--- **AI** -- **Execute Interception of Intruders (CAP).** -- -- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG) -- -- === -- -- AI A2A_INTEREPT class makes AI Groups execute an Intercept. -- -- There are the following types of CAP classes defined: -- -- * @{#AI_A2A_INTERCEPT}: Perform a CAP in a zone. -- -- ==== -- -- ### Author: **Sven Van de Velde (FlightControl)** -- -- ### Contributions: -- -- ==== -- -- @module AI_A2A_Intercept BASE:TraceClass("AI_A2A_INTERCEPT") --- @type AI_A2A_INTERCEPT -- @extends AI.AI_A2A#AI_A2A --- # AI_A2A_INTERCEPT class, extends @{AI_A2A#AI_A2A} -- -- The AI_A2A_INTERCEPT class implements the core functions to intercept intruders. The Engage function will intercept intruders. -- -- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- -- The AI_A2A_INTERCEPT is assigned a @{Group} and this must be done before the AI_A2A_INTERCEPT process can be started using the **Start** event. -- -- ![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_A2A_INTERCEPT constructor -- -- * @{#AI_A2A_INTERCEPT.New}(): Creates a new AI_A2A_INTERCEPT object. -- -- ## 2. AI_A2A_INTERCEPT is a FSM -- -- ![Process](..\Presentations\AI_CAP\Dia2.JPG) -- -- ### 2.1 AI_A2A_INTERCEPT States -- -- * **None** ( Group ): The process is not started yet. -- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone. -- * **Engaging** ( Group ): The AI is engaging the bogeys. -- * **Returning** ( Group ): The AI is returning to Base.. -- -- ### 2.2 AI_A2A_INTERCEPT Events -- -- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. -- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_A2A_INTERCEPT.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_A2A_INTERCEPT.Abort}**: Aborts the engagement and return patrolling in the patrol zone. -- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. -- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. -- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_A2A_INTERCEPT.Destroy}**: The AI has destroyed a bogey @{Unit}. -- * **@{#AI_A2A_INTERCEPT.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task. -- * **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_CAP#AI_A2A_INTERCEPT.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_Cap#AI_A2A_INTERCEPT.SetEngageZone}() to define that Zone. -- -- === -- -- @field #AI_A2A_INTERCEPT AI_A2A_INTERCEPT = { ClassName = "AI_A2A_INTERCEPT", } --- Creates a new AI_A2A_INTERCEPT object -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup -- @return #AI_A2A_INTERCEPT function AI_A2A_INTERCEPT:New( AIGroup, MinSpeed, MaxSpeed ) -- Inherits from BASE local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_INTERCEPT self.Accomplished = false self.Engaging = false self.MinSpeed = MinSpeed self.MaxSpeed = MaxSpeed self.PatrolAltType = "RADIO" self:AddTransition( { "Started", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT. --- OnBefore Transition Handler for Event Engage. -- @function [parent=#AI_A2A_INTERCEPT] OnBeforeEngage -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Engage. -- @function [parent=#AI_A2A_INTERCEPT] OnAfterEngage -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Engage. -- @function [parent=#AI_A2A_INTERCEPT] Engage -- @param #AI_A2A_INTERCEPT self --- Asynchronous Event Trigger for Event Engage. -- @function [parent=#AI_A2A_INTERCEPT] __Engage -- @param #AI_A2A_INTERCEPT self -- @param #number Delay The delay in seconds. --- OnLeave Transition Handler for State Engaging. -- @function [parent=#AI_A2A_INTERCEPT] OnLeaveEngaging -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State Engaging. -- @function [parent=#AI_A2A_INTERCEPT] OnEnterEngaging -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT. --- OnBefore Transition Handler for Event Fired. -- @function [parent=#AI_A2A_INTERCEPT] OnBeforeFired -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Fired. -- @function [parent=#AI_A2A_INTERCEPT] OnAfterFired -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Fired. -- @function [parent=#AI_A2A_INTERCEPT] Fired -- @param #AI_A2A_INTERCEPT self --- Asynchronous Event Trigger for Event Fired. -- @function [parent=#AI_A2A_INTERCEPT] __Fired -- @param #AI_A2A_INTERCEPT self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT. --- OnBefore Transition Handler for Event Destroy. -- @function [parent=#AI_A2A_INTERCEPT] OnBeforeDestroy -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Destroy. -- @function [parent=#AI_A2A_INTERCEPT] OnAfterDestroy -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Destroy. -- @function [parent=#AI_A2A_INTERCEPT] Destroy -- @param #AI_A2A_INTERCEPT self --- Asynchronous Event Trigger for Event Destroy. -- @function [parent=#AI_A2A_INTERCEPT] __Destroy -- @param #AI_A2A_INTERCEPT self -- @param #number Delay The delay in seconds. self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT. --- OnBefore Transition Handler for Event Abort. -- @function [parent=#AI_A2A_INTERCEPT] OnBeforeAbort -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Abort. -- @function [parent=#AI_A2A_INTERCEPT] OnAfterAbort -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Abort. -- @function [parent=#AI_A2A_INTERCEPT] Abort -- @param #AI_A2A_INTERCEPT self --- Asynchronous Event Trigger for Event Abort. -- @function [parent=#AI_A2A_INTERCEPT] __Abort -- @param #AI_A2A_INTERCEPT self -- @param #number Delay The delay in seconds. self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_INTERCEPT. --- OnBefore Transition Handler for Event Accomplish. -- @function [parent=#AI_A2A_INTERCEPT] OnBeforeAccomplish -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Accomplish. -- @function [parent=#AI_A2A_INTERCEPT] OnAfterAccomplish -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Accomplish. -- @function [parent=#AI_A2A_INTERCEPT] Accomplish -- @param #AI_A2A_INTERCEPT self --- Asynchronous Event Trigger for Event Accomplish. -- @function [parent=#AI_A2A_INTERCEPT] __Accomplish -- @param #AI_A2A_INTERCEPT self -- @param #number Delay The delay in seconds. return self end --- onafter State Transition for Event Patrol. -- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To ) self:HandleEvent( EVENTS.Dead ) end -- todo: need to fix this global function --- @param Wrapper.Group#GROUP AIControllable function AI_A2A_INTERCEPT.InterceptRoute( AIControllable ) AIControllable:T( "NewEngageRoute" ) local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cap#AI_A2A_INTERCEPT EngageZone:__Engage( 1 ) end --- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2A_INTERCEPT:onbeforeEngage( AIGroup, From, Event, To ) if self.Accomplished == true then return false end end --- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2A_INTERCEPT:onafterAbort( AIGroup, From, Event, To ) AIGroup:ClearTasks() self:__Route( 1 ) end --- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2A_INTERCEPT:onafterEngage( AIGroup, From, Event, To, AttackSetUnit ) self:F( { AIGroup, From, Event, To, AttackSetUnit} ) self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT local FirstAttackUnit = self.AttackSetUnit:GetFirst() if FirstAttackUnit then if AIGroup:IsAlive() then local EngageRoute = {} --- Calculate the target route point. local CurrentCoord = AIGroup:GetCoordinate() local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() local ToTargetSpeed = math.random( self.MinSpeed, self.MaxSpeed ) local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) --- Create a route point of type air. local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):RoutePointAir( self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true ) self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } ) self:T2( { self.MinSpeed, self.MaxSpeed, ToTargetSpeed } ) EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint AIGroup:OptionROEOpenFire() AIGroup:OptionROTPassiveDefense() local AttackTasks = {} for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) if AttackUnit:IsAlive() and AttackUnit:IsAir() then AttackTasks[#AttackTasks+1] = AIGroup:TaskAttackUnit( AttackUnit ) end end --- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable... AIGroup:WayPointInitialize( EngageRoute ) if #AttackTasks == 0 then self:E("No targets found -> Going RTB") self:__RTB( 1 ) else AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( 1, #AttackTasks, "AI_A2A_INTERCEPT.InterceptRoute" ) EngageRoute[1].task = AIGroup:TaskCombo( AttackTasks ) --- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ... AIGroup:SetState( AIGroup, "EngageZone", self ) end --- NOW ROUTE THE GROUP! AIGroup:WayPointExecute( 1, 2 ) end else self:E("No targets found -> Going RTB") self:__RTB( 1 ) end end --- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_A2A_INTERCEPT:onafterAccomplish( AIGroup, From, Event, To ) self.Accomplished = true self:SetDetectionOff() end --- @param #AI_A2A_INTERCEPT self -- @param Wrapper.Group#GROUP AIGroup The AIGroup Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Core.Event#EVENTDATA EventData function AI_A2A_INTERCEPT:onafterDestroy( AIGroup, From, Event, To, EventData ) if EventData.IniUnit then self.AttackUnits[EventData.IniUnit] = nil end end --- @param #AI_A2A_INTERCEPT self -- @param Core.Event#EVENTDATA EventData function AI_A2A_INTERCEPT:OnEventDead( EventData ) self:F( { "EventDead", EventData } ) if EventData.IniDCSUnit then if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then self:__Destroy( 1, EventData ) end end end