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@ -428,7 +428,7 @@ function AI_A2A.RTBRoute( AIGroup )
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AIGroup:E( { "RTBRoute:", AIGroup:GetName() } )
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local _AI_A2A = AIGroup:GetState( AIGroup, "AI_A2A" ) -- #AI_A2A
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_AI_A2A:__RTB( 1 )
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_AI_A2A:RTB()
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end
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--- @param #AI_A2A self
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@ -351,7 +351,7 @@ end
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function AI_A2A_CAP.AttackRoute( AIGroup )
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local EngageZone = AIGroup:GetState( AIGroup, "EngageZone" ) -- AI.AI_Cap#AI_A2A_CAP
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EngageZone:__Engage( 1 )
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EngageZone:Engage()
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end
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--- @param #AI_A2A_CAP self
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@ -373,7 +373,7 @@ end
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-- @param #string To The To State string.
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function AI_A2A_CAP:onafterAbort( AIGroup, From, Event, To )
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AIGroup:ClearTasks()
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self:__Route( 1 )
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self:Route()
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end
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@ -435,8 +435,8 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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if #AttackTasks == 0 then
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self:E("No targets found -> Going back to Patrolling")
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self:__Abort( 1 )
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self:__Route( 1 )
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self:Abort()
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self:Route()
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else
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AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_CAP.AttackRoute" )
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EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
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@ -450,8 +450,8 @@ function AI_A2A_CAP:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
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end
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else
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self:E("No targets found -> Going back to Patrolling")
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self:__Abort( 1 )
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self:__Route( 1 )
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self:Abort()
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self:Route()
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end
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end
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@ -248,29 +248,29 @@ do -- AI_A2A_DISPATCHER
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number Delay
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self:AddTransition( "*", "INTERCEPT", "*" )
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self:AddTransition( "*", "GCI", "*" )
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--- INTERCEPT Handler OnBefore for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeINTERCEPT
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--- GCI Handler OnBefore for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeGCI
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- INTERCEPT Handler OnAfter for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnAfterINTERCEPT
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--- GCI Handler OnAfter for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] OnAfterGCI
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- INTERCEPT Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] INTERCEPT
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--- GCI Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] GCI
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-- @param #AI_A2A_DISPATCHER self
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--- INTERCEPT Asynchronous Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] __INTERCEPT
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--- GCI Asynchronous Trigger for AI_A2A_DISPATCHER
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-- @function [parent=#AI_A2A_DISPATCHER] __GCI
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-- @param #AI_A2A_DISPATCHER self
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-- @param #number Delay
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@ -652,6 +652,7 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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-- @return #table DefenderSquadron
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function AI_A2A_DISPATCHER:CanCAP( SquadronName )
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self:F({SquadronName = SquadronName})
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@ -660,20 +661,44 @@ do -- AI_A2A_DISPATCHER
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local DefenderSquadron = self:GetSquadron( SquadronName )
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local Cap = DefenderSquadron.Cap
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if Cap then
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local CapCount = self:CountCapAirborne( SquadronName )
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if CapCount < Cap.CapLimit then
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local Probability = math.random()
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if Probability <= Cap.Probability then
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return true
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if DefenderSquadron.Resources > 0 then
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local Cap = DefenderSquadron.Cap
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if Cap then
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local CapCount = self:CountCapAirborne( SquadronName )
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if CapCount < Cap.CapLimit then
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local Probability = math.random()
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if Probability <= Cap.Probability then
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return DefenderSquadron
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end
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end
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end
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return false
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else
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error( "This squadron does not exist:" .. SquadronName )
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end
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return nil
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end
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---
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-- @param #AI_A2A_DISPATCHER self
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-- @param #string SquadronName The squadron name.
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-- @return #table DefenderSquadron
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function AI_A2A_DISPATCHER:CanGCI( SquadronName )
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self:F({SquadronName = SquadronName})
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self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
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self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
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local DefenderSquadron = self:GetSquadron( SquadronName )
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if DefenderSquadron.Resources > 0 then
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local Gci = DefenderSquadron.Gci
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if Gci then
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return DefenderSquadron
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end
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end
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return nil
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end
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---
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-- @param #AI_A2A_DISPATCHER self
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@ -684,9 +709,9 @@ do -- AI_A2A_DISPATCHER
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function AI_A2A_DISPATCHER:SetSquadronGci( SquadronName, EngageMinSpeed, EngageMaxSpeed )
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self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
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self.DefenderSquadrons[SquadronName].Intercept = self.DefenderSquadrons[SquadronName].Intercept or {}
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self.DefenderSquadrons[SquadronName].Gci = self.DefenderSquadrons[SquadronName].Gci or {}
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local Intercept = self.DefenderSquadrons[SquadronName].Intercept
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local Intercept = self.DefenderSquadrons[SquadronName].Gci
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Intercept.Name = SquadronName
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Intercept.EngageMinSpeed = EngageMinSpeed
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Intercept.EngageMaxSpeed = EngageMaxSpeed
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@ -1120,8 +1145,8 @@ do -- AI_A2A_DISPATCHER
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-- Now we need to check if the AIGroup has a Task.
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local DefenderTask = self:GetDefenderTask( Friendly )
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if DefenderTask then
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-- The Task should be CAP or INTERCEPT
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if DefenderTask.Type == "CAP" or DefenderTask.Type == "INTERCEPT" then
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-- The Task should be CAP or GCI
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if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then
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-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet
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if DefenderTask.Target == nil then
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if DefenderTask.Fsm:Is( "Returning" )
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@ -1153,12 +1178,14 @@ do -- AI_A2A_DISPATCHER
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self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
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self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
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local DefenderSquadron = self:GetSquadron( SquadronName )
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local Cap = DefenderSquadron.Cap
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local DefenderSquadron = self:CanCAP( SquadronName )
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if Cap then
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if DefenderSquadron then
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local Cap = DefenderSquadron.Cap
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if Cap then
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if self:CanCAP( SquadronName ) then
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
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Spawn:InitGrouping( DefenderSquadron.Grouping )
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@ -1177,8 +1204,6 @@ do -- AI_A2A_DISPATCHER
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self:SetDefenderTask( DefenderCAP, "CAP", Fsm )
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end
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end
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else
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error( "This squadron does not exist:" .. SquadronName )
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end
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end
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@ -1210,7 +1235,7 @@ do -- AI_A2A_DISPATCHER
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---
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-- @param #AI_A2A_DISPATCHER self
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function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, Target, DefendersMissing, AIGroups )
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function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, Target, DefendersMissing, AIGroups )
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local ClosestDistance = 0
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local ClosestDefenderSquadronName = nil
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@ -1232,7 +1257,7 @@ do -- AI_A2A_DISPATCHER
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while( DefendersCount > 0 ) do
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for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
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for InterceptID, Intercept in pairs( DefenderSquadron.Intercept or {} ) do
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for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do
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local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
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local TargetCoord = Target.Set:GetFirst():GetCoordinate()
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@ -1247,49 +1272,57 @@ do -- AI_A2A_DISPATCHER
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if ClosestDefenderSquadronName then
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local DefenderSquadron = self:GetSquadron( ClosestDefenderSquadronName )
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local DefenderOverhead = DefenderSquadron.Overhead
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local DefenderGrouping = DefenderSquadron.Grouping
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local DefendersNeeded = math.ceil( DefendersCount * DefenderOverhead )
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local Intercept = self.DefenderSquadrons[ClosestDefenderSquadronName].Intercept
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
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if DefenderGrouping then
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Spawn:InitGrouping( ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded )
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else
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Spawn:InitGrouping()
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end
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local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName )
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod )
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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if DefenderSquadron then
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI )
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local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci
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if Gci then
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if DefenderGCI then
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DefendersCount = DefendersCount - DefenderGCI:GetSize()
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local DefenderOverhead = DefenderSquadron.Overhead
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local DefenderGrouping = DefenderSquadron.Grouping
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local DefendersNeeded = math.ceil( DefendersCount * DefenderOverhead )
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local Fsm = AI_A2A_INTERCEPT:New( DefenderGCI, Intercept.EngageMinSpeed, Intercept.EngageMaxSpeed )
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:Start()
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Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( DefenderGCI, "INTERCEPT", Fsm, Target )
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function Fsm:onafterRTB( AIGroup, From, Event, To )
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self:F({"INTERCEPT RTB"})
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self:GetParent(self).onafterRTB( self, AIGroup, From, Event, To )
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local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
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if DefenderGrouping then
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Spawn:InitGrouping( ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded )
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else
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Spawn:InitGrouping()
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end
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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Dispatcher:ClearDefenderTaskTarget( AIGroup )
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local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName )
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local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod )
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self:F( { GCIDefender = DefenderGCI:GetName() } )
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self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI )
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if DefenderGCI then
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DefendersCount = DefendersCount - DefenderGCI:GetSize()
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local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed )
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Fsm:SetDispatcher( self )
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Fsm:SetHomeAirbase( DefenderSquadron.Airbase )
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Fsm:Start()
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Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
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self:SetDefenderTask( DefenderGCI, "GCI", Fsm, Target )
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function Fsm:onafterRTB( AIGroup, From, Event, To )
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self:F({"GCI RTB"})
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self:GetParent(self).onafterRTB( self, AIGroup, From, Event, To )
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local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
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local AIGroup = self:GetControllable()
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Dispatcher:ClearDefenderTaskTarget( AIGroup )
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end
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end
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end
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end
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end
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end
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@ -1324,12 +1357,12 @@ do -- AI_A2A_DISPATCHER
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return nil, nil
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end
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--- Creates an INTERCEPT task when there are targets for it.
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--- Creates an GCI task when there are targets for it.
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-- @param #AI_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function AI_A2A_DISPATCHER:EvaluateINTERCEPT( Target )
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function AI_A2A_DISPATCHER:EvaluateGCI( Target )
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self:F( { Target.ItemID } )
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local AttackerSet = Target.Set
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@ -1404,7 +1437,7 @@ do -- AI_A2A_DISPATCHER
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local DetectedItemChanged = DetectedItem.Changed
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do
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local Friendlies = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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local Friendlies = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be GCIed...
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if Friendlies then
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self:F( { AIGroups = Friendlies } )
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self:ENGAGE( DetectedItem, Friendlies )
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@ -1412,10 +1445,10 @@ do -- AI_A2A_DISPATCHER
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end
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do
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local DefendersMissing, Friendlies = self:EvaluateINTERCEPT( DetectedItem )
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local DefendersMissing, Friendlies = self:EvaluateGCI( DetectedItem )
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if DefendersMissing then
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self:F( { DefendersMissing = DefendersMissing } )
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self:INTERCEPT( DetectedItem, DefendersMissing, Friendlies )
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self:GCI( DetectedItem, DefendersMissing, Friendlies )
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end
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end
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@ -1423,7 +1456,7 @@ do -- AI_A2A_DISPATCHER
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Report:Add( string.format( "\n - Target %s ( %s ): %s" , DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:GetObjectNames() ) )
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for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
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local Defender = Defender -- Wrapper.Group#GROUP
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if DefenderTask.Target and DefenderTask.Target.ItemID == DetectedItem.ItemID then
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if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
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Report:Add( string.format( " - %s ( %s - %s )", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState() ) )
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end
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end
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@ -1546,7 +1579,5 @@ do
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function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
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self:CAP( SquadronName )
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end
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end
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@ -1,14 +1,14 @@
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--- **AI** -- **Execute Interception of Intruders (CAP).**
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--- **AI** -- **Execute Ground Controlled Interception (GCI).**
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--
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-- 
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-- 
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--
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-- ===
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--
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-- AI A2A_INTEREPT class makes AI Groups execute an Intercept.
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--
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-- There are the following types of CAP classes defined:
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-- There are the following types of GCI classes defined:
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--
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-- * @{#AI_A2A_INTERCEPT}: Perform a CAP in a zone.
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-- * @{#AI_A2A_GCI}: Perform a GCI in a zone.
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--
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-- ====
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--
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@ -18,111 +18,111 @@
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--
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-- ====
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--
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-- @module AI_A2A_Intercept
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-- @module AI_A2A_GCI
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--BASE:TraceClass("AI_A2A_INTERCEPT")
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--BASE:TraceClass("AI_A2A_GCI")
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--- @type AI_A2A_INTERCEPT
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--- @type AI_A2A_GCI
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-- @extends AI.AI_A2A#AI_A2A
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--- # AI_A2A_INTERCEPT class, extends @{AI_A2A#AI_A2A}
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--- # AI_A2A_GCI class, extends @{AI_A2A#AI_A2A}
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--
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-- The AI_A2A_INTERCEPT class implements the core functions to intercept intruders. The Engage function will intercept intruders.
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-- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders.
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--
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-- 
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-- 
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--
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-- The AI_A2A_INTERCEPT is assigned a @{Group} and this must be done before the AI_A2A_INTERCEPT process can be started using the **Start** event.
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-- The AI_A2A_GCI is assigned a @{Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
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--
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-- 
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-- 
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--
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||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- 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.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2A_INTERCEPT constructor
|
||||
-- ## 1. AI_A2A_GCI constructor
|
||||
--
|
||||
-- * @{#AI_A2A_INTERCEPT.New}(): Creates a new AI_A2A_INTERCEPT object.
|
||||
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
|
||||
--
|
||||
-- ## 2. AI_A2A_INTERCEPT is a FSM
|
||||
-- ## 2. AI_A2A_GCI is a FSM
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1 AI_A2A_INTERCEPT States
|
||||
-- ### 2.1 AI_A2A_GCI 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_A2A_INTERCEPT Events
|
||||
-- ### 2.2 AI_A2A_GCI Events
|
||||
--
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
||||
-- * **@{#AI_A2A_INTERCEPT.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2A_INTERCEPT.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
|
||||
-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
||||
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_INTERCEPT.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_A2A_INTERCEPT.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
||||
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
||||
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{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
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- 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_CAP#AI_A2A_INTERCEPT.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI_Cap#AI_A2A_INTERCEPT.SetEngageZone}() to define that Zone.
|
||||
-- Use the method @{AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2A_INTERCEPT
|
||||
AI_A2A_INTERCEPT = {
|
||||
ClassName = "AI_A2A_INTERCEPT",
|
||||
-- @field #AI_A2A_GCI
|
||||
AI_A2A_GCI = {
|
||||
ClassName = "AI_A2A_GCI",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2A_INTERCEPT object
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
--- Creates a new AI_A2A_GCI object
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
-- @return #AI_A2A_INTERCEPT
|
||||
function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #AI_A2A_GCI
|
||||
function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_INTERCEPT
|
||||
local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_GCI
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
@ -134,11 +134,11 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
|
||||
self.PatrolAltType = "RADIO"
|
||||
|
||||
self:AddTransition( { "Started", "Engaging", "Returning" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT.
|
||||
self:AddTransition( { "Started", "Engaging", "Returning" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnBeforeEngage
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeEngage
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@ -146,25 +146,25 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnAfterEngage
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterEngage
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT] Engage
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] Engage
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] __Engage
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] __Engage
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
--- OnLeave Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnLeaveEngaging
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnLeaveEngaging
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@ -172,18 +172,18 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnEnter Transition Handler for State Engaging.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnEnterEngaging
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnEnterEngaging
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT.
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnBeforeFired
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeFired
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@ -191,27 +191,27 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnAfterFired
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterFired
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT] Fired
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] Fired
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] __Fired
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] __Fired
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT.
|
||||
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnBeforeDestroy
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeDestroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@ -219,28 +219,28 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnAfterDestroy
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterDestroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT] Destroy
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] Destroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] __Destroy
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] __Destroy
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT.
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnBeforeAbort
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeAbort
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@ -248,27 +248,27 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnAfterAbort
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterAbort
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT] Abort
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] Abort
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] __Abort
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] __Abort
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT.
|
||||
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
||||
|
||||
--- OnBefore Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnBeforeAccomplish
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@ -276,20 +276,20 @@ function AI_A2A_INTERCEPT:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] OnAfterAccomplish
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] OnAfterAccomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT] Accomplish
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] Accomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_A2A_INTERCEPT] __Accomplish
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @function [parent=#AI_A2A_GCI] __Accomplish
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
return self
|
||||
@ -297,12 +297,12 @@ end
|
||||
|
||||
|
||||
--- onafter State Transition for Event Patrol.
|
||||
-- @param #AI_A2A_INTERCEPT self
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup 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_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To )
|
||||
function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To )
|
||||
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
@ -311,43 +311,43 @@ end
|
||||
-- todo: need to fix this global function
|
||||
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_A2A_INTERCEPT.InterceptRoute( AIControllable )
|
||||
function AI_A2A_GCI.InterceptRoute( AIControllable )
|
||||
|
||||
AIControllable:T( "NewEngageRoute" )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_A2A_INTERCEPT
|
||||
EngageZone:__Engage( 1 )
|
||||
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_A2A_GCI
|
||||
EngageZone:Engage()
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_INTERCEPT self
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT:onbeforeEngage( AIGroup, From, Event, To )
|
||||
function AI_A2A_GCI:onbeforeEngage( AIGroup, From, Event, To )
|
||||
|
||||
if self.Accomplished == true then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_INTERCEPT self
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup 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_A2A_INTERCEPT:onafterAbort( AIGroup, From, Event, To )
|
||||
function AI_A2A_GCI:onafterAbort( AIGroup, From, Event, To )
|
||||
AIGroup:ClearTasks()
|
||||
self:Return()
|
||||
self:__RTB( 1 )
|
||||
self:RTB()
|
||||
end
|
||||
|
||||
|
||||
--- @param #AI_A2A_INTERCEPT self
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
||||
function AI_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
||||
|
||||
self:F( { AIGroup, From, Event, To, AttackSetUnit} )
|
||||
|
||||
@ -407,7 +407,7 @@ function AI_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To, AttackSetUnit
|
||||
self:Return()
|
||||
self:RTB()
|
||||
else
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_INTERCEPT.InterceptRoute" )
|
||||
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_GCI.InterceptRoute" )
|
||||
EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks )
|
||||
|
||||
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
||||
@ -425,32 +425,32 @@ function AI_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To, AttackSetUnit
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_INTERCEPT self
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT:onafterAccomplish( AIGroup, From, Event, To )
|
||||
function AI_A2A_GCI:onafterAccomplish( AIGroup, From, Event, To )
|
||||
self.Accomplished = true
|
||||
self:SetDetectionOff()
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_INTERCEPT self
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_INTERCEPT:onafterDestroy( AIGroup, From, Event, To, EventData )
|
||||
function AI_A2A_GCI:onafterDestroy( AIGroup, From, Event, To, EventData )
|
||||
|
||||
if EventData.IniUnit then
|
||||
self.AttackUnits[EventData.IniUnit] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #AI_A2A_INTERCEPT self
|
||||
--- @param #AI_A2A_GCI self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_A2A_INTERCEPT:OnEventDead( EventData )
|
||||
function AI_A2A_GCI:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
|
||||
if EventData.IniDCSUnit then
|
||||
@ -312,23 +312,23 @@ end
|
||||
|
||||
|
||||
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
|
||||
function AI_A2A_PATROL:_NewPatrolRoute( AIControllable )
|
||||
function AI_A2A_PATROL:PatrolRoute( AIGroup )
|
||||
|
||||
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_A2A_PATROL
|
||||
PatrolZone:__Route( 1 )
|
||||
local _AI_A2A_Patrol = AIGroup:GetState( AIGroup, "AI_A2A_PATROL" ) -- #AI_A2A_PATROL
|
||||
_AI_A2A_Patrol:Route()
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_PATROL:onafterRoute( Controllable, From, Event, To )
|
||||
function AI_A2A_PATROL:onafterRoute( AIGroup, From, Event, To )
|
||||
|
||||
self:F2()
|
||||
|
||||
@ -338,91 +338,43 @@ function AI_A2A_PATROL:onafterRoute( Controllable, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
if self.Controllable:IsAlive() then
|
||||
-- Determine if the AIControllable is within the PatrolZone.
|
||||
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
|
||||
if AIGroup:IsAlive() then
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
-- Calculate the current route point of the controllable as the start point of the route.
|
||||
-- However, when the controllable is not in the air,
|
||||
-- the controllable current waypoint is probably the airbase...
|
||||
-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
|
||||
-- immediately back to the airbase, and this is not correct.
|
||||
-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
|
||||
-- This will make the plane fly immediately to the patrol zone.
|
||||
--- Calculate the target route point.
|
||||
|
||||
if self.Controllable:InAir() == false then
|
||||
self:E( "Not in the air, finding route path within PatrolZone" )
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TakeOffParking,
|
||||
POINT_VEC3.RoutePointAction.FromParkingArea,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
||||
else
|
||||
self:E( "In the air, finding route path within PatrolZone" )
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
||||
end
|
||||
local CurrentCoord = AIGroup:GetCoordinate()
|
||||
|
||||
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in PatrolZone.
|
||||
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Define Speed and Altitude.
|
||||
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
|
||||
local ToPatrolRoutePoint = ToTargetCoord:RoutePointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
|
||||
|
||||
--ToTargetPointVec3:SmokeRed()
|
||||
|
||||
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
|
||||
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
|
||||
|
||||
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
||||
self.Controllable:WayPointInitialize( PatrolRoute )
|
||||
AIGroup:WayPointInitialize( PatrolRoute )
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( 1, 1, "AI_A2A_PATROL.PatrolRoute" )
|
||||
|
||||
PatrolRoute[1].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
|
||||
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
|
||||
self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_A2A_PATROL:_NewPatrolRoute" )
|
||||
AIGroup:SetState( AIGroup, "AI_A2A_PATROL", self )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
self.Controllable:WayPointExecute( 1, 2 )
|
||||
AIGroup:WayPointExecute( 1, 2 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@ -44,7 +44,7 @@ AI/AI_Balancer.lua
|
||||
AI/AI_A2A.lua
|
||||
AI/AI_A2A_Patrol.lua
|
||||
AI/AI_A2A_Cap.lua
|
||||
AI/AI_A2A_Intercept.lua
|
||||
AI/AI_A2A_Gci.lua
|
||||
AI/AI_A2A_Dispatcher.lua
|
||||
AI/AI_Patrol.lua
|
||||
AI/AI_Cap.lua
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Loading…
x
Reference in New Issue
Block a user