function AI_Suppression:_Retreat(zone, speed, formation)
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-- Set zone, speed and formation if they are not given
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zone=zone or self.Zone_Retreat
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speed = speed or 999
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formation = formation or "Vee"
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-- Get a random point in the retreat zone.
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local ZonePoint=zone:GetRandomPointVec2()
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-- Set task to go to zone.
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self.Controllable:TaskRouteToVec2(ZonePoint, speed, formation)
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -2537,6 +2537,72 @@ function CONTROLLABLE:OptionROTVertical()
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return nil
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end
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--- Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats. The AI kind of cheats in this regard.
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-- @param #CONTROLLABLE self
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:OptionAlarmStateAuto()
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self:F2( { self.ControllableName } )
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local DCSControllable = self:GetDCSObject()
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if DCSControllable then
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local Controller = self:_GetController()
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if self:IsGround() then
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Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.AUTO)
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elseif self:IsShip() then
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Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.AUTO)
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end
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return self
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end
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return nil
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end
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--- Alarm state to Green: Group is not combat ready. Sensors are stowed if possible.
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-- @param #CONTROLLABLE self
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:OptionAlarmStateGreen()
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self:F2( { self.ControllableName } )
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local DCSControllable = self:GetDCSObject()
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if DCSControllable then
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local Controller = self:_GetController()
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if self:IsGround() then
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Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.GREEN)
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elseif self:IsShip() then
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Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.GREEN)
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end
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return self
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end
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return nil
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end
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--- Alarm state to Red: Group is combat ready and actively searching for targets.
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-- @param #CONTROLLABLE self
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-- @return #CONTROLLABLE self
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function CONTROLLABLE:OptionAlarmStateRed()
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self:F2( { self.ControllableName } )
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local DCSControllable = self:GetDCSObject()
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if DCSControllable then
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local Controller = self:_GetController()
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if self:IsGround() then
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Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED)
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elseif self:IsShip() then
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Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.RED)
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end
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return self
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end
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return nil
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end
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--- Set RTB on bingo fuel.
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-- @param #CONTROLLABLE self
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