--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_A2G_Patrol -- @image AI_Combat_Air_Patrol.JPG --- @type AI_A2G_PATROL -- @extends AI.AI_A2A_Patrol#AI_A2A_PATROL --- The AI_A2G_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} -- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- -- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- -- The AI_A2G_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_PATROL 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_A2G_PATROL constructor -- -- * @{#AI_A2G_PATROL.New}(): Creates a new AI_A2G_PATROL object. -- -- ## 2. AI_A2G_PATROL is a FSM -- -- ![Process](..\Presentations\AI_CAP\Dia2.JPG) -- -- ### 2.1 AI_A2G_PATROL 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_A2G_PATROL 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_A2G_PATROL.Engage}**: Let the AI engage the bogeys. -- * **@{#AI_A2G_PATROL.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_A2G_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}. -- * **@{#AI_A2G_PATROL.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 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.AI_CAP#AI_A2G_PATROL.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.AI_Cap#AI_A2G_PATROL.SetEngageZone}() to define that Zone. -- -- === -- -- @field #AI_A2G_PATROL AI_A2G_PATROL = { ClassName = "AI_A2G_PATROL", } --- Creates a new AI_A2G_PATROL object -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol -- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed. -- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol. -- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol. -- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h. -- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h. -- @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#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO -- @return #AI_A2G_PATROL function AI_A2G_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType ) -- Inherits from BASE local self = BASE:Inherit( self, AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_PATROL self.Accomplished = false self.Engaging = false self.EngageMinSpeed = EngageMinSpeed self.EngageMaxSpeed = EngageMaxSpeed self:AddTransition( { "Patrolling", "Engaging", "Returning", "Airborne" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL. --- OnBefore Transition Handler for Event Engage. -- @function [parent=#AI_A2G_PATROL] OnBeforeEngage -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] OnAfterEngage -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] Engage -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event Engage. -- @function [parent=#AI_A2G_PATROL] __Engage -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. --- OnLeave Transition Handler for State Engaging. -- @function [parent=#AI_A2G_PATROL] OnLeaveEngaging -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] OnEnterEngaging -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL. --- OnBefore Transition Handler for Event Fired. -- @function [parent=#AI_A2G_PATROL] OnBeforeFired -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] OnAfterFired -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] Fired -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event Fired. -- @function [parent=#AI_A2G_PATROL] __Fired -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL. --- OnBefore Transition Handler for Event Destroy. -- @function [parent=#AI_A2G_PATROL] OnBeforeDestroy -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] OnAfterDestroy -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] Destroy -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event Destroy. -- @function [parent=#AI_A2G_PATROL] __Destroy -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL. --- OnBefore Transition Handler for Event Abort. -- @function [parent=#AI_A2G_PATROL] OnBeforeAbort -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] OnAfterAbort -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] Abort -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event Abort. -- @function [parent=#AI_A2G_PATROL] __Abort -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL. --- OnBefore Transition Handler for Event Accomplish. -- @function [parent=#AI_A2G_PATROL] OnBeforeAccomplish -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] OnAfterAccomplish -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL] Accomplish -- @param #AI_A2G_PATROL self --- Asynchronous Event Trigger for Event Accomplish. -- @function [parent=#AI_A2G_PATROL] __Accomplish -- @param #AI_A2G_PATROL self -- @param #number Delay The delay in seconds. return self end --- onafter State Transition for Event Patrol. -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL:onafterStart( AIPatrol, From, Event, To ) self:GetParent( self ).onafterStart( self, AIPatrol, From, Event, To ) AIPatrol:HandleEvent( EVENTS.Takeoff, nil, self ) end --- Set the Engage Zone which defines where the AI will engage bogies. -- @param #AI_A2G_PATROL self -- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP. -- @return #AI_A2G_PATROL self function AI_A2G_PATROL:SetEngageZone( EngageZone ) self:F2() if EngageZone then self.EngageZone = EngageZone else self.EngageZone = nil end end --- Set the Engage Range when the AI will engage with airborne enemies. -- @param #AI_A2G_PATROL self -- @param #number EngageRange The Engage Range. -- @return #AI_A2G_PATROL self function AI_A2G_PATROL:SetEngageRange( EngageRange ) self:F2() if EngageRange then self.EngageRange = EngageRange else self.EngageRange = nil end end --- onafter State Transition for Event Patrol. -- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To ) -- Call the parent Start event handler self:GetParent(self).onafterPatrol( self, AIPatrol, From, Event, To ) self:HandleEvent( EVENTS.Dead ) end -- todo: need to fix this global function --- @param Wrapper.Group#GROUP AIPatrol function AI_A2G_PATROL.AttackRoute( AIPatrol, Fsm ) AIPatrol:F( { "AI_A2G_PATROL.AttackRoute:", AIPatrol:GetName() } ) if AIPatrol:IsAlive() then Fsm:__Engage( 0.5 ) end end --- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL:onbeforeEngage( AIPatrol, From, Event, To ) if self.Accomplished == true then return false end end --- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL:onafterAbort( AIPatrol, From, Event, To ) AIPatrol:ClearTasks() self:__Route( 0.5 ) end --- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol The AIPatrol 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_A2G_PATROL:onafterEngage( AIPatrol, From, Event, To, AttackSetUnit ) self:F( { AIPatrol, From, Event, To, AttackSetUnit} ) self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT local FirstAttackUnit = self.AttackSetUnit:GetFirst() -- Wrapper.Unit#UNIT if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement. if AIPatrol:IsAlive() then local EngageRoute = {} --- Calculate the target route point. local CurrentCoord = AIPatrol:GetCoordinate() local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) ) --- Create a route point of type air. local ToPatrolRoutePoint = CurrentCoord:Translate( 5000, ToInterceptAngle ):WaypointAir( 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 EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint local AttackTasks = {} 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:IsGround() then AttackTasks[#AttackTasks+1] = AIPatrol:TaskAttackUnit( AttackUnit ) end end if #AttackTasks == 0 then self:E("No targets found -> Going back to Patrolling") self:__Abort( 0.5 ) else AIPatrol:OptionROEOpenFire() AIPatrol:OptionROTEvadeFire() AttackTasks[#AttackTasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.AttackRoute", self ) EngageRoute[#EngageRoute].task = AIPatrol:TaskCombo( AttackTasks ) end AIPatrol:Route( EngageRoute, 0.5 ) end else self:E("No targets found -> Going back to Patrolling") self:__Abort( 0.5 ) end end --- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL:onafterAccomplish( AIPatrol, From, Event, To ) self.Accomplished = true self:SetDetectionOff() end --- @param #AI_A2G_PATROL self -- @param Wrapper.Group#GROUP AIPatrol 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_A2G_PATROL:onafterDestroy( AIPatrol, From, Event, To, EventData ) if EventData.IniUnit then self.AttackUnits[EventData.IniUnit] = nil end end --- @param #AI_A2G_PATROL self -- @param Core.Event#EVENTDATA EventData function AI_A2G_PATROL: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 --- @param Wrapper.Group#GROUP AIPatrol function AI_A2G_PATROL.Resume( AIPatrol, Fsm ) AIPatrol:I( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } ) if AIPatrol:IsAlive() then Fsm:__Reset( 1 ) Fsm:__Route( 5 ) end end