Got engage working from the air. Now I need to fix:

- Overhead
- Correct Defense Type assignment to engage.

# Conflicts:
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Setup/Moose.files
This commit is contained in:
FlightControl 2018-11-08 07:44:50 +01:00
commit 5a2bac9979
4 changed files with 4058 additions and 5 deletions

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,488 @@
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_Patrol
-- @image AI_Combat_Air_Patrol.JPG
--- @type AI_A2G_PATROL
-- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL
--- The AI_A2G_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2G_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_PATROL process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_A2G_PATROL constructor
--
-- * @{#AI_A2G_PATROL.New}(): Creates a new AI_A2G_PATROL object.
--
-- ## 2. AI_A2G_PATROL is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_A2G_PATROL States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_A2G_PATROL Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2G_PATROL.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2G_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2G_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2G_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_A2G_PATROL.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_PATROL.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2G_PATROL
AI_A2G_PATROL = {
ClassName = "AI_A2G_PATROL",
}
--- Creates a new AI_A2G_PATROL object
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_PATROL
function AI_A2G_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_PATROL
self.Accomplished = false
self.Engaging = false
self.EngageMinSpeed = EngageMinSpeed
self.EngageMaxSpeed = EngageMaxSpeed
self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2G_PATROL] OnBeforeEngage
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_A2G_PATROL] OnAfterEngage
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2G_PATROL] Engage
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2G_PATROL] __Engage
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_PATROL] OnLeaveEngaging
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_PATROL] OnEnterEngaging
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2G_PATROL] OnBeforeFired
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_A2G_PATROL] OnAfterFired
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2G_PATROL] Fired
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2G_PATROL] __Fired
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2G_PATROL] OnBeforeDestroy
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_A2G_PATROL] OnAfterDestroy
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2G_PATROL] Destroy
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2G_PATROL] __Destroy
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2G_PATROL] OnBeforeAbort
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_A2G_PATROL] OnAfterAbort
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2G_PATROL] Abort
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2G_PATROL] __Abort
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2G_PATROL] OnBeforeAccomplish
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2G_PATROL] OnAfterAccomplish
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2G_PATROL] Accomplish
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2G_PATROL] __Accomplish
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
return self
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterStart( AIPatrol, From, Event, To )
self:GetParent( self ).onafterStart( self, AIPatrol, From, Event, To )
AIPatrol:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_A2G_PATROL self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_A2G_PATROL self
function AI_A2G_PATROL:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_A2G_PATROL self
-- @param #number EngageRange The Engage Range.
-- @return #AI_A2G_PATROL self
function AI_A2G_PATROL:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterPatrol( self, AIPatrol, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIPatrol
function AI_A2G_PATROL.AttackRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2G_PATROL.AttackRoute:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
Fsm:__Engage( 0.5 )
end
end
--- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onbeforeEngage( AIPatrol, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterAbort( AIPatrol, From, Event, To )
AIPatrol:ClearTasks()
self:__Route( 0.5 )
end
--- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The AIPatrol Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterEngage( AIPatrol, From, Event, To, AttackSetUnit )
self:F( { AIPatrol, From, Event, To, AttackSetUnit} )
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement.
if AIPatrol:IsAlive() then
local EngageRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate()
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
--- Create a route point of type air.
local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
AttackTasks[#AttackTasks+1] = AIPatrol:TaskAttackUnit( AttackUnit )
end
end
if #AttackTasks == 0 then
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 0.5 )
else
AIPatrol:OptionROEOpenFire()
AIPatrol:OptionROTEvadeFire()
AttackTasks[#AttackTasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.AttackRoute", self )
EngageRoute[#EngageRoute].task = AIPatrol:TaskCombo( AttackTasks )
end
AIPatrol:Route( EngageRoute, 0.5 )
end
else
self:E("No targets found -> Going back to Patrolling")
self:__Abort( 0.5 )
end
end
--- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterAccomplish( AIPatrol, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_PATROL:onafterDestroy( AIPatrol, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_A2G_PATROL self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_PATROL:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end
--- @param Wrapper.Group#GROUP AIPatrol
function AI_A2G_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:I( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
Fsm:__Reset( 1 )
Fsm:__Route( 5 )
end
end

View File

@ -618,6 +618,9 @@ function ZONE_RADIUS:GetVec3( Height )
end
--- Scan the zone for the presence of units of the given ObjectCategories.
-- Note that after a zone has been scanned, the zone can be evaluated by:
--
@ -629,11 +632,11 @@ end
-- @{#ZONE_RADIUS.
-- @param #ZONE_RADIUS self
-- @param ObjectCategories
-- @param Coalition
-- @param UnitCategories
-- @usage
-- self.Zone:Scan()
-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:Scan( ObjectCategories )
function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData = {}
self.ScanData.Coalitions = {}
@ -660,9 +663,24 @@ function ZONE_RADIUS:Scan( ObjectCategories )
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or
(ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
self.ScanData.Coalitions[CoalitionDCSUnit] = true
self.ScanData.Units[ZoneObject] = ZoneObject
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
local Include = false
if not UnitCategories then
Include = true
else
local CategoryDCSUnit = ZoneObject:getDesc().category
for UnitCategoryID, UnitCategory in pairs( UnitCategories ) do
if UnitCategory == CategoryDCSUnit then
Include = true
break
end
end
end
if Include then
local CoalitionDCSUnit = ZoneObject:getCoalition()
self.ScanData.Coalitions[CoalitionDCSUnit] = true
self.ScanData.Units[ZoneObject] = ZoneObject
self:F2( { Name = ZoneObject:getName(), Coalition = CoalitionDCSUnit } )
end
end
if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName()

View File

@ -60,11 +60,16 @@ Functional/PseudoATC.lua
Functional/Warehouse.lua
AI/AI_Balancer.lua
AI/AI_Air.lua
AI/AI_A2A.lua
AI/AI_A2A_Patrol.lua
AI/AI_A2A_Cap.lua
AI/AI_A2A_Gci.lua
AI/AI_A2A_Dispatcher.lua
AI/AI_A2G.lua
AI/AI_A2G_Engage.lua
AI/AI_A2G_Patrol.lua
AI/AI_A2G_Dispatcher.lua
AI/AI_Patrol.lua
AI/AI_Cap.lua
AI/AI_Cas.lua