--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters. -- -- This is a class used in the @{AI_A2G_Dispatcher}. -- -- === -- -- ### Author: **FlightControl** -- -- === -- -- @module AI.AI_A2G_BAI -- @image AI_Air_To_Ground_Engage.JPG --- @type AI_A2G_BAI -- @extends AI.AI_A2A_Engage#AI_A2A_Engage --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. -- -- === -- -- @field #AI_A2G_BAI AI_A2G_BAI = { ClassName = "AI_A2G_BAI", } --- Creates a new AI_A2G_BAI object -- @param #AI_A2G_BAI self -- @param Wrapper.Group#GROUP AIGroup -- @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 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#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO -- @return #AI_A2G_BAI function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- Inherits from BASE local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_BAI return self end --- @param #AI_A2G_BAI 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. function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit ) self:F( { DefenderGroup, From, Event, To, AttackSetUnit} ) local DefenderGroupName = DefenderGroup:GetName() self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT local AttackCount = self.AttackSetUnit:Count() if AttackCount > 0 then if DefenderGroup:IsAlive() then -- 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:GetCoordinate() local TargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate() local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local EngageRoute = {} local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed ) --- Calculate the target route point. local FromWP = DefenderCoord:WaypointAir( self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true ) EngageRoute[#EngageRoute+1] = FromWP local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate() self:SetTargetDistance( ToCoord ) -- For RTB status check local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) ) --- Create a route point of type air. local ToWP = ToCoord:Translate( 10000, FromEngageAngle ):WaypointAir( self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true ) self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } ) self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } ) EngageRoute[#EngageRoute+1] = ToWP local AttackTasks = {} for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do if AttackUnit:IsAlive() and AttackUnit:IsGround() then self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } ) self:T( { "Eliminating Unit:", AttackUnit:GetName() } ) AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit ) end end if #AttackTasks == 0 then self:E( DefenderGroupName .. ": No targets found -> Going RTB") self:Return() self:__RTB( 0.5 ) else DefenderGroup:OptionROEOpenFire() DefenderGroup:OptionROTEvadeFire() AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self ) EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks ) end DefenderGroup:Route( EngageRoute, 0.5 ) end else self:E( DefenderGroupName .. ": No targets found -> Going RTB") self:Return() self:__RTB( 0.5 ) end end