--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters. -- -- This is a class used in the @{AI_A2G_Dispatcher}. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_Air_Engage -- @image AI_Air_To_Ground_Engage.JPG --- @type AI_AIR_ENGAGE -- @extends AI.AI_AIR#AI_AIR --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- -- ![Process](..\Presentations\AI_GCI\Dia3.JPG) -- -- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event. -- -- ![Process](..\Presentations\AI_GCI\Dia4.JPG) -- -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- -- ![Process](..\Presentations\AI_GCI\Dia5.JPG) -- -- This cycle will continue. -- -- ![Process](..\Presentations\AI_GCI\Dia6.JPG) -- -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- -- ![Process](..\Presentations\AI_GCI\Dia9.JPG) -- -- When enemies are detected, the AI will automatically engage the enemy. -- -- ![Process](..\Presentations\AI_GCI\Dia10.JPG) -- -- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB. -- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- -- ![Process](..\Presentations\AI_GCI\Dia13.JPG) -- -- ## 1. AI_AIR_ENGAGE constructor -- -- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object. -- -- ## 3. Set the Range of Engagement -- -- ![Range](..\Presentations\AI_GCI\Dia11.JPG) -- -- An optional range can be set in meters, -- that will define when the AI will engage with the detected airborne enemy targets. -- The range can be beyond or smaller than the range of the Patrol Zone. -- The range is applied at the position of the AI. -- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range. -- -- ## 4. Set the Zone of Engagement -- -- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) -- -- An optional @{Zone} can be set, -- that will define when the AI will engage with the detected airborne enemy targets. -- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone. -- -- === -- -- @field #AI_AIR_ENGAGE AI_AIR_ENGAGE = { ClassName = "AI_AIR_ENGAGE", } --- Creates a new AI_AIR_ENGAGE object -- @param #AI_AIR_ENGAGE self -- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM. -- @param Wrapper.Group#GROUP AIGroup The AI group. -- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement. -- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement. -- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO". -- @return #AI_AIR_ENGAGE function AI_AIR_ENGAGE:New( AI_Air, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) -- Inherits from BASE local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_ENGAGE self.Accomplished = false self.Engaging = false local SpeedMax = AIGroup:GetSpeedMax() self.EngageMinSpeed = EngageMinSpeed or SpeedMax * 0.5 self.EngageMaxSpeed = EngageMaxSpeed or SpeedMax * 0.75 self.EngageFloorAltitude = EngageFloorAltitude or 1000 self.EngageCeilingAltitude = EngageCeilingAltitude or 1500 self.EngageAltType = EngageAltType or "RADIO" self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "EngageRoute", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE. --- OnBefore Transition Handler for Event EngageRoute. -- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngageRoute -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event EngageRoute. -- @function [parent=#AI_AIR_ENGAGE] OnAfterEngageRoute -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event EngageRoute. -- @function [parent=#AI_AIR_ENGAGE] EngageRoute -- @param #AI_AIR_ENGAGE self --- Asynchronous Event Trigger for Event EngageRoute. -- @function [parent=#AI_AIR_ENGAGE] __EngageRoute -- @param #AI_AIR_ENGAGE self -- @param #number Delay The delay in seconds. --- OnLeave Transition Handler for State Engaging. -- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State Engaging. -- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE. --- OnBefore Transition Handler for Event Engage. -- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngage -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Engage. -- @function [parent=#AI_AIR_ENGAGE] OnAfterEngage -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Engage. -- @function [parent=#AI_AIR_ENGAGE] Engage -- @param #AI_AIR_ENGAGE self --- Asynchronous Event Trigger for Event Engage. -- @function [parent=#AI_AIR_ENGAGE] __Engage -- @param #AI_AIR_ENGAGE self -- @param #number Delay The delay in seconds. --- OnLeave Transition Handler for State Engaging. -- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State Engaging. -- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE. --- OnBefore Transition Handler for Event Fired. -- @function [parent=#AI_AIR_ENGAGE] OnBeforeFired -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Fired. -- @function [parent=#AI_AIR_ENGAGE] OnAfterFired -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Fired. -- @function [parent=#AI_AIR_ENGAGE] Fired -- @param #AI_AIR_ENGAGE self --- Asynchronous Event Trigger for Event Fired. -- @function [parent=#AI_AIR_ENGAGE] __Fired -- @param #AI_AIR_ENGAGE self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE. --- OnBefore Transition Handler for Event Destroy. -- @function [parent=#AI_AIR_ENGAGE] OnBeforeDestroy -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Destroy. -- @function [parent=#AI_AIR_ENGAGE] OnAfterDestroy -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Destroy. -- @function [parent=#AI_AIR_ENGAGE] Destroy -- @param #AI_AIR_ENGAGE self --- Asynchronous Event Trigger for Event Destroy. -- @function [parent=#AI_AIR_ENGAGE] __Destroy -- @param #AI_AIR_ENGAGE self -- @param #number Delay The delay in seconds. self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE. --- OnBefore Transition Handler for Event Abort. -- @function [parent=#AI_AIR_ENGAGE] OnBeforeAbort -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Abort. -- @function [parent=#AI_AIR_ENGAGE] OnAfterAbort -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Abort. -- @function [parent=#AI_AIR_ENGAGE] Abort -- @param #AI_AIR_ENGAGE self --- Asynchronous Event Trigger for Event Abort. -- @function [parent=#AI_AIR_ENGAGE] __Abort -- @param #AI_AIR_ENGAGE self -- @param #number Delay The delay in seconds. self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE. --- OnBefore Transition Handler for Event Accomplish. -- @function [parent=#AI_AIR_ENGAGE] OnBeforeAccomplish -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Accomplish. -- @function [parent=#AI_AIR_ENGAGE] OnAfterAccomplish -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Accomplish. -- @function [parent=#AI_AIR_ENGAGE] Accomplish -- @param #AI_AIR_ENGAGE self --- Asynchronous Event Trigger for Event Accomplish. -- @function [parent=#AI_AIR_ENGAGE] __Accomplish -- @param #AI_AIR_ENGAGE self -- @param #number Delay The delay in seconds. self:AddTransition( { "Patrolling", "Engaging" }, "Refuel", "Refuelling" ) return self end --- onafter event handler for Start event. -- @param #AI_AIR_ENGAGE 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_AIR_ENGAGE:onafterStart( AIGroup, From, Event, To ) self:GetParent( self, AI_AIR_ENGAGE ).onafterStart( self, AIGroup, From, Event, To ) AIGroup:HandleEvent( EVENTS.Takeoff, nil, self ) end --- onafter event handler for Engage event. -- @param #AI_AIR_ENGAGE 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_AIR_ENGAGE:onafterEngage( AIGroup, From, Event, To ) -- TODO: This function is overwritten below! self:HandleEvent( EVENTS.Dead ) end -- todo: need to fix this global function --- onbefore event handler for Engage event. -- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_AIR_ENGAGE:onbeforeEngage( AIGroup, From, Event, To ) if self.Accomplished == true then return false end return true end --- onafter event handler for Abort event. -- @param #AI_AIR_ENGAGE 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_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To ) AIGroup:ClearTasks() self:Return() end --- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To ) self.Accomplished = true --self:SetDetectionOff() end --- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Core.Event#EVENTDATA EventData function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData ) if EventData.IniUnit then self.AttackUnits[EventData.IniUnit] = nil end end --- @param #AI_AIR_ENGAGE self -- @param Core.Event#EVENTDATA EventData function AI_AIR_ENGAGE:OnEventDead( EventData ) self:F( { "EventDead", EventData } ) if EventData.IniDCSUnit then if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then self:__Destroy( self.TaskDelay, EventData ) end end end --- @param Wrapper.Group#GROUP AIControllable function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit ) Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName()))) if AIGroup and AIGroup:IsAlive() then Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit ) end end --- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked. function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit ) self:I( { DefenderGroup, From, Event, To, AttackSetUnit } ) local DefenderGroupName = DefenderGroup:GetName() self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air! local AttackCount = AttackSetUnit:CountAlive() if AttackCount > 0 then if DefenderGroup:IsAlive() then local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude ) local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) -- Determine the distance to the target. -- If it is less than 10km, then attack without a route. -- Otherwise perform a route attack. local DefenderCoord = DefenderGroup:GetPointVec3() DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3() TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 ) -- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes! if TargetDistance <= EngageDistance * 9 then self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000)) self:__Engage( 0.1, AttackSetUnit ) else self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000)) local EngageRoute = {} local AttackTasks = {} --- Calculate the target route point. local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) EngageRoute[#EngageRoute+1] = FromWP self:SetTargetDistance( TargetCoord ) -- For RTB status check local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) ) local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ) local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) EngageRoute[#EngageRoute+1] = ToWP AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___EngageRoute", self, AttackSetUnit ) EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks ) DefenderGroup:OptionROEReturnFire() DefenderGroup:OptionROTEvadeFire() DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 ) end end else -- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling! self:I( DefenderGroupName .. ": No targets found -> Going RTB") self:Return() end end --- @param Wrapper.Group#GROUP AIControllable function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit ) Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName()))) if AIGroup and AIGroup:IsAlive() then local delay=Fsm.TaskDelay or 0.1 Fsm:__Engage(delay, AttackSetUnit) end end --- @param #AI_AIR_ENGAGE self -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Core.Set#SET_UNIT AttackSetUnit Set of units to be attacked. function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit ) self:F( { DefenderGroup, From, Event, To, AttackSetUnit} ) local DefenderGroupName = DefenderGroup:GetName() self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air! local AttackCount = AttackSetUnit:CountAlive() self:T({AttackCount = AttackCount}) if AttackCount > 0 then if DefenderGroup and DefenderGroup:IsAlive() then local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 ) local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) local DefenderCoord = DefenderGroup:GetPointVec3() DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3() if not TargetCoord then self:Return() return end TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 ) local EngageRoute = {} local AttackTasks = {} local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) EngageRoute[#EngageRoute+1] = FromWP self:SetTargetDistance( TargetCoord ) -- For RTB status check local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) ) local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ) local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true) EngageRoute[#EngageRoute+1] = ToWP -- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task! if TargetDistance <= EngageDistance * 9 then local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic if #AttackUnitTasks == 0 then self:I( DefenderGroupName .. ": No valid targets found -> Going RTB") self:Return() return else local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance)) self:I(text) DefenderGroup:OptionROEOpenFire() DefenderGroup:OptionROTEvadeFire() DefenderGroup:OptionKeepWeaponsOnThreat() AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks ) end end AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___Engage", self, AttackSetUnit ) EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks ) DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 ) end else -- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling! self:I( DefenderGroupName .. ": No targets found -> returning.") self:Return() return end end --- @param Wrapper.Group#GROUP AIEngage function AI_AIR_ENGAGE.Resume( AIEngage, Fsm ) AIEngage:F( { "Resume:", AIEngage:GetName() } ) if AIEngage and AIEngage:IsAlive() then Fsm:__Reset( Fsm.TaskDelay or 0.1 ) Fsm:__EngageRoute( Fsm.TaskDelay or 0.2, Fsm.AttackSetUnit ) end end