Suppression Fire and Alarm State

This commit is contained in:
funkyfranky 2017-10-12 00:36:21 +02:00
parent a575dfea7d
commit 3a0f60adc9
2 changed files with 175 additions and 50 deletions

View File

@ -26,9 +26,10 @@
-- ### Contributions: **Sven van de Velde ([FlightControl](https://forums.eagle.ru/member.php?u=89536))**
--
-- ====
-- @module AI_Suppression
-- @module ai_suppression
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- AI_Suppression class
-- @type AI_Suppression
-- @field #string ClassName Name of the class.
@ -48,7 +49,7 @@
--
-- ## Some Example...
--
-- @field AI_Suppression
-- @field #AI_Suppression
AI_Suppression={
ClassName = "AI_Suppression",
Tsuppress_min = 5,
@ -66,7 +67,7 @@ AI_Suppression.id="SFX | "
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--TODO: Figure out who was shooting and move away from him <== not possible.
--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.
@ -77,9 +78,16 @@ AI_Suppression.id="SFX | "
-- @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 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.
-- 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
@ -104,7 +112,7 @@ function AI_Suppression:New(Group)
self:AddTransition("Suppressed", "Recovered", "CombatReady")
-- Transition from "Suppressed" to "TakeCover" after event "Hit".
--self:AddTransition("Suppressed", "Hit", "TakeCover")
--self:AddTransition("Suppressed", "TakeCover", "Hiding")
-- Transition from anything to "Retreating" after e.g. being severely damaged.
self:AddTransition("*", "Retreat", "Retreating")
@ -149,27 +157,29 @@ 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))
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(From, Event, To)
env.info(AI_Suppression.id..string.format("OnAfterHit: From %s, Event %s, To %s", From, Event, To))
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.
-- 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))
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()
@ -180,7 +190,7 @@ function AI_Suppression:OnBeforeRecovered(From, Event, To)
-- 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))
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
@ -193,22 +203,27 @@ 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()
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(From, Event, To)
env.info(AI_Suppression.id..string.format("OnBeforeRetreat: From %s, Event %s, To %s", From, Event, To))
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
@ -216,9 +231,11 @@ 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())
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
@ -226,8 +243,8 @@ 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))
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()
@ -236,8 +253,8 @@ 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))
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
@ -245,14 +262,14 @@ 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))
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.
self.Controllable:OptionROEHoldFire()
Controlable:OptionROEHoldFire()
-- Get randomized time the unit is suppressed.
self.Tsuppress=math.random(self.Tsuppress_min, self.Tsuppress_max)
@ -261,13 +278,13 @@ function AI_Suppression:OnEnterSuppressed(From, Event, To)
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)
self:__Recovered(self.Tsuppress+1)
-- Get life of group in %.
self.life=self:_GetLife(self.Controllable)
local life_min, life_max, life_ave=self:_GetLife()
-- If life is below threshold, the group is ordered to retreat (if a zone has been specified).
if self.life < self.LifeMin then
-- 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
@ -276,22 +293,27 @@ 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))
-- @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))
--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()
-- Set the ALARM STATE to GREEN. Then the unit can move even if it is under fire.
Controlable:OptionAlarmStateGreen()
--TODO: Route the group to a zone.
MESSAGE:New(string.format("Group %s would be(!) retreating to retreat zone!", Controlable:GetName()), 30):ToAll()
self:_Retreat(self.Zone_Retreat, 50, "Vee")
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))
-- @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))
-- TODO: Here we need to set the ALARM STATE back to AUTO.
-- Set the ALARM STATE back to AUTO.
Controlable:OptionAlarmStateAuto()
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -304,7 +326,6 @@ function AI_Suppression:OnEventHit(EventData)
env.info("Hitevent")
if EventData.IniDCSUnit then
-- Call "Hit" event.
self:Hit()
@ -328,15 +349,53 @@ end
-- @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
function AI_Suppression:_GetLife()
local group=self.Controllable
if group and group:IsAlive() then
local unit=group:GetUnit(1)
if unit then
life=unit:GetLife()/unit:GetLife0()*100
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
return life
end
--- Retreat to 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:_Retreat(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
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@ -2537,6 +2537,72 @@ function CONTROLLABLE:OptionROTVertical()
return nil
end
--- Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats. The AI kind of cheats in this regard.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAlarmStateAuto()
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsGround() then
Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.AUTO)
elseif self:IsShip() then
Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.AUTO)
end
return self
end
return nil
end
--- Alarm state to Green: Group is not combat ready. Sensors are stowed if possible.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAlarmStateGreen()
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsGround() then
Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.GREEN)
elseif self:IsShip() then
Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.GREEN)
end
return self
end
return nil
end
--- Alarm state to Red: Group is combat ready and actively searching for targets.
-- @param #CONTROLLABLE self
-- @return #CONTROLLABLE self
function CONTROLLABLE:OptionAlarmStateRed()
self:F2( { self.ControllableName } )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = self:_GetController()
if self:IsGround() then
Controller:setOption(AI.Option.Ground.id.ALARM_STATE, AI.Option.Ground.val.ALARM_STATE.RED)
elseif self:IsShip() then
Controller:setOption(AI.Option.Naval.id.ALARM_STATE, AI.Option.Naval.val.ALARM_STATE.RED)
end
return self
end
return nil
end
--- Set RTB on bingo fuel.
-- @param #CONTROLLABLE self