--- **AI** - Models the process of Ground Controlled Interception (GCI) for airplanes. -- -- This is a class used in the @{AI.AI_A2A_Dispatcher}. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_A2A_Gci -- @image AI_Ground_Control_Intercept.JPG -- @type AI_A2A_GCI -- @extends AI.AI_A2A#AI_A2A --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- -- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. -- -- 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. -- -- This cycle will continue. -- -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- -- When enemies are detected, the AI will automatically engage the enemy. -- -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- -- ## 1. AI_A2A_GCI constructor -- -- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object. -- -- ## 2. AI_A2A_GCI is a FSM -- -- ![Process](..\Presentations\AI_GCI\Dia2.JPG) -- -- ### 2.1 AI_A2A_GCI 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_GCI Events -- -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone. -- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets. -- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets. -- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB. -- -- # Developer Note -- -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Therefore, this class is considered to be deprecated -- -- === -- -- @field #AI_A2A_GCI AI_A2A_GCI = { ClassName = "AI_A2A_GCI", } --- Creates a new AI_A2A_GCI object -- @param #AI_A2A_GCI self -- @param Wrapper.Group#GROUP AIIntercept -- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement. -- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO". -- @return #AI_A2A_GCI function AI_A2A_GCI:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air = AI_AIR:New( AIIntercept ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air, AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local self = BASE:Inherit( self, AI_Air_Engage ) -- #AI_A2A_GCI self:SetFuelThreshold( .2, 60 ) self:SetDamageThreshold( 0.4 ) self:SetDisengageRadius( 70000 ) return self end --- Creates a new AI_A2A_GCI object -- @param #AI_A2A_GCI self -- @param Wrapper.Group#GROUP AIIntercept -- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target. -- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement. -- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement. -- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO". -- @return #AI_A2A_GCI function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) return self:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) end --- onafter State Transition for Event Patrol. -- @param #AI_A2A_GCI self -- @param Wrapper.Group#GROUP AIIntercept 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_GCI:onafterStart( AIIntercept, From, Event, To ) self:GetParent( self, AI_A2A_GCI ).onafterStart( self, AIIntercept, From, Event, To ) end --- Evaluate the attack and create an AttackUnitTask list. -- @param #AI_A2A_GCI self -- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack. -- @param Wrapper.Group#GROUP DefenderGroup The group of defenders. -- @param #number EngageAltitude The altitude to engage the targets. -- @return #AI_A2A_GCI self function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) local AttackUnitTasks = {} for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) if AttackUnit:IsAlive() and AttackUnit:IsAir() then -- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition() -- Maybe the detected set also contains AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit ) end end return AttackUnitTasks end