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@ -1151,14 +1151,14 @@ do -- AI_A2A_DISPATCHER
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local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
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self:I( "Captured " .. AirbaseName )
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self:T( "Captured " .. AirbaseName )
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-- Now search for all squadrons located at the airbase, and sanitize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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if Squadron.AirbaseName == AirbaseName then
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.Captured = true
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self:I( "Squadron " .. SquadronName .. " captured." )
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self:T( "Squadron " .. SquadronName .. " captured." )
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end
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end
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end
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@ -1828,7 +1828,7 @@ do -- AI_A2A_DISPATCHER
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self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
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self:I( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
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self:T( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
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-- Add the CAP to the EWR network.
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@ -2085,7 +2085,7 @@ do -- AI_A2A_DISPATCHER
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Intercept.EngageCeilingAltitude = EngageCeilingAltitude
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Intercept.EngageAltType = EngageAltType
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self:I( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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end
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--- Set squadron GCI.
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@ -3000,17 +3000,17 @@ do -- AI_A2A_DISPATCHER
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for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
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-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
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if AttackerCount > DefenderCount then
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--self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
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--self:T("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
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if AIFriendly then
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local classname = AIFriendly.ClassName or "No Class Name"
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local unitname = AIFriendly.IdentifiableName or "No Unit Name"
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--self:I("Class Name: " .. classname)
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--self:I("Unit Name: " .. unitname)
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--self:I({AIFriendly})
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--self:T("Class Name: " .. classname)
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--self:T("Unit Name: " .. unitname)
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--self:T({AIFriendly})
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end
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local Friendly = nil
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if AIFriendly and AIFriendly:IsAlive() then
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--self:I("AIFriendly alive, getting GROUP")
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--self:T("AIFriendly alive, getting GROUP")
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Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
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end
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@ -4322,23 +4322,23 @@ do
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-- Setup squadrons
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self:I( { Airbases = AirbaseNames } )
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self:T( { Airbases = AirbaseNames } )
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self:I( "Defining Templates for Airbases ..." )
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self:T( "Defining Templates for Airbases ..." )
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for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
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local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
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local AirbaseName = Airbase:GetName()
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local AirbaseCoord = Airbase:GetCoordinate()
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local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
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local Templates = nil
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self:I( { Airbase = AirbaseName } )
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self:T( { Airbase = AirbaseName } )
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for TemplateID, Template in pairs( self.Templates:GetSet() ) do
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local Template = Template -- Wrapper.Group#GROUP
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local TemplateCoord = Template:GetCoordinate()
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if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
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Templates = Templates or {}
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table.insert( Templates, Template:GetName() )
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self:I( { Template = Template:GetName() } )
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self:T( { Template = Template:GetName() } )
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end
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end
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if Templates then
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@ -4354,13 +4354,13 @@ do
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self.CAPTemplates:FilterPrefixes( CapPrefixes )
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self.CAPTemplates:FilterOnce()
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self:I( "Setting up CAP ..." )
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self:T( "Setting up CAP ..." )
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for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
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local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
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-- Now find the closest airbase from the ZONE (start or center)
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local AirbaseDistance = 99999999
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local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
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self:I( { CAPZoneGroup = CAPID } )
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self:T( { CAPZoneGroup = CAPID } )
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for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
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local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
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local AirbaseName = Airbase:GetName()
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@ -4368,7 +4368,7 @@ do
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local Squadron = self.DefenderSquadrons[AirbaseName]
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if Squadron then
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local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
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self:I( { AirbaseDistance = Distance } )
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self:T( { AirbaseDistance = Distance } )
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if Distance < AirbaseDistance then
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AirbaseDistance = Distance
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AirbaseClosest = Airbase
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@ -4376,7 +4376,7 @@ do
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end
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end
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if AirbaseClosest then
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self:I( { CAPAirbase = AirbaseClosest:GetName() } )
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self:T( { CAPAirbase = AirbaseClosest:GetName() } )
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self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
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self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
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end
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@ -4384,14 +4384,14 @@ do
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-- Setup GCI.
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-- GCI is setup for all Squadrons.
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self:I( "Setting up GCI ..." )
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self:T( "Setting up GCI ..." )
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for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
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local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
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local AirbaseName = Airbase:GetName()
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local Squadron = self.DefenderSquadrons[AirbaseName]
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self:F( { Airbase = AirbaseName } )
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if Squadron then
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self:I( { GCIAirbase = AirbaseName } )
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self:T( { GCIAirbase = AirbaseName } )
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self:SetSquadronGci( AirbaseName, 800, 1200 )
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end
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end
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@ -1147,7 +1147,7 @@ do -- AI_A2G_DISPATCHER
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for Resource = 1, DefenderSquadron.ResourceCount or 0 do
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self:ResourcePark( DefenderSquadron )
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end
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self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
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self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
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end
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end
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@ -1224,14 +1224,14 @@ do -- AI_A2G_DISPATCHER
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local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
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self:I( "Captured " .. AirbaseName )
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self:T( "Captured " .. AirbaseName )
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-- Now search for all squadrons located at the airbase, and sanitize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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if Squadron.AirbaseName == AirbaseName then
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Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
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Squadron.Captured = true
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self:I( "Squadron " .. SquadronName .. " captured." )
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self:T( "Squadron " .. SquadronName .. " captured." )
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end
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end
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end
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@ -2144,7 +2144,7 @@ do -- AI_A2G_DISPATCHER
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Sead.EngageAltType = EngageAltType
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Sead.Defend = true
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self:I( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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return self
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end
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@ -2234,7 +2234,7 @@ do -- AI_A2G_DISPATCHER
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self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" )
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self:I( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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end
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@ -2295,7 +2295,7 @@ do -- AI_A2G_DISPATCHER
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Cas.EngageAltType = EngageAltType
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Cas.Defend = true
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self:I( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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return self
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end
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@ -2385,7 +2385,7 @@ do -- AI_A2G_DISPATCHER
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self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" )
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self:I( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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end
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@ -2446,7 +2446,7 @@ do -- AI_A2G_DISPATCHER
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Bai.EngageAltType = EngageAltType
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Bai.Defend = true
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self:I( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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return self
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end
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@ -2536,7 +2536,7 @@ do -- AI_A2G_DISPATCHER
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self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" )
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self:I( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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self:T( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
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end
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@ -3894,7 +3894,7 @@ do -- AI_A2G_DISPATCHER
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local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
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if Squadron then
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local FirstUnit = AttackSetUnit:GetFirst()
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local FirstUnit = AttackSetUnit:GetRandomSurely()
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local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
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if self.SetSendPlayerMessages then
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Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
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@ -465,7 +465,7 @@ function AI_AIR:onafterStatus()
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local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
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if DistanceFromHomeBase > self.DisengageRadius then
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self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" )
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self:Hold( 300 )
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RTB = false
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end
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@ -489,10 +489,10 @@ function AI_AIR:onafterStatus()
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if Fuel < self.FuelThresholdPercentage then
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if self.TankerName then
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
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self:Refuel()
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else
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self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
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local OldAIControllable = self.Controllable
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local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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@ -518,7 +518,7 @@ function AI_AIR:onafterStatus()
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-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
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-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
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if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
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self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
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self:Damaged()
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RTB = true
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self:SetStatusOff()
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@ -536,7 +536,7 @@ function AI_AIR:onafterStatus()
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if Damage ~= InitialLife then
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self:Damaged()
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else
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self:I( self.Controllable:GetName() .. " control lost! " )
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self:T( self.Controllable:GetName() .. " control lost! " )
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self:LostControl()
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end
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@ -617,7 +617,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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--- Calculate the target route point.
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local FromCoord = AIGroup:GetCoordinate()
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if not FromCoord then return end
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local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
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local ToTargetVec3 = ToTargetCoord:GetVec3()
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ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
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local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
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@ -638,13 +641,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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local ToAirbaseCoord = ToTargetCoord2
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if Distance < 5000 then
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self:I( "RTB and near the airbase!" )
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self:T( "RTB and near the airbase!" )
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self:Home()
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return
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end
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if not AIGroup:InAir() == true then
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self:I( "Not anymore in the air, considered Home." )
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self:T( "Not anymore in the air, considered Home." )
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self:Home()
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return
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end
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@ -691,7 +694,7 @@ end
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function AI_AIR:onafterHome( AIGroup, From, Event, To )
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self:F( { AIGroup, From, Event, To } )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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end
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@ -705,10 +708,12 @@ end
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function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
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self:F( { AIGroup, From, Event, To } )
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self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
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if AIGroup and AIGroup:IsAlive() then
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local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
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local Coordinate = AIGroup:GetCoordinate()
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if Coordinate == nil then return end
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local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
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local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
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local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
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@ -725,7 +730,7 @@ end
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-- @param Wrapper.Group#GROUP AIGroup
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function AI_AIR.Resume( AIGroup, Fsm )
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AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
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AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } )
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if AIGroup:IsAlive() then
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Fsm:__RTB( Fsm.TaskDelay )
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end
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@ -744,7 +749,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
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if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
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self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
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self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
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local RefuelRoute = {}
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@ -1141,7 +1141,7 @@ do -- AI_AIR_DISPATCHER
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for Resource = 1, DefenderSquadron.ResourceCount or 0 do
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self:ResourcePark( DefenderSquadron )
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end
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self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
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self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
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end
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end
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@ -1217,14 +1217,14 @@ do -- AI_AIR_DISPATCHER
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local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
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self:I( "Captured " .. AirbaseName )
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self:T( "Captured " .. AirbaseName )
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-- Now search for all squadrons located at the airbase, and sanitize them.
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for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
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||||
if Squadron.AirbaseName == AirbaseName then
|
||||
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
|
||||
Squadron.Captured = true
|
||||
self:I( "Squadron " .. SquadronName .. " captured." )
|
||||
self:T( "Squadron " .. SquadronName .. " captured." )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -389,7 +389,7 @@ end
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
|
||||
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
|
||||
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
|
||||
@ -404,7 +404,7 @@ end
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
|
||||
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
|
||||
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
|
||||
|
||||
local DefenderGroupName = DefenderGroup:GetName()
|
||||
|
||||
@ -426,7 +426,13 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
|
||||
|
||||
if TargetCoord == nil then
|
||||
self:Return()
|
||||
return
|
||||
end
|
||||
|
||||
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||
@ -435,12 +441,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
|
||||
if TargetDistance <= EngageDistance * 9 then
|
||||
|
||||
--self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
|
||||
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
|
||||
self:__Engage( 0.1, AttackSetUnit )
|
||||
|
||||
else
|
||||
|
||||
--self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
|
||||
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
|
||||
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
@ -472,7 +478,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
end
|
||||
else
|
||||
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
|
||||
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||
self:Return()
|
||||
end
|
||||
end
|
||||
@ -481,7 +487,7 @@ end
|
||||
-- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
|
||||
|
||||
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
|
||||
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local delay=Fsm.TaskDelay or 0.1
|
||||
@ -516,7 +522,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
|
||||
if not TargetCoord then
|
||||
self:Return()
|
||||
return
|
||||
@ -547,12 +553,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
|
||||
|
||||
if #AttackUnitTasks == 0 then
|
||||
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
|
||||
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
|
||||
self:Return()
|
||||
return
|
||||
else
|
||||
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
|
||||
self:I(text)
|
||||
self:T(text)
|
||||
DefenderGroup:OptionROEOpenFire()
|
||||
DefenderGroup:OptionROTEvadeFire()
|
||||
DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||
@ -569,7 +575,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
end
|
||||
else
|
||||
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
|
||||
self:I( DefenderGroupName .. ": No targets found -> returning.")
|
||||
self:T( DefenderGroupName .. ": No targets found -> returning.")
|
||||
self:Return()
|
||||
return
|
||||
end
|
||||
|
||||
@ -38,7 +38,7 @@ AI_AIR_SQUADRON = {
|
||||
-- @return #AI_AIR_SQUADRON
|
||||
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
|
||||
|
||||
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
|
||||
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
|
||||
|
||||
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON
|
||||
|
||||
|
||||
@ -547,7 +547,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
local IsEmpty = CarrierUnit:IsCargoEmpty()
|
||||
self:I({ IsEmpty = IsEmpty })
|
||||
self:T({ IsEmpty = IsEmpty })
|
||||
if not IsEmpty then
|
||||
AllUnloaded = false
|
||||
break
|
||||
|
||||
@ -1161,7 +1161,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
else
|
||||
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
|
||||
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
|
||||
self:I(text)
|
||||
self:T(text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@ -556,7 +556,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
|
||||
|
||||
if MenuFormation then
|
||||
local Arguments = MenuFormation.Arguments
|
||||
--self:I({Arguments=unpack(Arguments)})
|
||||
--self:T({Arguments=unpack(Arguments)})
|
||||
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
|
||||
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
|
||||
function ( self, Formation, ... )
|
||||
|
||||
@ -110,11 +110,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
self:T({EscortAirbase= self.EscortAirbase } )
|
||||
self:T({PlayerGroupName = PlayerGroupName } )
|
||||
self:T({PlayerGroup = PlayerGroup})
|
||||
self:T({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if self.AI_Escorts[PlayerGroupName] then
|
||||
@ -133,17 +133,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
self:T({EscortAirbase= self.EscortAirbase } )
|
||||
self:T({PlayerGroupName = PlayerGroupName } )
|
||||
self:T({PlayerGroup = PlayerGroup})
|
||||
self:T({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if not self.AI_Escorts[PlayerGroupName] then
|
||||
local LeaderUnit = PlayerUnit
|
||||
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
|
||||
self:I({EscortGroup = EscortGroup})
|
||||
self:T({EscortGroup = EscortGroup})
|
||||
|
||||
self:ScheduleOnce( 1,
|
||||
function( EscortGroup )
|
||||
|
||||
@ -838,7 +838,7 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
if Fuel < self.PatrolFuelThresholdPercentage then
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
@ -852,7 +852,7 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
if Damage <= self.PatrolDamageThreshold then
|
||||
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
RTB = true
|
||||
end
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user