--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters. -- -- This is a class used in the @{AI_A2G_Dispatcher}. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_A2G_BAI -- @image AI_Air_To_Ground_Engage.JPG --- @type AI_A2G_BAI -- @extends AI.AI_A2A_Engage#AI_A2A_Engage --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- -- === -- -- @field #AI_A2G_BAI AI_A2G_BAI = { ClassName = "AI_A2G_BAI", } --- Creates a new AI_A2G_BAI object -- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP AIGroup -- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement. -- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. -- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. -- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h. -- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h. -- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO -- @return #AI_A2G_BAI function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- Inherits from BASE local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_BAI local RTBSpeedMax = AIGroup:GetSpeedMax() or 9999 self:SetRTBSpeed( RTBSpeedMax * 0.50, RTBSpeedMax * 0.75 ) return self end --- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit ) self:F( { DefenderGroup, From, Event, To, AttackSetUnit} ) local DefenderGroupName = DefenderGroup:GetName() local AttackCount = AttackSetUnit:Count() if AttackCount > 0 then if DefenderGroup:IsAlive() then local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) -- Determine the distance to the target. -- If it is less than 10km, then attack without a route. -- Otherwise perform a route attack. local DefenderCoord = DefenderGroup:GetPointVec3() DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3() TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 ) local EngageRoute = {} local AttackTasks = {} --- Calculate the target route point. local FromWP = DefenderCoord:WaypointAir( self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true ) EngageRoute[#EngageRoute+1] = FromWP self:SetTargetDistance( TargetCoord ) -- For RTB status check local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) ) local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir( self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true ) EngageRoute[#EngageRoute+1] = ToWP local AttackUnitTasks = {} local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do if AttackUnit then if AttackUnit:IsAlive() and AttackUnit:IsGround() then self:T( { "BAI Unit:", AttackUnit:GetName() } ) AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude ) end end end if #AttackUnitTasks == 0 then self:E( DefenderGroupName .. ": No targets found -> Going RTB") self:Return() self:__RTB( self.TaskDelay ) else DefenderGroup:OptionROEOpenFire() DefenderGroup:OptionROTEvadeFire() DefenderGroup:OptionKeepWeaponsOnThreat() AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks ) end AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___Engage", self, AttackSetUnit ) EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks ) DefenderGroup:Route( EngageRoute, self.TaskDelay ) end else self:E( DefenderGroupName .. ": No targets found -> Going RTB") self:Return() self:__RTB( self.TaskDelay ) end end