--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters. -- -- This is a class used in the @{AI_A2G_Dispatcher}. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_A2G_SEAD -- @image AI_Air_To_Ground_Engage.JPG --- @type AI_A2G_SEAD -- @extends AI.AI_A2G_Patrol#AI_A2G_PATROL --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. -- -- ![Process](..\Presentations\AI_GCI\Dia3.JPG) -- -- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event. -- -- ![Process](..\Presentations\AI_GCI\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_GCI\Dia5.JPG) -- -- This cycle will continue. -- -- ![Process](..\Presentations\AI_GCI\Dia6.JPG) -- -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- -- ![Process](..\Presentations\AI_GCI\Dia9.JPG) -- -- When enemies are detected, the AI will automatically engage the enemy. -- -- ![Process](..\Presentations\AI_GCI\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_GCI\Dia13.JPG) -- -- ## 1. AI_A2G_SEAD constructor -- -- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object. -- -- ## 3. Set the Range of Engagement -- -- ![Range](..\Presentations\AI_GCI\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_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- -- ![Zone](..\Presentations\AI_GCI\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_SEAD.SetEngageZone}() to define that Zone. -- -- === -- -- @field #AI_A2G_SEAD AI_A2G_SEAD = { ClassName = "AI_A2G_SEAD", } --- Creates a new AI_A2G_SEAD object -- @param #AI_A2G_SEAD 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_SEAD function AI_A2G_SEAD: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_SEAD local RTBSpeedMax = AIGroup:GetSpeedMax() or 9999 self:SetRTBSpeed( RTBSpeedMax * 0.50, RTBSpeedMax * 0.75 ) return self end --- @param #AI_A2G_SEAD 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_SEAD: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 -- Determine the distance to the target. -- If it is less than 50km, then attack without a route. -- Otherwise perform a route attack. local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 ) local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) 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 25000 ) local EngageRoute = {} local AttackTasks = {} local FromWP = DefenderCoord:WaypointAir( self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, false ) EngageRoute[#EngageRoute+1] = FromWP self:SetTargetDistance( TargetCoord ) -- For RTB status check local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) ) local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir( self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true ) EngageRoute[#EngageRoute+1] = ToWP if TargetDistance <= EngageDistance * 3 then local AttackUnitTasks = {} local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 ) for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do if AttackUnit then if AttackUnit:IsAlive() and AttackUnit:IsGround() then local HasRadar = AttackUnit:HasSEAD() if HasRadar then self:F( { "SEAD Unit:", AttackUnit:GetName() } ) AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude ) end 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:OptionROTVertical() DefenderGroup:OptionKeepWeaponsOnThreat() --DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM ) AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks ) end 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