--- **AI** - The AI_A2A_DISPATCHER creates an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG) -- -- ==== -- -- ### Authors: **Sven Van de Velde (FlightControl)** rework of GCICAP + introduction of new concepts (squadrons). -- ### Authors: **Stonehouse**, **SNAFU** in terms of the advice, documentation, and the original GCICAP script. -- -- ### Contributions: -- -- ==== -- -- @module AI_A2A_Dispatcher --BASE:TraceClass("AI_A2A_DISPATCHER") do -- AI_A2A_DISPATCHER --- AI_A2A_DISPATCHER class. -- @type AI_A2A_DISPATCHER -- @extends Tasking.DetectionManager#DETECTION_MANAGER --- # AI\_A2A\_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER} -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia1.JPG) -- -- The @{#AI_A2A_DISPATCHER} class is designed to create an automatic air defence system for a coalition. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia3.JPG) -- -- It includes automatic spawning of Combat Air Patrol aircraft (CAP) and Ground Controlled Intercept aircraft (GCI) in response to enemy air movements that are detected by a ground based radar network. -- CAP flights will take off and proceed to designated CAP zones where they will remain on station until the ground radars direct them to intercept detected enemy aircraft or they run short of fuel and must return to base (RTB). When a CAP flight leaves their zone to perform an interception or return to base a new CAP flight will spawn to take their place. -- If all CAP flights are engaged or RTB then additional GCI interceptors will scramble to intercept unengaged enemy aircraft under ground radar control. -- With a little time and with a little work it provides the mission designer with a convincing and completely automatic air defence system. -- In short it is a plug in very flexible and configurable air defence module for DCS World. -- -- Note that in order to create a two way A2A defense system, two AI\_A2A\_DISPATCHER defense system may need to be created, for each coalition one. -- This is a good implementation, because maybe in the future, more coalitions may become available in DCS world. -- -- ## 1. AI\_A2A\_DISPATCHER constructor: -- -- The @{#AI_A2A_DISPATCHER.New}() method creates a new AI\_A2A\_DISPATCHER instance. -- There are two parameters required, a @{Set#SET_GROUP} that defines the Groups of the EWR network, and a radius in meters, that will be used to group the detected targets. -- -- The @{#AI_A2A_DISPATCHER.New}() method is used to setup the EWR network and to define the grouping. -- -- ### 1.1. Define the **EWR network**: -- -- As part of the AI\_A2A\_DISPATCHER constructor, an EWR network must be given as the first parameter. -- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia5.JPG) -- -- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. -- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). -- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. -- The position of these units is very important as they need to provide enough coverage -- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia7.JPG) -- -- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates. -- For example if they are a long way forward and can detect enemy planes on the ground and taking off -- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition. -- Having the radars further back will mean a slower escalation because fewer targets will be detected and -- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. -- It all depends on what the desired effect is. -- -- EWR networks are **dynamically constructed**, that is, they form part of the @{Set#SET_GROUP} object that is given as the input parameter of the AI\_A2A\_DISPATCHER class. -- By defining in a **smart way the names or name prefixes of the groups** of EWR capable units, these units will be **automatically added or deleted** from the EWR network, -- increasing or decreasing the radar coverage of the Early Warning System. -- -- See the following example to setup an EWR network containing EWR stations and AWACS. -- -- -- Define a SET_GROUP object that builds a collection of groups that define the EWR network. -- -- Here we build the network with all the groups that have a name starting with DF CCCP AWACS and DF CCCP EWR. -- DetectionSetGroup = SET_GROUP:New() -- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } ) -- DetectionSetGroup:FilterStart() -- -- -- Setup the A2A dispatcher, and initialize it. -- A2ADispatcher = AI_A2A_DISPATCHER:New( DetectionSetGroup, 30000 ) -- -- The above example creates a SET_GROUP instance, and stores this in the variable (object) **DetectionSetGroup**. -- **DetectionSetGroup** is then being configured to filter all active groups with a group name starting with **DF CCCP AWACS** or **DF CCCP EWR** to be included in the Set. -- **DetectionSetGroup** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set. -- The **DetectionSetGroup** variable is then passed to the @{#AI_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A defense detection mechanism. -- -- ### 1.2. Define the detected **target grouping radius**: -- -- As a second parameter of the @{#AI_A2A_DISPATCHER.New}() method, 30000 indicates that detected targets need to be grouped within a radius of 30km. -- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation. -- Fast planes like in the 80s, need a larger radius than WWII planes. -- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft. -- -- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate -- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small! -- -- ## 2. Set the **engage radius**: -- -- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia10.JPG) -- -- So, if there is a target area detected and reported, -- then any friendlies that are airborne near this target area, -- will be commanded to (re-)engage that target when available (if no other tasks were commanded). -- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, -- will be considered to receive the command to engage that target area. -- You need to evaluate the value of this parameter carefully. -- If too small, more intercept missions may be triggered upon detected target areas. -- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far. -- -- ## 3. Set the **borders**: -- -- According to the tactical and strategic design of the mission broadly decide the shape and extent of red and blue territories. -- They should be laid out such that a border area is created between the two coalitions. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia4.JPG) -- -- Define a border area to simulate a **cold war** scenario and use the method @{#AI_A2A_DISPATCHER.SetBorderZone}() to create a border zone for the dispatcher. -- -- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. -- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia9.JPG) -- -- If it’s a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}. -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 -- -- ## 4. Squadrons: -- -- The AI\_A2A\_DISPATCHER works with **Squadrons**, that need to be defined using the different methods available. -- -- Use the method @{#AI_A2A_DISPATCHER.SetSquadron}() to **setup a new squadron** active at an airfield, -- while defining which plane types are being used by the squadron and how many resources are available. -- -- Squadrons: -- -- * Have name (string) that is the identifier or key of the squadron. -- * Have specific plane types. -- * Are located at one airbase. -- * Have a limited set of resources. -- -- The name of the squadron given acts as the **squadron key** in the AI\_A2A\_DISPATCHER:Squadron...() methods. -- -- Additionally, squadrons have specific configuration options to: -- -- * Control how new aircraft are taking off from the airfield (in the air, cold, hot, at the runway). -- * Control how returning aircraft are landing at the airfield (in the air near the airbase, after landing, after engine shutdown). -- * Control the **grouping** of new aircraft spawned at the airfield. If there is more than one aircraft to be spawned, these may be grouped. -- * Control the **overhead** or defensive strength of the squadron. Depending on the types of planes and amount of resources, the mission designer can choose to increase or reduce the amount of planes spawned. -- -- For performance and bug workaround reasons within DCS, squadrons have different methods to spawn new aircraft or land returning or damaged aircraft. -- -- -- ### 4.1. Set squadron take-off methods -- -- Use the various SetSquadronTakeoff... methods to control how squadrons are taking-off from the airfield: -- -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoff}() is the generic configuration method to control takeoff from the air, hot, cold or from the runway. See the method for further details. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffInAir}() will spawn new aircraft from the squadron directly in the air. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingCold}() will spawn new aircraft in without running engines at a parking spot at the airfield. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromParkingHot}() will spawn new aircraft in with running engines at a parking spot at the airfield. -- * @{#AI_A2A_DISPATCHER.SetSquadronTakeoffFromRunway}() will spawn new aircraft at the runway at the airfield. -- -- Use these methods to fine-tune for specific airfields that are known to create bottlenecks, or have reduced airbase efficiency. -- The more and the longer aircraft need to taxi at an airfield, the more risk there is that: -- -- * aircraft will stop waiting for each other or for a landing aircraft before takeoff. -- * aircraft may get into a "dead-lock" situation, where two aircraft are blocking each other. -- * aircraft may collide at the airbase. -- * aircraft may be awaiting the landing of a plane currently in the air, but never lands ... -- -- Currently within the DCS engine, the airfield traffic coordination is erroneous and contains a lot of bugs. -- If you experience while testing problems with aircraft take-off or landing, please use one of the above methods as a solution to workaround these issues! -- -- ### 4.2. Set squadron landing methods -- -- In analogy with takeoff, the landing methods are to control how squadrons land at the airfield: -- -- * @{#AI_A2A_DISPATCHER.SetSquadronLanding}() is the generic configuration method to control landing, namely despawn the aircraft near the airfield in the air, right after landing, or at engine shutdown. -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will despawn the returning aircraft in the air when near the airfield. -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway. -- * @{#AI_A2A_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines. -- -- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency. -- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the -- A2A defense system, as no new CAP or GCI planes can takeoff. -- Note that the method @{#AI_A2A_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft. -- Damaged or out-of-fuel aircraft are returning to the nearest friendly airbase and will land, and are out of control from ground control. -- -- ### 4.3. Set squadron grouping -- -- Use the method @{#AI_A2A_DISPATCHER.SetSquadronGrouping}() to set the amount of CAP or GCI flights that will take-off when spawned. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia12.JPG) -- -- In the case of GCI, the @{#AI_A2A_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. When there aren't enough CAP flights airborne, a GCI will be initiated for the remaining -- targets to be engaged. Depending on the grouping parameter, the spawned flights for GCI are grouped into this setting. -- For example with a group setting of 2, if 3 targets are detected and cannot be engaged by CAP or any airborne flight, -- a GCI needs to be started, the GCI flights will be grouped as follows: Group 1 of 2 flights and Group 2 of one flight! -- -- The **grouping value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense flights grouping when the tactical situation changes. -- -- ### 4.4. Balance or setup effectiveness of the air defenses in case of GCI -- -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia11.JPG) -- -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- -- The @{#AI_A2A_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, -- taking into account the plane types of the squadron. -- -- For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... -- So in this case, one may want to use the @{#AI_A2A_DISPATCHER.SetOverhead}() method to allocate more defending planes as the amount of detected attacking planes. -- The overhead must be given as a decimal value with 1 as the neutral value, which means that overhead values: -- -- * Higher than 1.0, for example 1.5, will increase the defense unit amounts. For 4 planes detected, 6 planes will be spawned. -- * Lower than 1, for example 0.75, will decrease the defense unit amounts. For 4 planes detected, only 3 planes will be spawned. -- -- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group -- multiplied by the Overhead and rounded up to the smallest integer. -- -- The **overhead value is set for a Squadron**, and can be **dynamically adjusted** during mission execution, so to adjust the defense overhead when the tactical situation changes. -- -- ## 5. Setup a squadron for CAP -- -- ### 5.1. Set the CAP zones -- -- CAP zones are patrol areas where Combat Air Patrol (CAP) flights loiter until they either return to base due to low fuel or are assigned an interception task by ground control. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia6.JPG) -- -- * As the CAP flights wander around within the zone waiting to be tasked, these zones need to be large enough that the aircraft are not constantly turning -- but do not have to be big and numerous enough to completely cover a border. -- -- * CAP zones can be of any type, and are derived from the @{Zone#ZONE_BASE} class. Zones can be @{Zone#ZONE}, @{Zone#ZONE_POLYGON}, @{Zone#ZONE_UNIT}, @{Zone#ZONE_GROUP}, etc. -- This allows to setup **static, moving and/or complex zones** wherein aircraft will perform the CAP. -- -- * Typically 20000-50000 metres width is used and they are spaced so that aircraft in the zone waiting for tasks don’t have to far to travel to protect their coalitions important targets. -- These targets are chosen as part of the mission design and might be an important airfield or town etc. -- Zone size is also determined somewhat by territory size, plane types -- (eg WW2 aircraft might mean smaller zones or more zones because they are slower and take longer to intercept enemy aircraft). -- -- * In a **cold war** it is important to make sure a CAP zone doesn’t intrude into enemy territory as otherwise CAP flights will likely cross borders -- and spark a full scale conflict which will escalate rapidly. -- -- * CAP flights do not need to be in the CAP zone before they are “on station” and ready for tasking. -- -- * Typically if a CAP flight is tasked and therefore leaves their zone empty while they go off and intercept their target another CAP flight will spawn to take their place. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia7.JPG) -- -- The following example illustrates how CAP zones are coded: -- -- -- CAP Squadron execution. -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) -- -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- Note the different @{Zone} MOOSE classes being used to create zones of different types. Please click the @{Zone} link for more information about the different zone types. -- Zones can be circles, can be setup in the mission editor using trigger zones, but can also be setup in the mission editor as polygons and in this case GROUP objects are being used! -- -- ## 5.2. Set the squadron to execute CAP: -- -- The method @{#AI_A2A_DISPATCHER.SetSquadronCap}() defines a CAP execution for a squadron. -- -- Setting-up a CAP zone also requires specific parameters: -- -- * The minimum and maximum altitude -- * The minimum speed and maximum patrol speed -- * The minimum and maximum engage speed -- * The type of altitude measurement -- -- These define how the squadron will perform the CAP while partrolling. Different terrain types requires different types of CAP. -- -- The @{#AI_A2A_DISPATCHER.SetSquadronCapInterval}() method specifies **how much** and **when** CAP flights will takeoff. -- -- It is recommended not to overload the air defense with CAP flights, as these will decrease the performance of the overall system. -- -- For example, the following setup will create a CAP for squadron "Sochi": -- -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- ## 6. Setup a squadron for GCI: -- -- The method @{#AI_A2A_DISPATCHER.SetSquadronGci}() defines a GCI execution for a squadron. -- -- Setting-up a GCI readiness also requires specific parameters: -- -- * The minimum speed and maximum patrol speed -- -- Essentially this controls how many flights of GCI aircraft can be active at any time. -- Note allowing large numbers of active GCI flights can adversely impact mission performance on low or medium specification hosts/servers. -- GCI needs to be setup at strategic airbases. Too far will mean that the aircraft need to fly a long way to reach the intruders, -- too short will mean that the intruders may have alraedy passed the ideal interception point! -- -- For example, the following setup will create a GCI for squadron "Sochi": -- -- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 ) -- -- ## 7. Other configuration options -- -- ### 7.1. Set a tactical display panel: -- -- Every 30 seconds, a tactical display panel can be shown that illustrates what the status is of the different groups controlled by AI\_A2A\_DISPATCHER. -- Use the method @{#AI_A2A_DISPATCHER.SetTacticalDisplay}() to switch on the tactical display panel. The default will not show this panel. -- Note that there may be some performance impact if this panel is shown. -- -- ## 8. Mission Editor Guide: -- -- The following steps need to be followed, in order to setup the different borders, templates and groups within the mission editor: -- -- ### 8.1. Define your EWR network: -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia14.JPG) -- -- At strategic positions within the battlefield, position the correct groups of units that have radar detection capability in the battlefield. -- Create the naming of these groups as such, that these can be easily recognized and included as a prefix within your lua MOOSE mission script. -- These prefixes should be unique, so that accidentally no other groups would be incorporated within the EWR network. -- -- ### 8.2. Define the border zone: -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia15.JPG) -- -- For a cold war situation, define your border zone. -- You can do this in many ways, as the @{Zone} capability within MOOSE outlines. However, the best practice is to create a ZONE_POLYGON class. -- To do this, you need to create a zone using a helicopter group, that is late activated, and has a unique group name. -- Place the helicopter where the border zone should start, and draw using the waypoints the polygon zone around the area that is considered the border. -- The helicopter group name is included as the reference within your lua MOOSE mission script, so ensure that the name is unique and is easily recognizable. -- -- ### 8.3. Define the plane templates: -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia16.JPG) -- -- Define the templates of the planes that define the format of planes that will take part in the A2A defenses of your coalition. -- These plane templates will never be activated, but are used to create a diverse airplane portfolio allocated to your squadrons. -- -- IMPORTANT! **Plane templates MUST be of ONE unit, and must have the Late Activated flag switched on!** -- -- Plane templates are used to diversify the defending squadrons with: -- -- * different airplane types -- * different airplane skins -- * different skill levels -- * different weapon payloads -- * different fuel and other characteristics -- -- Place these airplane templates are good visible locations within your mission, so you can easily retrieve them back. -- -- ### 8.4. Define the CAP zones: -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia17.JPG) -- -- Similar as with the border zone, define the CAP zones using helicopter group templates. Its waypoints define the polygon zones. -- But you can also define other zone types instead, like moving zones. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia18.JPG) -- -- Or you can define also zones using trigger zones. -- -- ### 8.5. "Script it": -- -- Find the following mission script as an example: -- -- -- Define a SET_GROUP object that builds a collection of groups that define the EWR network. -- -- Here we build the network with all the groups that have a name starting with DF CCCP AWACS and DF CCCP EWR. -- DetectionSetGroup = SET_GROUP:New() -- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } ) -- DetectionSetGroup:FilterStart() -- -- -- Setup the A2A dispatcher, and initialize it. -- A2ADispatcher = AI_A2A_DISPATCHER:New( DetectionSetGroup, 30000 ) -- -- -- Initialize the dispatcher, setting up a border zone. This is a polygon, -- -- which takes the waypoints of a late activated group with the name CCCP Border as the boundaries of the border area. -- -- Any enemy crossing this border will be engaged. -- CCCPBorderZone = ZONE_POLYGON:New( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- A2ADispatcher:SetBorderZone( { CCCPBorderZone } ) -- -- -- Initialize the dispatcher, setting up a radius of 100km where any airborne friendly -- -- without an assignment within 100km radius from a detected target, will engage that target. -- A2ADispatcher:SetEngageRadius( 300000 ) -- -- -- Setup the squadrons. -- A2ADispatcher:SetSquadron( "Mineralnye", AIRBASE.Caucasus.Mineralnye_Vody, { "SQ CCCP SU-27" }, 20 ) -- A2ADispatcher:SetSquadron( "Maykop", AIRBASE.Caucasus.Maykop_Khanskaya, { "SQ CCCP MIG-31" }, 20 ) -- A2ADispatcher:SetSquadron( "Mozdok", AIRBASE.Caucasus.Mozdok, { "SQ CCCP MIG-31" }, 20 ) -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-27" }, 20 ) -- A2ADispatcher:SetSquadron( "Novo", AIRBASE.Caucasus.Novorossiysk, { "SQ CCCP SU-27" }, 20 ) -- -- -- Setup the overhead -- A2ADispatcher:SetSquadronOverhead( "Mineralnye", 1.2 ) -- A2ADispatcher:SetSquadronOverhead( "Maykop", 1 ) -- A2ADispatcher:SetSquadronOverhead( "Mozdok", 1.5 ) -- A2ADispatcher:SetSquadronOverhead( "Sochi", 1 ) -- A2ADispatcher:SetSquadronOverhead( "Novo", 1 ) -- -- -- Setup the Grouping -- A2ADispatcher:SetSquadronGrouping( "Mineralnye", 2 ) -- A2ADispatcher:SetSquadronGrouping( "Sochi", 2 ) -- A2ADispatcher:SetSquadronGrouping( "Novo", 3 ) -- -- -- Setup the Takeoff methods -- A2ADispatcher:SetSquadronTakeoff( "Mineralnye", AI_A2A_DISPATCHER.Takeoff.Air ) -- A2ADispatcher:SetSquadronTakeoffInAir( "Sochi" ) -- A2ADispatcher:SetSquadronTakeoffFromRunway( "Mozdok" ) -- A2ADispatcher:SetSquadronTakeoffFromParkingCold( "Maykop" ) -- A2ADispatcher:SetSquadronTakeoffFromParkingHot( "Novo" ) -- -- -- Setup the Landing methods -- A2ADispatcher:SetSquadronLandingAtRunway( "Mineralnye" ) -- A2ADispatcher:SetSquadronLandingNearAirbase( "Sochi" ) -- A2ADispatcher:SetSquadronLandingAtEngineShutdown( "Mozdok" ) -- A2ADispatcher:SetSquadronLandingNearAirbase( "Maykop" ) -- A2ADispatcher:SetSquadronLanding( "Novo", AI_A2A_DISPATCHER.Landing.AtRunway ) -- -- -- -- CAP Squadron execution. -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) -- -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- -- GCI Squadron execution. -- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 ) -- A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 ) -- A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 ) -- -- #### 8.5.1. Script the EWR network -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia20.JPG) -- -- #### 8.5.2. Script the AI\_A2A\_DISPATCHER object and configure it -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia21.JPG) -- -- #### 8.5.3. Script the squadrons -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia22.JPG) -- -- Create the squadrons using the @{#AI_A2A_DISPATCHER.SetSquadron)() method. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia23.JPG) -- -- Define the defense overhead of the squadrons using the @{#AI_A2A_DISPATCHER.SetSquadronOverhead)() method. -- Group the squadron units using the @{#AI_A2A_DISPATCHER.SetSquadronGrouping)() method. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia24.JPG) -- -- Set the takeoff method of the squadron using the @{#AI_A2A_DISPATCHER.SetSquadronTakeoff)() methods. -- Set the landing method of the squadron using the @{#AI_A2A_DISPATCHER.SetSquadronLanding)() methods. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia25.JPG) -- -- Create the @{Zone} objects using: -- -- * @{Zone#ZONE} class to create a zone using a trigger zone set in the mission editor. -- * @{Zone#ZONE_UNIT} class to create a zone around a unit object. -- * @{Zone#ZONE_GROUP} class to create a zone around a group object. -- * @{Zone#ZONE_POLYGON} class to create a polygon zone using a late activated group object. -- -- Use the @{#AI_A2A_DISPATCHER.SetSquadronCap)() method to define CAP execution for the squadron, within the CAP zone defined. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia26.JPG) -- -- Use the @{#AI_A2A_DISPATCHER.SetSquadronCapInterval)() method to define how many CAP groups can be airborne at the same time, and the timing intervals. -- -- ![Banner Image](..\Presentations\AI_A2A_DISPATCHER\Dia27.JPG) -- -- Use the @{#AI_A2A_DISPATCHER.SetSquadronGci)() method to define GCI execution for the squadron. -- -- ## 9. Q & A: -- -- ### 9.1. Which countries will be selected for each coalition? -- -- Which countries are assigned to a coalition influences which units are available to the coalition. -- For example because the mission calls for a EWR radar on the blue side the Ukraine might be chosen as a blue country -- so that the 55G6 EWR radar unit is available to blue. -- Some countries assign different tasking to aircraft, for example Germany assigns the CAP task to F-4E Phantoms but the USA does not. -- Therefore if F4s are wanted as a coalition’s CAP or GCI aircraft Germany will need to be assigned to that coalition. -- -- ### 9.2.Country, type, load out, skill and skins for CAP and GCI aircraft? -- -- * Note these can be from any countries within the coalition but must be an aircraft with one of the main tasks being “CAP”. -- * Obviously skins which are selected must be available to all players that join the mission otherwise they will see a default skin. -- * Load outs should be appropriate to a CAP mission eg perhaps drop tanks for CAP flights and extra missiles for GCI flights. -- * These decisions will eventually lead to template aircraft units being placed as late activation units that the script will use as templates for spawning CAP and GCI flights. Up to 4 different aircraft configurations can be chosen for each coalition. The spawned aircraft will inherit the characteristics of the template aircraft. -- * The selected aircraft type must be able to perform the CAP tasking for the chosen country. -- -- -- @field #AI_A2A_DISPATCHER AI_A2A_DISPATCHER = { ClassName = "AI_A2A_DISPATCHER", Mission = nil, Detection = nil, Tasks = {}, SweepZones = {}, } --- Enumerator for spawns at airbases -- @type AI_A2A_DISPATCHER.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff --- @field #AI_A2A_DISPATCHER.Takeoff Takeoff AI_A2A_DISPATCHER.Takeoff = GROUP.Takeoff --- Defnes Landing location. -- @field Landing AI_A2A_DISPATCHER.Landing = { NearAirbase = 1, AtRunway = 2, AtEngineShutdown = 3, } --- AI_A2A_DISPATCHER constructor. -- @param #AI_A2A_DISPATCHER self -- @param #string The Squadron Name. This name is used to control the squadron settings in the A2A dispatcher, and also in communication to human players. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of group objects that will setup the Early Warning Radar network. -- @param #number GroupingRadius The radius in meters wherein detected planes are being grouped as one target area. -- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter. -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Set a new AI A2A Dispatcher object, based on an EWR network with a 6 km grouping radius. -- -- function AI_A2A_DISPATCHER:New( DetectionSetGroup, GroupingRadius ) local Detection = DETECTION_AREAS:New( DetectionSetGroup, GroupingRadius ) -- Inherits from DETECTION_MANAGER local self = BASE:Inherit( self, DETECTION_MANAGER:New( nil, Detection ) ) -- #AI_A2A_DISPATCHER self.Detection = Detection -- Functional.Detection#DETECTION_AREAS -- This table models the DefenderSquadron templates. self.DefenderSquadrons = {} -- The Defender Squadrons. self.DefenderSpawns = {} self.DefenderTasks = {} -- The Defenders Tasks. -- TODO: Check detection through radar. self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER ) --self.Detection:InitDetectRadar( true ) self.Detection:SetDetectionInterval( 30 ) self:AddTransition( "Started", "Assign", "Started" ) --- OnAfter Transition Handler for Event Assign. -- @function [parent=#AI_A2A_DISPATCHER] OnAfterAssign -- @param #AI_A2A_DISPATCHER self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Tasking.Task_A2A#AI_A2A Task -- @param Wrapper.Unit#UNIT TaskUnit -- @param #string PlayerName self:AddTransition( "*", "CAP", "*" ) --- CAP Handler OnBefore for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP -- @param #AI_A2A_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- CAP Handler OnAfter for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] OnAfterCAP -- @param #AI_A2A_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To --- CAP Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] CAP -- @param #AI_A2A_DISPATCHER self --- CAP Asynchronous Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] __CAP -- @param #AI_A2A_DISPATCHER self -- @param #number Delay self:AddTransition( "*", "GCI", "*" ) --- GCI Handler OnBefore for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] OnBeforeGCI -- @param #AI_A2A_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- GCI Handler OnAfter for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] OnAfterGCI -- @param #AI_A2A_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To --- GCI Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] GCI -- @param #AI_A2A_DISPATCHER self --- GCI Asynchronous Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] __GCI -- @param #AI_A2A_DISPATCHER self -- @param #number Delay self:AddTransition( "*", "ENGAGE", "*" ) --- ENGAGE Handler OnBefore for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] OnBeforeENGAGE -- @param #AI_A2A_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] OnAfterENGAGE -- @param #AI_A2A_DISPATCHER self -- @param #string From -- @param #string Event -- @param #string To --- ENGAGE Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] ENGAGE -- @param #AI_A2A_DISPATCHER self --- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE -- @param #AI_A2A_DISPATCHER self -- @param #number Delay -- Subscribe to the CRASH event so that when planes are shot -- by a Unit from the dispatcher, they will be removed from the detection... -- This will avoid the detection to still "know" the shot unit until the next detection. -- Otherwise, a new intercept or engage may happen for an already shot plane! self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead ) self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead ) self:HandleEvent( EVENTS.Land ) self:HandleEvent( EVENTS.EngineShutdown ) self:SetTacticalDisplay( false ) self:__Start( 5 ) return self end --- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData ) self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) end --- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventLand( EventData ) local DefenderUnit = EventData.IniUnit local Defender = EventData.IniGroup local Squadron = self:GetSquadronFromDefender( Defender ) if Squadron then self:F( { SquadronName = Squadron.Name } ) local LandingMethod = self:GetSquadronLanding( Squadron.Name ) if LandingMethod == AI_A2A_DISPATCHER.Landing.AtRunway then local DefenderSize = Defender:GetSize() if DefenderSize == 1 then self:RemoveDefenderFromSquadron( Squadron, Defender ) end DefenderUnit:Destroy() return end if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then -- Damaged units cannot be repaired anymore. DefenderUnit:Destroy() return end end end --- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventEngineShutdown( EventData ) local DefenderUnit = EventData.IniUnit local Defender = EventData.IniGroup local Squadron = self:GetSquadronFromDefender( Defender ) if Squadron then self:F( { SquadronName = Squadron.Name } ) local LandingMethod = self:GetSquadronLanding( Squadron.Name ) if LandingMethod == AI_A2A_DISPATCHER.Landing.AtEngineShutdown then local DefenderSize = Defender:GetSize() if DefenderSize == 1 then self:RemoveDefenderFromSquadron( Squadron, Defender ) end DefenderUnit:Destroy() end end end --- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission. -- So, if there is a target area detected and reported, -- then any friendlies that are airborne near this target area, -- will be commanded to (re-)engage that target when available (if no other tasks were commanded). -- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, -- will be considered to receive the command to engage that target area. -- You need to evaluate the value of this parameter carefully. -- If too small, more intercept missions may be triggered upon detected target areas. -- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far. -- @param #AI_A2A_DISPATCHER self -- @param #number FriendliesRadius The radius to report friendlies near the target. -- @return #AI_A2A_DISPATCHER -- @usage -- -- -- Set 100km as the radius to engage any target by airborne friendlies. -- Dispatcher:InitDetectionFriendiesRadius( 100000 ) -- function AI_A2A_DISPATCHER:SetEngageRadius( FriendliesRadius ) self.Detection:SetFriendliesRange( FriendliesRadius ) return self end --- Define a border area to simulate a **cold war** scenario. -- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border. -- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it. -- If it’s a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}. This method needs to be used for this. -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 -- @param #AI_A2A_DISPATCHER self -- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, that defines a zone between -- @return #AI_A2A_DISPATCHER -- @usage -- -- -- Set a polygon zone as the border for the A2A dispatcher. -- local BorderZone = ZONE_POLYGON( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- The GROUP object is a late activate helicopter unit. -- Dispatcher:SetBorderZone( BorderZone ) -- function AI_A2A_DISPATCHER:SetBorderZone( BorderZone ) self.Detection:SetAcceptZones( BorderZone ) return self end --- Display a tactical report every 30 seconds about which aircraft are: -- * Patrolling -- * Engaging -- * Returning -- * Damaged -- * Out of Fuel -- * ... -- @param #AI_A2A_DISPATCHER self -- @param #boolean TacticalDisplay Provide a value of **true** to display every 30 seconds a tactical overview. -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetTacticalDisplay( TacticalDisplay ) self.TacticalDisplay = TacticalDisplay return self end --- Calculates which AI friendlies are nearby the area -- @param #AI_A2A_DISPATCHER self -- @param DetectedItem -- @return #number, Core.CommandCenter#REPORT function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem ) local FriendliesNearBy = self.Detection:GetFriendliesNearBy( DetectedItem ) return FriendliesNearBy end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:GetDefenderTasks() return self.DefenderTasks or {} end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:GetDefenderTask( Defender ) return self.DefenderTasks[Defender] end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:GetDefenderTaskFsm( Defender ) return self:GetDefenderTask( Defender ).Fsm end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:GetDefenderTaskTarget( Defender ) return self:GetDefenderTask( Defender ).Target end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:ClearDefenderTask( Defender ) if Defender:IsAlive() and self.DefenderTasks[Defender] then local Target = self.DefenderTasks[Defender].Target local Message = "Clearing (" .. self.DefenderTasks[Defender].Type .. ") " Message = Message .. Defender:GetName() if Target then Message = Message .. ( Target and ( " from " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or "" end self:F( { Target = Message } ) end self.DefenderTasks[Defender] = nil return self end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:ClearDefenderTaskTarget( Defender ) local DefenderTask = self:GetDefenderTask( Defender ) if Defender:IsAlive() and DefenderTask then local Target = DefenderTask.Target local Message = "Clearing (" .. DefenderTask.Type .. ") " Message = Message .. Defender:GetName() if Target then Message = Message .. ( Target and ( " from " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or "" end self:F( { Target = Message } ) end if Defender and DefenderTask and DefenderTask.Target then DefenderTask.Target = nil end -- if Defender and DefenderTask then -- if DefenderTask.Fsm:Is( "Fuel" ) -- or DefenderTask.Fsm:Is( "LostControl") -- or DefenderTask.Fsm:Is( "Damaged" ) then -- self:ClearDefenderTask( Defender ) -- end -- end return self end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefenderTask( Defender, Type, Fsm, Target ) self.DefenderTasks[Defender] = self.DefenderTasks[Defender] or {} self.DefenderTasks[Defender].Type = Type self.DefenderTasks[Defender].Fsm = Fsm if Target then self:SetDefenderTaskTarget( Defender, Target ) end return self end --- -- @param #AI_A2A_DISPATCHER self -- @param Wrapper.Group#GROUP AIGroup function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, Target ) local Message = "(" .. self.DefenderTasks[Defender].Type .. ") " Message = Message .. Defender:GetName() Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or "" self:F( { Target = Message } ) if Target then self.DefenderTasks[Defender].Target = Target end return self end --- -- @param #AI_A2A_DISPATCHER self -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, SpawnTemplates, Resources ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} local DefenderSquadron = self.DefenderSquadrons[SquadronName] self:E( { AirbaseName = AirbaseName } ) DefenderSquadron.Name = SquadronName DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName ) self:E( { Airbase = DefenderSquadron.Airbase } ) self:E( { AirbaseObject = DefenderSquadron.Airbase:GetDCSObject() } ) DefenderSquadron.Spawn = {} if type( SpawnTemplates ) == "string" then local SpawnTemplate = SpawnTemplates self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ):InitCleanUp( 30 ) DefenderSquadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate] else for TemplateID, SpawnTemplate in pairs( SpawnTemplates ) do self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ):InitCleanUp( 30 ) DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate] end end DefenderSquadron.Resources = Resources self:SetSquadronOverhead( SquadronName, 1 ) self:SetSquadronTakeoffFromParkingHot( SquadronName ) return self end --- Get an item from the Squadron table. -- @param #AI_A2A_DISPATCHER self -- @return #table function AI_A2A_DISPATCHER:GetSquadron( SquadronName ) local DefenderSquadron = self.DefenderSquadrons[SquadronName] if not DefenderSquadron then error( "Unknown Squadron:" .. SquadronName ) end return DefenderSquadron end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed. -- @param #number FloorAltitude The minimum altitude at which the cap can be executed. -- @param #number CeilingAltitude the maximum altitude at which the cap can be executed. -- @param #number PatrolMinSpeed The minimum speed at which the cap can be executed. -- @param #number PatrolMaxSpeed The maximum speed at which the cap can be executed. -- @param #number EngageMinSpeed The minimum speed at which the engage can be executed. -- @param #number EngageMaxSpeed The maximum speed at which the engage can be executed. -- @param #number AltType The altitude type, which is a string "BARO" defining Barometric or "RADIO" defining radio controlled altitude. -- @return #AI_A2A_DISPATCHER -- @usage -- -- -- CAP Squadron execution. -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) -- -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- function AI_A2A_DISPATCHER:SetSquadronCap( SquadronName, Zone, FloorAltitude, CeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, AltType ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self:GetSquadron( SquadronName ) local Cap = self.DefenderSquadrons[SquadronName].Cap Cap.Name = SquadronName Cap.Zone = Zone Cap.FloorAltitude = FloorAltitude Cap.CeilingAltitude = CeilingAltitude Cap.PatrolMinSpeed = PatrolMinSpeed Cap.PatrolMaxSpeed = PatrolMaxSpeed Cap.EngageMinSpeed = EngageMinSpeed Cap.EngageMaxSpeed = EngageMaxSpeed Cap.AltType = AltType self:SetSquadronCapInterval( SquadronName, 2, 180, 600, 1 ) return self end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @return #AI_A2A_DISPATCHER -- @usage -- -- -- CAP Squadron execution. -- CAPZoneEast = ZONE_POLYGON:New( "CAP Zone East", GROUP:FindByName( "CAP Zone East" ) ) -- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 ) -- A2ADispatcher:SetSquadronCapInterval( "Mineralnye", 2, 30, 60, 1 ) -- -- CAPZoneWest = ZONE_POLYGON:New( "CAP Zone West", GROUP:FindByName( "CAP Zone West" ) ) -- A2ADispatcher:SetSquadronCap( "Sochi", CAPZoneWest, 4000, 8000, 600, 800, 800, 1200, "BARO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- -- CAPZoneMiddle = ZONE:New( "CAP Zone Middle") -- A2ADispatcher:SetSquadronCap( "Maykop", CAPZoneMiddle, 4000, 8000, 600, 800, 800, 1200, "RADIO" ) -- A2ADispatcher:SetSquadronCapInterval( "Sochi", 2, 30, 120, 1 ) -- function AI_A2A_DISPATCHER:SetSquadronCapInterval( SquadronName, CapLimit, LowInterval, HighInterval, Probability ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self:GetSquadron( SquadronName ) local Cap = self.DefenderSquadrons[SquadronName].Cap if Cap then Cap.LowInterval = LowInterval Cap.HighInterval = HighInterval Cap.Probability = Probability Cap.CapLimit = CapLimit Cap.Scheduler = Cap.Scheduler or SCHEDULER:New( self ) local Scheduler = Cap.Scheduler -- Core.Scheduler#SCHEDULER local Variance = ( HighInterval - LowInterval ) / 2 local Median = LowInterval + Variance local Randomization = Variance / Median Scheduler:Schedule(self, self.SchedulerCAP, { SquadronName }, Median, Median, Randomization ) else error( "This squadron does not exist:" .. SquadronName ) end end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:GetCAPDelay( SquadronName ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self:GetSquadron( SquadronName ) local Cap = self.DefenderSquadrons[SquadronName].Cap if Cap then return math.random( Cap.LowInterval, Cap.HighInterval ) else error( "This squadron does not exist:" .. SquadronName ) end end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @return #table DefenderSquadron function AI_A2A_DISPATCHER:CanCAP( SquadronName ) self:F({SquadronName = SquadronName}) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self:GetSquadron( SquadronName ) if DefenderSquadron.Resources > 0 then local Cap = DefenderSquadron.Cap if Cap then local CapCount = self:CountCapAirborne( SquadronName ) if CapCount < Cap.CapLimit then local Probability = math.random() if Probability <= Cap.Probability then return DefenderSquadron end end end end return nil end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @return #table DefenderSquadron function AI_A2A_DISPATCHER:CanGCI( SquadronName ) self:F({SquadronName = SquadronName}) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self:GetSquadron( SquadronName ) if DefenderSquadron.Resources > 0 then local Gci = DefenderSquadron.Gci if Gci then return DefenderSquadron end end return nil end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @param #number EngageMinSpeed The minimum speed at which the gci can be executed. -- @param #number EngageMaxSpeed The maximum speed at which the gci can be executed. -- @usage -- -- -- GCI Squadron execution. -- A2ADispatcher:SetSquadronGci( "Mozdok", 900, 1200 ) -- A2ADispatcher:SetSquadronGci( "Novo", 900, 2100 ) -- A2ADispatcher:SetSquadronGci( "Maykop", 900, 1200 ) -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronGci( SquadronName, EngageMinSpeed, EngageMaxSpeed ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Gci = self.DefenderSquadrons[SquadronName].Gci or {} local Intercept = self.DefenderSquadrons[SquadronName].Gci Intercept.Name = SquadronName Intercept.EngageMinSpeed = EngageMinSpeed Intercept.EngageMaxSpeed = EngageMaxSpeed end --- Defines the amount of extra planes that will take-off as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units. -- The default overhead is 1, so equal balance. The @{#AI_A2A_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength, -- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles... -- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes. -- The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values: -- -- * Higher than 1, will increase the defense unit amounts. -- * Lower than 1, will decrease the defense unit amounts. -- -- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group -- multiplied by the Overhead and rounded up to the smallest integer. -- -- The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution. -- -- See example below. -- -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2. -- -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 => rounded up gives 3. -- -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes. -- -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes. -- -- Dispatcher:SetSquadronOverhead( 1,5 ) -- -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronOverhead( SquadronName, Overhead ) local DefenderSquadron = self:GetSquadron( SquadronName ) DefenderSquadron.Overhead = Overhead return self end --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @param #number Grouping The level of grouping that will be applied of the CAP or GCI defenders. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- Dispatcher:SetSquadronGrouping( "SquadronName", 2 ) -- -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronGrouping( SquadronName, Grouping ) local DefenderSquadron = self:GetSquadron( SquadronName ) DefenderSquadron.Grouping = Grouping return self end --- Defines the method at which new flights will spawn and take-off as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @param #number Takeoff From the airbase hot, from the airbase cold, in the air, from the runway. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Air ) -- -- -- Let new flights take-off from the runway. -- Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Runway ) -- -- -- Let new flights take-off from the airbase hot. -- Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Hot ) -- -- -- Let new flights take-off from the airbase cold. -- Dispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold ) -- -- -- @return #AI_A2A_DISPATCHER -- function AI_A2A_DISPATCHER:SetSquadronTakeoff( SquadronName, Takeoff ) local DefenderSquadron = self:GetSquadron( SquadronName ) DefenderSquadron.Takeoff = Takeoff return self end --- Gets the method at which new flights will spawn and take-off as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @return #number Takeoff From the airbase hot, from the airbase cold, in the air, from the runway. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- local TakeoffMethod = Dispatcher:GetSquadronTakeoff( "SquadronName" ) -- if TakeOffMethod == , AI_A2A_Dispatcher.Takeoff.InAir then -- ... -- end -- function AI_A2A_DISPATCHER:GetSquadronTakeoff( SquadronName ) local DefenderSquadron = self:GetSquadron( SquadronName ) return DefenderSquadron.Takeoff end --- Sets flights to take-off in the air, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- Dispatcher:SetSquadronTakeoffInAir( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER -- function AI_A2A_DISPATCHER:SetSquadronTakeoffInAir( SquadronName ) self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Air ) return self end --- Sets flights to take-off from the runway, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- Dispatcher:SetSquadronTakeoffFromRunway( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER -- function AI_A2A_DISPATCHER:SetSquadronTakeoffFromRunway( SquadronName ) self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Runway ) return self end --- Sets flights to take-off from the airbase at a hot location, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- Dispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER -- function AI_A2A_DISPATCHER:SetSquadronTakeoffFromParkingHot( SquadronName ) self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Hot ) return self end --- Sets flights to take-off from the airbase at a cold location, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- Dispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER -- function AI_A2A_DISPATCHER:SetSquadronTakeoffFromParkingCold( SquadronName ) self:SetSquadronTakeoff( SquadronName, AI_A2A_DISPATCHER.Takeoff.Cold ) return self end --- Defines the method at which flights will land and despawn as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @param #number Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase ) -- -- -- Let new flights take-off from the runway. -- Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtRunway ) -- -- -- Let new flights take-off from the airbase hot. -- Dispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtEngineShutdown ) -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronLanding( SquadronName, Landing ) local DefenderSquadron = self:GetSquadron( SquadronName ) DefenderSquadron.Landing = Landing return self end --- Gets the method at which flights will land and despawn as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @return #number Landing The landing method which can be NearAirbase, AtRunway, AtEngineShutdown -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let new flights take-off in the air. -- local LandingMethod = Dispatcher:GetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.NearAirbase ) -- if LandingMethod == AI_A2A_Dispatcher.Landing.NearAirbase then -- ... -- end -- function AI_A2A_DISPATCHER:GetSquadronLanding( SquadronName ) local DefenderSquadron = self:GetSquadron( SquadronName ) return DefenderSquadron.Landing end --- Sets flights to land and despawn near the airbase in the air, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let flights land in the air and despawn. -- Dispatcher:SetSquadronLandingNearAirbase( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronLandingNearAirbase( SquadronName ) self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.NearAirbase ) return self end --- Sets flights to land and despawn at the runway, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let flights land at the runway and despawn. -- Dispatcher:SetSquadronLandingAtRunway( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronLandingAtRunway( SquadronName ) self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.AtRunway ) return self end --- Sets flights to land and despawn at engine shutdown, as part of the defense system. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @usage: -- -- local Dispatcher = AI_A2A_DISPATCHER:New( ... ) -- -- -- Let flights land and despawn at engine shutdown. -- Dispatcher:SetSquadronLandingAtEngineShutdown( "SquadronName" ) -- -- @return #AI_A2A_DISPATCHER function AI_A2A_DISPATCHER:SetSquadronLandingAtEngineShutdown( SquadronName ) self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.AtEngineShutdown ) return self end --- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() self.Defenders[ DefenderName ] = Squadron Squadron.Resources = Squadron.Resources - Defender:GetSize() self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } ) end --- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() Squadron.Resources = Squadron.Resources + Defender:GetSize() self.Defenders[ DefenderName ] = nil self:F( { DefenderName = DefenderName, SquadronResources = Squadron.Resources } ) end function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() self:F( { DefenderName = DefenderName } ) return self.Defenders[ DefenderName ] end --- Creates an SWEEP task when there are targets for it. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return Set#SET_UNIT TargetSetUnit: The target set of units. -- @return #nil If there are no targets to be set. function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem ) self:F( { DetectedItem.ItemID } ) local DetectedSet = DetectedItem.Set local DetectedZone = DetectedItem.Zone if DetectedItem.IsDetected == false then -- Here we're doing something advanced... We're copying the DetectedSet. local TargetSetUnit = SET_UNIT:New() TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. return TargetSetUnit end return nil end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:CountCapAirborne( SquadronName ) local CapCount = 0 local DefenderSquadron = self.DefenderSquadrons[SquadronName] if DefenderSquadron then for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do if DefenderTask.Type == "CAP" then if AIGroup:IsAlive() then -- Check if the CAP is patrolling or engaging. If not, this is not a valid CAP, even if it is alive! -- The CAP could be damaged, lost control, or out of fuel! if DefenderTask.Fsm:Is( "Patrolling" ) or DefenderTask.Fsm:Is( "Engaging" ) then CapCount = CapCount + 1 end end end end end return CapCount end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:CountDefendersEngaged( Target ) -- First, count the active AIGroups Units, targetting the DetectedSet local AIUnitCount = 0 local DefenderTasks = self:GetDefenderTasks() for AIGroup, DefenderTask in pairs( DefenderTasks ) do local AIGroup = AIGroup -- Wrapper.Group#GROUP local DefenderTask = self:GetDefenderTaskTarget( AIGroup ) if DefenderTask and DefenderTask.Index == Target.Index then AIUnitCount = AIUnitCount + AIGroup:GetSize() end end return AIUnitCount end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount ) local Friendlies = nil local DetectedSet = DetectedItem.Set local DetectedCount = DetectedSet:Count() local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem ) for FriendlyDistance, AIFriendly in UTILS.spairs( AIFriendlies or {} ) do -- We only allow to ENGAGE targets as long as the Units on both sides are balanced. if DetectedCount > DefenderCount then local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP if Friendly and Friendly:IsAlive() then -- Ok, so we have a friendly near the potential target. -- Now we need to check if the AIGroup has a Task. local DefenderTask = self:GetDefenderTask( Friendly ) if DefenderTask then -- The Task should be CAP or GCI if DefenderTask.Type == "CAP" or DefenderTask.Type == "GCI" then -- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet if DefenderTask.Target == nil then if DefenderTask.Fsm:Is( "Returning" ) or DefenderTask.Fsm:Is( "Patrolling" ) then Friendlies = Friendlies or {} Friendlies[Friendly] = Friendly DefenderCount = DefenderCount + Friendly:GetSize() self:F( { Friendly = Friendly:GetName(), FriendlyDistance = FriendlyDistance } ) end end end end end else break end end return Friendlies end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:onafterCAP( From, Event, To, SquadronName ) self:F({SquadronName = SquadronName}) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {} local DefenderSquadron = self:CanCAP( SquadronName ) if DefenderSquadron then local Cap = DefenderSquadron.Cap if Cap then local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] Spawn:InitGrouping( DefenderSquadron.Grouping ) local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) local DefenderCAP = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod ) self:AddDefenderToSquadron( DefenderSquadron, DefenderCAP ) if DefenderCAP then local Fsm = AI_A2A_CAP:New( DefenderCAP, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.PatrolMinSpeed, Cap.PatrolMaxSpeed, Cap.EngageMinSpeed, Cap.EngageMaxSpeed, Cap.AltType ) Fsm:SetDispatcher( self ) Fsm:SetHomeAirbase( DefenderSquadron.Airbase ) Fsm:Start() Fsm:__Patrol( 1 ) self:SetDefenderTask( DefenderCAP, "CAP", Fsm ) end end end end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, AIGroups ) if AIGroups then for AIGroupID, AIGroup in pairs( AIGroups ) do local Fsm = self:GetDefenderTaskFsm( AIGroup ) Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit self:SetDefenderTaskTarget( AIGroup, Target ) function Fsm:onafterRTB( AIGroup, From, Event, To ) self:F({"CAP RTB"}) self:GetParent(self).onafterRTB( self, AIGroup, From, Event, To ) local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER local AIGroup = self:GetControllable() Dispatcher:ClearDefenderTaskTarget( AIGroup ) end --- @param #AI_A2A_DISPATCHER self function Fsm:onafterHome( Defender, From, Event, To ) self:F({"CAP Home"}) self:GetParent(self).onafterHome( self, Defender, From, Event, To ) local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER local AIGroup = self:GetControllable() local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup ) if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup ) AIGroup:Destroy() end end end end end --- -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, Target, DefendersMissing, AIGroups ) local ClosestDistance = 0 local ClosestDefenderSquadronName = nil local AttackerCount = Target.Set:Count() local DefendersCount = 0 for AIGroupID, AIGroup in pairs( AIGroups or {} ) do local Fsm = self:GetDefenderTaskFsm( AIGroup ) Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit self:SetDefenderTaskTarget( AIGroup, Target ) DefendersCount = DefendersCount + AIGroup:GetSize() end DefendersCount = DefendersMissing while( DefendersCount > 0 ) do for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do for InterceptID, Intercept in pairs( DefenderSquadron.Gci or {} ) do local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE local TargetCoord = Target.Set:GetFirst():GetCoordinate() local Distance = SpawnCoord:Get2DDistance( TargetCoord ) if ClosestDistance == 0 or Distance < ClosestDistance then ClosestDistance = Distance ClosestDefenderSquadronName = SquadronName end end end if ClosestDefenderSquadronName then local DefenderSquadron = self:CanGCI( ClosestDefenderSquadronName ) if DefenderSquadron then local Gci = self.DefenderSquadrons[ClosestDefenderSquadronName].Gci if Gci then local DefenderOverhead = DefenderSquadron.Overhead local DefenderGrouping = DefenderSquadron.Grouping local DefendersNeeded = math.ceil( DefendersCount * DefenderOverhead ) local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] if DefenderGrouping then Spawn:InitGrouping( ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded ) else Spawn:InitGrouping() end local TakeoffMethod = self:GetSquadronTakeoff( ClosestDefenderSquadronName ) local DefenderGCI = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod ) self:F( { GCIDefender = DefenderGCI:GetName() } ) self:AddDefenderToSquadron( DefenderSquadron, DefenderGCI ) if DefenderGCI then DefendersCount = DefendersCount - DefenderGCI:GetSize() local Fsm = AI_A2A_GCI:New( DefenderGCI, Gci.EngageMinSpeed, Gci.EngageMaxSpeed ) Fsm:SetDispatcher( self ) Fsm:SetHomeAirbase( DefenderSquadron.Airbase ) Fsm:Start() Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit self:SetDefenderTask( DefenderGCI, "GCI", Fsm, Target ) function Fsm:onafterRTB( Defender, From, Event, To ) self:F({"GCI RTB"}) self:GetParent(self).onafterRTB( self, Defender, From, Event, To ) local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER local AIGroup = self:GetControllable() Dispatcher:ClearDefenderTaskTarget( AIGroup ) end --- @param #AI_A2A_DISPATCHER self function Fsm:onafterHome( Defender, From, Event, To ) self:F({"GCI Home"}) self:GetParent(self).onafterHome( self, Defender, From, Event, To ) local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER local AIGroup = self:GetControllable() local Squadron = Dispatcher:GetSquadronFromDefender( AIGroup ) if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then Dispatcher:RemoveDefenderFromSquadron( Squadron, AIGroup ) AIGroup:Destroy() end end end end end end end end --- Creates an ENGAGE task when there are human friendlies airborne near the targets. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return Set#SET_UNIT TargetSetUnit: The target set of units. -- @return #nil If there are no targets to be set. function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem ) self:F( { DetectedItem.ItemID } ) -- First, count the active AIGroups Units, targetting the DetectedSet local DefenderCount = self:CountDefendersEngaged( DetectedItem ) local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount ) self:F( { DefenderCount = DefenderCount } ) -- Only allow ENGAGE when: -- 1. There are friendly units near the detected attackers. -- 2. There is sufficient fuel -- 3. There is sufficient ammo -- 4. The plane is not damaged if DefenderGroups and DetectedItem.IsDetected == true then return DefenderGroups end return nil, nil end --- Creates an GCI task when there are targets for it. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return Set#SET_UNIT TargetSetUnit: The target set of units. -- @return #nil If there are no targets to be set. function AI_A2A_DISPATCHER:EvaluateGCI( Target ) self:F( { Target.ItemID } ) local AttackerSet = Target.Set local AttackerCount = AttackerSet:Count() -- First, count the active AIGroups Units, targetting the DetectedSet local DefenderCount = self:CountDefendersEngaged( Target ) local DefendersMissing = AttackerCount - DefenderCount self:F( { AttackerCount = AttackerCount, DefenderCount = DefenderCount, DefendersMissing = DefendersMissing } ) local Friendlies = self:CountDefendersToBeEngaged( Target, DefenderCount ) if Target.IsDetected == true then return DefendersMissing, Friendlies end return nil, nil end --- Assigns A2A AI Tasks in relation to the detected items. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. function AI_A2A_DISPATCHER:ProcessDetected( Detection ) local AreaMsg = {} local TaskMsg = {} local ChangeMsg = {} local TaskReport = REPORT:New() for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do local AIGroup = AIGroup -- Wrapper.Group#GROUP if not AIGroup:IsAlive() then self:ClearDefenderTask( AIGroup ) else if DefenderTask.Target then local Target = Detection:GetDetectedItem( DefenderTask.Target.Index ) if not Target then self:F( { "Removing obsolete Target:", DefenderTask.Target.Index } ) self:ClearDefenderTaskTarget( AIGroup ) else if DefenderTask.Target.Set then if DefenderTask.Target.Set:Count() == 0 then self:F( { "All Targets destroyed in Target, removing:", DefenderTask.Target.Index } ) self:ClearDefenderTaskTarget( AIGroup ) end end end end end end local Report = REPORT:New( "\nTactical Overview" ) -- Now that all obsolete tasks are removed, loop through the detected targets. for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedCount = DetectedSet:Count() local DetectedZone = DetectedItem.Zone self:F( { "Target ID", DetectedItem.ItemID } ) DetectedSet:Flush() local DetectedID = DetectedItem.ID local DetectionIndex = DetectedItem.Index local DetectedItemChanged = DetectedItem.Changed do local Friendlies = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be GCIed... if Friendlies then self:F( { AIGroups = Friendlies } ) self:ENGAGE( DetectedItem, Friendlies ) end end do local DefendersMissing, Friendlies = self:EvaluateGCI( DetectedItem ) if DefendersMissing then self:F( { DefendersMissing = DefendersMissing } ) self:GCI( DetectedItem, DefendersMissing, Friendlies ) end end if self.TacticalDisplay then -- Show tactical situation Report:Add( string.format( "\n - Target %s ( %s ): %s" , DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:GetObjectNames() ) ) for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do local Defender = Defender -- Wrapper.Group#GROUP if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then Report:Add( string.format( " - %s ( %s - %s ) %s", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:HasTask() == true and "Executing" or "Idle" ) ) end end end end if self.TacticalDisplay then Report:Add( "\n - No Targets:") local TaskCount = 0 for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do TaskCount = TaskCount + 1 local Defender = Defender -- Wrapper.Group#GROUP if not DefenderTask.Target then local DefenderHasTask = Defender:HasTask() Report:Add( string.format( " - %s ( %s - %s ) %s", Defender:GetName(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:HasTask() == true and "Executing" or "Idle" ) ) end end Report:Add( string.format( "\n - %d Tasks", TaskCount ) ) self:T( Report:Text( "\n" ) ) trigger.action.outText( Report:Text( "\n" ), 25 ) end return true end end do --- Calculates which HUMAN friendlies are nearby the area -- @param #AI_A2A_DISPATCHER self -- @param DetectedItem -- @return #number, Core.CommandCenter#REPORT function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) local DetectedSet = DetectedItem.Set local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem ) local PlayerTypes = {} local PlayersCount = 0 if PlayersNearBy then local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT local PlayerName = PlayerUnit:GetPlayerName() --self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) if PlayerUnit:IsAirPlane() and PlayerName ~= nil then local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() PlayersCount = PlayersCount + 1 local PlayerType = PlayerUnit:GetTypeName() PlayerTypes[PlayerName] = PlayerType if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then end end end end --self:E( { PlayersCount = PlayersCount } ) local PlayerTypesReport = REPORT:New() if PlayersCount > 0 then for PlayerName, PlayerType in pairs( PlayerTypes ) do PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) ) end else PlayerTypesReport:Add( "-" ) end return PlayersCount, PlayerTypesReport end --- Calculates which friendlies are nearby the area -- @param #AI_A2A_DISPATCHER self -- @param DetectedItem -- @return #number, Core.CommandCenter#REPORT function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target ) local DetectedSet = Target.Set local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target ) local FriendlyTypes = {} local FriendliesCount = 0 if FriendlyUnitsNearBy then local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT if FriendlyUnit:IsAirPlane() then local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel() FriendliesCount = FriendliesCount + 1 local FriendlyType = FriendlyUnit:GetTypeName() FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1 if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then end end end end --self:E( { FriendliesCount = FriendliesCount } ) local FriendlyTypesReport = REPORT:New() if FriendliesCount > 0 then for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) ) end else FriendlyTypesReport:Add( "-" ) end return FriendliesCount, FriendlyTypesReport end --- -- @param AI_A2A_DISPATCHER -- @param #string SquadronName The squadron name. function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName ) self:CAP( SquadronName ) end end