--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_A2G_Patrol -- @image AI_Air_To_Ground_Patrol.JPG --- @type AI_A2G_PATROL -- @extends AI.AI_A2G_Engage#AI_A2G_ENGAGE --- The AI_A2G_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} -- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- -- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- -- The AI_A2G_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_PATROL process can be started using the **Start** event. -- -- ![Process](..\Presentations\AI_CAP\Dia4.JPG) -- -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- -- ![Process](..\Presentations\AI_CAP\Dia5.JPG) -- -- This cycle will continue. -- -- ![Process](..\Presentations\AI_CAP\Dia6.JPG) -- -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- -- ![Process](..\Presentations\AI_CAP\Dia9.JPG) -- -- When enemies are detected, the AI will automatically engage the enemy. -- -- ![Process](..\Presentations\AI_CAP\Dia10.JPG) -- -- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- -- ![Process](..\Presentations\AI_CAP\Dia13.JPG) -- -- ## 1. AI_A2G_PATROL constructor -- -- * @{#AI_A2G_PATROL.New}(): Creates a new AI_A2G_PATROL object. -- -- ## 2. AI_A2G_PATROL is a FSM -- -- ![Process](..\Presentations\AI_CAP\Dia2.JPG) -- -- ### 2.1 AI_A2G_PATROL States -- -- * **None** ( Group ): The process is not started yet. -- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. -- * **Engaging** ( Group ): The AI is engaging the bogeys. -- * **Returning** ( Group ): The AI is returning to Base.. -- -- ### 2.2 AI_A2G_PATROL Events -- -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_A2G_PATROL.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_A2G_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_A2G_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_A2G_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB. -- -- ## 3. Set the Range of Engagement -- -- ![Range](..\Presentations\AI_CAP\Dia11.JPG) -- -- An optional range can be set in meters, -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. -- Use the method @{AI.AI_CAP#AI_A2G_PATROL.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- -- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. -- Use the method @{AI.AI_Cap#AI_A2G_PATROL.SetEngageZone}() to define that Zone. -- -- === -- -- @field #AI_A2G_PATROL AI_A2G_PATROL = { ClassName = "AI_A2G_PATROL", } --- Creates a new AI_A2G_PATROL object -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIGroup -- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement. -- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) 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 (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol. -- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol. -- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h. -- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) 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_PATROL function AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- Inherits from BASE local self = BASE:Inherit( self, AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude ) ) -- #AI_A2G_PATROL local SpeedMax = AIGroup:GetSpeedMax() self.PatrolZone = PatrolZone self.PatrolFloorAltitude = PatrolFloorAltitude or 1000 self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500 self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5 self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75 -- defafult PatrolAltType to "RADIO" if not specified self.PatrolAltType = PatrolAltType or "RADIO" self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" ) --- OnBefore Transition Handler for Event Patrol. -- @function [parent=#AI_A2G_PATROL] OnBeforePatrol -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Patrol. -- @function [parent=#AI_A2G_PATROL] OnAfterPatrol -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Patrol. -- @function [parent=#AI_A2G_PATROL] Patrol -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event Patrol. -- @function [parent=#AI_A2G_PATROL] __Patrol -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. --- OnLeave Transition Handler for State Patrolling. -- @function [parent=#AI_A2G_PATROL] OnLeavePatrolling -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State Patrolling. -- @function [parent=#AI_A2G_PATROL] OnEnterPatrolling -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL. --- OnBefore Transition Handler for Event PatrolRoute. -- @function [parent=#AI_A2G_PATROL] OnBeforePatrolRoute -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event PatrolRoute. -- @function [parent=#AI_A2G_PATROL] OnAfterPatrolRoute -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event PatrolRoute. -- @function [parent=#AI_A2G_PATROL] PatrolRoute -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event PatrolRoute. -- @function [parent=#AI_A2G_PATROL] __PatrolRoute -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL. return self end --- Set the Engage Range when the AI will engage with airborne enemies. -- @param #AI_A2G_PATROL self -- @param #number EngageRange The Engage Range. -- @return #AI_A2G_PATROL self function AI_A2G_PATROL:SetEngageRange( EngageRange ) self:F2() if EngageRange then self.EngageRange = EngageRange else self.EngageRange = nil end end --- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. -- @param #AI_A2G_PATROL self -- @return #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To ) self:F2() self:ClearTargetDistance() self:__PatrolRoute( self.TaskDelay ) AIPatrol:OnReSpawn( function( PatrolGroup ) self:__Reset( self.TaskDelay ) self:__PatrolRoute( self.TaskDelay ) end ) end --- @param Wrapper.Group#GROUP AIPatrol -- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol. -- Note that this method is required, as triggers the next route when patrolling for the AIPatrol. function AI_A2G_PATROL.___PatrolRoute( AIPatrol, Fsm ) AIPatrol:F( { "AI_A2G_PATROL.___PatrolRoute:", AIPatrol:GetName() } ) if AIPatrol:IsAlive() then Fsm:PatrolRoute() end end --- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2G_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To ) self:F2() -- When RTB, don't allow anymore the routing. if From == "RTB" then return end if AIPatrol:IsAlive() then local PatrolRoute = {} --- Calculate the target route point. local CurrentCoord = AIPatrol:GetCoordinate() local ToTargetCoord = self.PatrolZone:GetRandomPointVec2() ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) ) self:SetTargetDistance( ToTargetCoord ) -- For RTB status check local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) --- Create a route point of type air. local ToPatrolRoutePoint = ToTargetCoord:WaypointAir( self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true ) PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint local Tasks = {} Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.___PatrolRoute", self ) PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks ) AIPatrol:OptionROEReturnFire() AIPatrol:OptionROTEvadeFire() AIPatrol:Route( PatrolRoute, self.TaskDelay ) end end --- @param Wrapper.Group#GROUP AIPatrol function AI_A2G_PATROL.Resume( AIPatrol, Fsm ) AIPatrol:F( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } ) if AIPatrol:IsAlive() then Fsm:__Reset( self.TaskDelay ) Fsm:__PatrolRoute( self.TaskDelay ) end end