--- **AI R2.1** -- Management of target **Designation**. -- -- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG) -- -- === -- -- AI_DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, -- and communicates these to a dedicated attacking group of players, -- so that following a dynamically generated menu system, -- each detected set of potential targets can be lased or smoked... -- -- Targets can be: -- -- * **Lased** for a period of time. -- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) -- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. -- -- === -- -- # **AUTHORS and CONTRIBUTIONS** -- -- ### Contributions: -- -- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- -- -- ### Authors: -- -- * **FlightControl**: Design & Programming -- -- @module AI_Designate do -- AI_DESIGNATE --- @type AI_DESIGNATE -- @extends Core.Fsm#FSM_PROCESS --- # AI_DESIGNATE class, extends @{Fsm#FSM} -- -- AI_DESIGNATE is orchestrating the designation of potential targets executed by a Recce group, -- and communicates these to a dedicated attacking group of players, -- so that following a dynamically generated menu system, -- each detected set of potential targets can be lased or smoked... -- -- Targets can be: -- -- * **Lased** for a period of time. -- * **Smoked**. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.) -- * **Illuminated** through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready. -- -- The following terminology is being used throughout this document: -- -- * The **DesignateObject** is the object of the AI_DESIGNATE class, which is this class explained in the document. -- * The **DetectionObject** is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into _DetectionItems_. -- * **DetectionItems** is the list of detected target groupings by the _DetectionObject_. Each _DetectionItem_ contains a _TargetSet_. -- * **DetectionItem** is one element of the _DetectionItems_ list, and contains a _TargetSet_. -- * The **TargetSet** is a SET_UNITS collection of _Targets_, that have been detected by the _DetectionObject_. -- * A **Target** is a detected UNIT object by the _DetectionObject_. -- * A **Threat Level** is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario. -- * The **RecceSet** is a SET_GROUP collection that contains the **RecceGroups**. -- * A **RecceGroup** is a GROUP object containing the **Recces**. -- * A **Recce** is a UNIT object executing the reconnaissance as part the _DetectionObject_. A Recce can be of any UNIT type. -- * An **AttackGroup** is a GROUP object that contain _Players_. -- * A **Player** is an active CLIENT object containing a human player. -- * A **Designate Menu** is the menu that is dynamically created during the designation process for each _AttackGroup_. -- -- The _RecceSet_ is continuously detecting for potential _Targets_, executing its task as part of the _DetectionObject_. -- Once _Targets_ have been detected, the _DesignateObject_ will trigger the **Detect Event**. -- -- As part of the Detect Event, the _DetectionItems_ list is used by the _DesignateObject_ to provide the _Players_ with: -- -- * The _RecceGroups_ are reporting to each _AttackGroup_, sending **Messages** containing the _Threat Level_ and the _TargetSet_ composition. -- * **Menu options** are created and updated for each _AttackGroup_, containing the _Threat Level_ and the _TargetSet_ composition. -- -- A _Player_ can then select an action from the _Designate Menu_. -- -- **Note that each selected action will be executed for a _TargetSet_, thus the _Target_ grouping done by the _DetectionObject_.** -- -- Each **Menu Option** in the _Designate Menu_ has two modes: -- -- 1. If the _TargetSet_ **is not being designated**, then the **Designate Menu** option for the target Set will provide options to **Lase** or **Smoke** the targets. -- 2. If the Target Set **is being designated**, then the **Designate Menu** option will provide an option to stop or cancel the designation. -- -- While designating, the _RecceGroups_ will report any change in _TargetSet_ composition or _Target_ presence. -- -- The following logic is executed when a _TargetSet_ is selected to be *lased* from the _Designation Menu_: -- -- * The _RecceSet_ is searched for any _Recce_ that is within *designation distance* from a _Target_ in the _TargetSet_ that is currently not being designated. -- * If there is a _Recce_ found that is currently no designating a target, and is within designation distance from the _Target_, then that _Target_ will be designated. -- * During designation, any _Recce_ that does not have Line of Sight (LOS) and is not within disignation distance from the _Target_, will stop designating the _Target_, and a report is given. -- * When a _Recce_ is designating a _Target_, and that _Target_ is destroyed, then the _Recce_ will stop designating the _Target_, and will report the event. -- * When a _Recce_ is designating a _Target_, and that _Recce_ is destroyed, then the _Recce_ will be removed from the _RecceSet_ and designation will stop without reporting. -- * When all _RecceGroups_ are destroyed from the _RecceSet_, then the DesignationObject will stop functioning, and nothing will be reported. -- -- In this way, the DesignationObject assists players to designate ground targets for a coordinated attack! -- -- Have FUN! -- -- ## 1. AI_DESIGNATE constructor -- -- * @{#AI_DESIGNATE.New}(): Creates a new AI_DESIGNATE object. -- -- ## 2. AI_DESIGNATE is a FSM -- -- ![Process](..\Presentations\DESIGNATE\Dia2.JPG) -- -- ### 2.1 AI_DESIGNATE States -- -- * **Designating** ( Group ): The process is not started yet. -- -- ### 2.2 AI_DESIGNATE Events -- -- * **@{#AI_DESIGNATE.Detect}**: Detect targets. -- * **@{#AI_DESIGNATE.LaseOn}**: Lase the targets with the specified Index. -- * **@{#AI_DESIGNATE.LaseOff}**: Stop lasing the targets with the specified Index. -- * **@{#AI_DESIGNATE.Smoke}**: Smoke the targets with the specified Index. -- * **@{#AI_DESIGNATE.Status}**: Report designation status. -- -- ## 3. Laser codes -- -- ### 3.1 Set possible laser codes -- -- An array of laser codes can be provided, that will be used by the AI_DESIGNATE when lasing. -- The laser code is communicated by the Recce when it is lasing a larget. -- Note that the default laser code is 1113. -- Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237 -- -- Use the method @{#AI_DESIGNATE.SetLaserCodes}() to set the possible laser codes to be selected from. -- One laser code can be given or an sequence of laser codes through an table... -- -- AIDesignate:SetLaserCodes( 1214 ) -- -- The above sets one laser code with the value 1214. -- -- AIDesignate:SetLaserCodes( { 1214, 1131, 1614, 1138 } ) -- -- The above sets a collection of possible laser codes that can be assigned. **Note the { } notation!** -- -- ### 3.2 Auto generate laser codes -- -- Use the method @{#AI_DESIGNATE.GenerateLaserCodes}() to generate all possible laser codes. Logic implemented and advised by Ciribob! -- -- ## 4. Autolase to automatically lase detected targets. -- -- _DetectionItems_ can be auto lased once detected by _Recces_. As such, there is almost no action required from the _Players_ using the _Designate Menu_. -- The **auto lase** function can be activated through the Designation Menu. -- Use the method @{#AI_DESIGNATE.SetAutoLase}() to activate or deactivate the auto lase function programmatically. -- Note that autolase will automatically activate lasing for ALL _DetectedItems_. Individual items can be switched-off if required using the _Designation Menu_. -- -- AIDesignate:SetAutoLase( true ) -- -- Activate the auto lasing. -- -- @field #AI_DESIGNATE -- AI_DESIGNATE = { ClassName = "AI_DESIGNATE", } --- AI_DESIGNATE Constructor. This class is an abstract class and should not be instantiated. -- @param #AI_DESIGNATE self -- @param Functional.Detection#DETECTION_BASE Detection -- @param Core.Set#SET_GROUP AttackSet The Attack collection of GROUP objects to designate and report for. -- @return #AI_DESIGNATE function AI_DESIGNATE:New( Detection, AttackSet ) local self = BASE:Inherit( self, FSM:New() ) -- #AI_DESIGNATE self:F( { Detection } ) self:SetStartState( "Designating" ) self:AddTransition( "*", "Detect", "*" ) --- Detect Handler OnBefore for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] OnBeforeDetect -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Detect Handler OnAfter for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] OnAfterDetect -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To --- Detect Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] Detect -- @param #AI_DESIGNATE self --- Detect Asynchronous Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] __Detect -- @param #AI_DESIGNATE self -- @param #number Delay self:AddTransition( "*", "LaseOn", "Lasing" ) --- LaseOn Handler OnBefore for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnBeforeLaseOn -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- LaseOn Handler OnAfter for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnAfterLaseOn -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To --- LaseOn Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] LaseOn -- @param #AI_DESIGNATE self --- LaseOn Asynchronous Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] __LaseOn -- @param #AI_DESIGNATE self -- @param #number Delay self:AddTransition( "Lasing", "Lasing", "Lasing" ) self:AddTransition( "*", "LaseOff", "Designate" ) --- LaseOff Handler OnBefore for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnBeforeLaseOff -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- LaseOff Handler OnAfter for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnAfterLaseOff -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To --- LaseOff Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] LaseOff -- @param #AI_DESIGNATE self --- LaseOff Asynchronous Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] __LaseOff -- @param #AI_DESIGNATE self -- @param #number Delay self:AddTransition( "*", "Smoke", "*" ) --- Smoke Handler OnBefore for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnBeforeSmoke -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Smoke Handler OnAfter for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnAfterSmoke -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To --- Smoke Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] Smoke -- @param #AI_DESIGNATE self --- Smoke Asynchronous Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] __Smoke -- @param #AI_DESIGNATE self -- @param #number Delay self:AddTransition( "*", "Illuminate", "*" ) --- Illuminate Handler OnBefore for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] OnBeforeIlluminate -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Illuminate Handler OnAfter for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] OnAfterIlluminate -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To --- Illuminate Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] Illuminate -- @param #AI_DESIGNATE self --- Illuminate Asynchronous Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE] __Illuminate -- @param #AI_DESIGNATE self -- @param #number Delay self:AddTransition( "*", "Done", "*" ) self:AddTransition( "*", "Status", "*" ) --- Status Handler OnBefore for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnBeforeStatus -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- Status Handler OnAfter for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] OnAfterStatus -- @param #AI_DESIGNATE self -- @param #string From -- @param #string Event -- @param #string To --- Status Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] Status -- @param #AI_DESIGNATE self --- Status Asynchronous Trigger for AI_DESIGNATE -- @function [parent=#AI_DESIGNATE ] __Status -- @param #AI_DESIGNATE self -- @param #number Delay self.Detection = Detection self.AttackSet = AttackSet self.RecceSet = Detection:GetDetectionSetGroup() self.Recces = {} self.Designating = {} self.LaseDuration = 60 self:SetLaserCodes( 1688 ) -- set self.LaserCodes self:SetAutoLase( false ) -- set self.Autolase self.LaserCodesUsed = {} self.Detection:__Start( 2 ) self:SetDesignateMenu() return self end --- Set an array of possible laser codes. -- Each new lase will select a code from this table. -- @param #AI_DESIGNATE self -- @param #list<#number> LaserCodes -- @return #AI_DESIGNATE function AI_DESIGNATE:SetLaserCodes( LaserCodes ) --R2.1 self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes } self:E(self.LaserCodes) self.LaserCodesUsed = {} return self end --- Generate an array of possible laser codes. -- Each new lase will select a code from this table. -- The entered value can range from 1111 - 1788, -- -- but the first digit of the series must be a 1 or 2 -- -- and the last three digits must be between 1 and 8. -- The range used to be bugged so its not 1 - 8 but 0 - 7. -- function below will use the range 1-7 just in case -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:GenerateLaserCodes() --R2.1 self.LaserCodes = {} local function containsDigit(_number, _numberToFind) local _thisNumber = _number local _thisDigit = 0 while _thisNumber ~= 0 do _thisDigit = _thisNumber % 10 _thisNumber = math.floor(_thisNumber / 10) if _thisDigit == _numberToFind then return true end end return false end -- generate list of laser codes local _code = 1111 local _count = 1 while _code < 1777 and _count < 30 do while true do _code = _code + 1 if not containsDigit(_code, 8) and not containsDigit(_code, 9) and not containsDigit(_code, 0) then self:T(_code) table.insert( self.LaserCodes, _code ) break end end _count = _count + 1 end self.LaserCodesUsed = {} return self end --- Set auto lase. -- Auto lase will start lasing targets immediately when these are in range. -- @param #AI_DESIGNATE self -- @param #boolean AutoLase -- @return #AI_DESIGNATE function AI_DESIGNATE:SetAutoLase( AutoLase ) --R2.1 self.AutoLase = AutoLase local AutoLaseOnOff = ( AutoLase == true ) and "On" or "Off" local Recce = self.RecceSet:GetFirst() if Recce then Recce:MessageToSetGroup( "Auto Lase " .. AutoLaseOnOff .. ".", 15, self.AttackSet ) end self:ActivateAutoLase() self:SetDesignateMenu() return self end --- -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:onafterDetect() self:__Detect( -60 ) self:ActivateAutoLase() self:SendStatus() self:SetDesignateMenu() return self end --- Sends the status to the Attack Groups. -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:SendStatus() local DetectedReport = REPORT:New( "Targets ready to be designated:" ) local DetectedItems = self.Detection:GetDetectedItems() for Index, DetectedItemData in pairs( DetectedItems ) do local Report = self.Detection:DetectedItemReportSummary( Index ) DetectedReport:Add(" - " .. Report) end local RecceLeader = self.RecceSet:GetFirst() -- Wrapper.Group#GROUP RecceLeader:MessageToSetGroup( DetectedReport:Text( "\n" ), 15, self.AttackSet ) return self end --- Coordinates the Auto Lase. -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:ActivateAutoLase() self.AttackSet:Flush() self.AttackSet:ForEachGroup( --- @param Wrapper.Group#GROUP GroupReport function( AttackGroup ) local DetectedItems = self.Detection:GetDetectedItems() for Index, DetectedItemData in pairs( DetectedItems ) do if self.AutoLase then if not self.Designating[Index] then self:LaseOn( Index, self.LaseDuration ) end end end end ) return self end --- Sets the Designate Menu. -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:SetDesignateMenu() self.AttackSet:Flush() self.AttackSet:ForEachGroup( --- @param Wrapper.Group#GROUP GroupReport function( AttackGroup ) local DesignateMenu = AttackGroup:GetState( AttackGroup, "DesignateMenu" ) -- Core.Menu#MENU_GROUP if DesignateMenu then DesignateMenu:Remove() DesignateMenu = nil self:E("Remove Menu") end DesignateMenu = MENU_GROUP:New( AttackGroup, "Designate" ) self:E(DesignateMenu) AttackGroup:SetState( AttackGroup, "DesignateMenu", DesignateMenu ) -- Set Menu option for auto lase if self.AutoLase then MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase Off", DesignateMenu, self.MenuAutoLase, self, false ) else MENU_GROUP_COMMAND:New( AttackGroup, "Auto Lase On", DesignateMenu, self.MenuAutoLase, self, true ) end MENU_GROUP_COMMAND:New( AttackGroup, "Report Designation Status", DesignateMenu, self.MenuStatus, self, AttackGroup ) local DetectedItems = self.Detection:GetDetectedItems() for Index, DetectedItemData in pairs( DetectedItems ) do local Report = self.Detection:DetectedItemReportSummary( Index ) if not self.Designating[Index] then local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu ) MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 60 secs", DetectedMenu, self.MenuLaseOn, self, Index, 60 ) MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self, Index, 120 ) MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Red ) MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Blue ) MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Green ) MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.White ) MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, Index, SMOKECOLOR.Orange ) MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, Index ) else if self.Designating[Index] == "Laser" then Report = "Lasing " .. Report elseif self.Designating[Index] == "Smoke" then Report = "Smoking " .. Report elseif self.Designating[Index] == "Illuminate" then Report = "Illuminating " .. Report end local DetectedMenu = MENU_GROUP:New( AttackGroup, Report, DesignateMenu ) if self.Designating[Index] == "Laser" then MENU_GROUP_COMMAND:New( AttackGroup, "Stop lasing", DetectedMenu, self.MenuLaseOff, self, Index ) else end end end end ) return self end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:MenuStatus( AttackGroup ) self:E("Status") self.RecceSet:ForEachGroup( function( RecceGroup ) local RecceUnits = RecceGroup:GetUnits() for UnitID, RecceData in pairs( RecceUnits ) do local Recce = RecceData -- Wrapper.Unit#UNIT if Recce:IsLasing() then Recce:MessageToGroup( "Marking " .. Recce:GetSpot().Target:GetTypeName() .. " with laser " .. Recce:GetSpot().LaserCode .. ".", 5, AttackGroup ) end end end ) end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:MenuAutoLase( AutoLase ) self:E("AutoLase") self:SetAutoLase( AutoLase ) end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:MenuSmoke( Index, Color ) self:E("Designate through Smoke") self.Designating[Index] = "Smoke" self:__Smoke( 1, Index, Color ) end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:MenuIlluminate( Index ) self:E("Designate through Illumination") self.Designating[Index] = "Illuminate" self:__Illuminate( 1, Index ) end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:MenuLaseOn( Index, Duration ) self:E("Designate through Lase") self:__LaseOn( 1, Index, Duration ) end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:MenuLaseOff( Index, Duration ) self:E("Lasing off") self.Designating[Index] = nil self:__LaseOff( 1, Index ) end --- -- @param #AI_DESIGNATE self function AI_DESIGNATE:onafterLaseOn( From, Event, To, Index, Duration ) self.Designating[Index] = "Laser" self:Lasing( Index, Duration ) end --- -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:onafterLasing( From, Event, To, Index, Duration ) local TargetSetUnit = self.Detection:GetDetectedSet( Index ) TargetSetUnit:Flush() for TargetUnit, RecceData in pairs( self.Recces ) do local Recce = RecceData -- Wrapper.Unit#UNIT if not Recce:IsLasing() then local LaserCode = Recce:GetLaserCode() --(Not deleted when stopping with lasing). self.LaserCodesUsed[LaserCode] = nil self.Recces[TargetUnit] = nil end end TargetSetUnit:ForEachUnit( --- @param Wrapper.Unit#UNIT SmokeUnit function( TargetUnit ) self:E("In procedure") if TargetUnit:IsAlive() then local Recce = self.Recces[TargetUnit] if not Recce then for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do local RecceUnit = UnitData -- Wrapper.Unit#UNIT if RecceUnit:IsLasing() == false then if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then local LaserCodeIndex = math.random( 1, #self.LaserCodes ) local LaserCode = self.LaserCodes[LaserCodeIndex] if not self.LaserCodesUsed[LaserCode] then self.LaserCodesUsed[LaserCode] = LaserCodeIndex local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration ) local AttackSet = self.AttackSet function Spot:OnAfterDestroyed( From, Event, To ) self:E( "Destroyed Message" ) self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed." .. TargetSetUnit:Count() .. " targets left.", 15, AttackSet ) end self.Recces[TargetUnit] = RecceUnit RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet ) break end else RecceUnit:MessageToSetGroup( "Can't lase " .. TargetUnit:GetTypeName(), 5, self.AttackSet ) end else -- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report. if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT if Recce then Recce:LaseOff() Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet ) end end end end end else Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet ) end end end ) self:__Lasing( 15, Index, Duration ) self:SetDesignateMenu() end --- -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:onafterLaseOff( From, Event, To, Index ) local Recce = self.RecceSet:GetFirst() if Recce then Recce:MessageToSetGroup( "Stopped lasing.", 15, self.AttackSet ) end local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local Recces = self.Recces for TargetID, RecceData in pairs( Recces ) do local Recce = RecceData -- Wrapper.Unit#UNIT Recce:MessageToSetGroup( "Stopped lasing " .. Recce:GetSpot().Target:GetTypeName() .. ".", 15, self.AttackSet ) Recce:LaseOff() end Recces = nil self.Recces = {} self.LaserCodesUsed = {} self:SetDesignateMenu() end --- -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:onafterSmoke( From, Event, To, Index, Color ) local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local TargetSetUnitCount = TargetSetUnit:Count() TargetSetUnit:ForEachUnit( --- @param Wrapper.Unit#UNIT SmokeUnit function( SmokeUnit ) self:E("In procedure") if math.random( 1, TargetSetUnitCount ) == math.random( 1, TargetSetUnitCount ) then local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2()) local RecceUnit = RecceGroup:GetUnit( 1 ) if RecceUnit then RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet ) SCHEDULER:New( self, function() if SmokeUnit:IsAlive() then SmokeUnit:Smoke( Color, 150 ) end self:Done( Index ) end, {}, math.random( 5, 20 ) ) end end end ) end --- Illuminating -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:onafterIlluminate( From, Event, To, Index ) local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local TargetUnit = TargetSetUnit:GetFirst() if TargetUnit then local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(TargetUnit:GetPointVec2()) local RecceUnit = RecceGroup:GetUnit( 1 ) if RecceUnit then RecceUnit:MessageToGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet ) SCHEDULER:New( self, function() if TargetUnit:IsAlive() then TargetUnit:GetPointVec3():AddY(300):IlluminationBomb() end self:Done( Index ) end, {}, math.random( 5, 20 ) ) end end end --- Done -- @param #AI_DESIGNATE self -- @return #AI_DESIGNATE function AI_DESIGNATE:onafterDone( From, Event, To, Index ) self.Designating[Index] = nil self:SetDesignateMenu() end end -- Help from Ciribob