MOOSE/Moose Development/Moose/AI/AI_Designate.lua
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2017-04-22 13:53:54 +02:00

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--- **AI (Release 2.1)** -- Management of target designation.
--
-- --![Banner Image](..\Presentations\DESIGNATE\Dia1.JPG)
--
-- ===
--
-- @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](<28>)
--
-- ### 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. Set 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!**
--
--
--
-- @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 GroupSet The set of groups to designate for.
-- @return #AI_DESIGNATE
function AI_DESIGNATE:New( Detection, GroupSet )
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( "*", "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.GroupSet = GroupSet
self.RecceSet = Detection:GetDetectionSetGroup()
self.Spots = {}
self.Designating = {}
self:SetLaserCodes( 1688 )
self.LaserCodesUsed = {}
self.Detection:__Start( 2 )
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 )
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
self:E(self.LaserCodes)
self.LaserCodesUsed = {}
return self
end
---
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterDetect()
self:__Detect( -60 )
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
self.GroupSet:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup )
RecceLeader:MessageToGroup( DetectedReport:Text( "\n" ), 15, AttackGroup )
end
)
return self
end
--- Sets the Designate Menu.
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:SetDesignateMenu()
self.GroupSet:Flush()
self.GroupSet: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 )
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, AttackGroup, Index, 60 )
MENU_GROUP_COMMAND:New( AttackGroup, "Lase target 120 secs", DetectedMenu, self.MenuLaseOn, self,AttackGroup, Index, 120 )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke red", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Red )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke blue", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Blue )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke green", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Green )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke white", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.White )
MENU_GROUP_COMMAND:New( AttackGroup, "Smoke orange", DetectedMenu, self.MenuSmoke, self, AttackGroup, Index, SMOKECOLOR.Orange )
MENU_GROUP_COMMAND:New( AttackGroup, "Illuminate", DetectedMenu, self.MenuIlluminate, self, AttackGroup, 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, AttackGroup, Index )
else
end
end
end
end
)
return self
end
---
-- @param #AI_DESIGNATE self
function AI_DESIGNATE:MenuSmoke( AttackGroup, Index, Color )
self:E("Designate through Smoke")
self.Designating[Index] = "Smoke"
self:__Smoke( 1, AttackGroup, Index, Color )
end
---
-- @param #AI_DESIGNATE self
function AI_DESIGNATE:MenuIlluminate( AttackGroup, Index )
self:E("Designate through Illumination")
self.Designating[Index] = "Illuminate"
self:__Illuminate( 1, AttackGroup, Index )
end
---
-- @param #AI_DESIGNATE self
function AI_DESIGNATE:MenuLaseOn( AttackGroup, Index, Duration )
self:E("Designate through Lase")
self.Designating[Index] = "Laser"
self:__LaseOn( 1, AttackGroup, Index, Duration )
end
---
-- @param #AI_DESIGNATE self
function AI_DESIGNATE:MenuLaseOff( AttackGroup, Index, Duration )
self:E("Lasing off")
self.Designating[Index] = nil
self:__LaseOff( 1, AttackGroup, Index )
end
---
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterLaseOn( From, Event, To, AttackGroup, Index, Duration )
self:__Lasing( 5, AttackGroup, Index, Duration )
end
---
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterLasing( From, Event, To, AttackGroup, Index, Duration )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
TargetSetUnit:Flush()
for TargetUnit, SpotData in pairs( self.Spots ) do
local Spot = SpotData -- Core.Spot#SPOT
if not Spot:IsLasing() then
local LaserCode = Spot.LaserCode --(Not deleted when stopping with lasing).
self.LaserCodesUsed[LaserCode] = nil
self.Spots[TargetUnit] = nil
end
end
local MoreTargets = false
TargetSetUnit:ForEachUnit(
--- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit )
self:E("In procedure")
if TargetUnit:IsAlive() then
local Spot = self.Spots[TargetUnit]
if (not Spot) or ( Spot and Spot:IsLasing() == false ) 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
MoreTargets = true
self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" )
self.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed." .. TargetSetUnit:Count() .. " targets left.", 5, AttackGroup )
end
self.Spots[TargetUnit] = Spot
RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. " for " .. Duration .. "s, code: " .. Spot.LaserCode, 5, AttackGroup )
break
end
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 Spot = self.Spots[TargetUnit] -- Core.Spot#SPOT
if Spot then
Spot.Recce:LaseOff()
Spot.Recce:MessageToGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, AttackGroup )
end
end
end
end
end
else
MoreTargets = true
local RecceUnit = Spot.Recce
RecceUnit:MessageToGroup( "Lasing " .. TargetUnit:GetTypeName() .. ", code " .. Spot.LaserCode, 5, AttackGroup )
end
else
self.Spots[TargetUnit] = nil
end
end
)
if MoreTargets == true then
self:__Lasing( 30, AttackGroup, Index, Duration )
else
self:__LaseOff( 1, AttackGroup, Index )
end
self:SetDesignateMenu()
end
---
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterLaseOff( From, Event, To, AttackGroup, Index )
self.RecceSet:GetFirst():MessageToGroup( "Stopped lasing.", 15, AttackGroup )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local Spots = self.Spots
for SpotID, SpotData in pairs( Spots ) do
local Spot = SpotData -- Core.Spot#SPOT
Spot.Recce:MessageToGroup( "Stopped lasing " .. Spot.Target:GetTypeName() .. ".", 15, AttackGroup )
Spot:LaseOff()
end
Spots = nil
self.Spots = {}
self.LaserCodesUsed = {}
self:SetDesignateMenu()
end
---
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterSmoke( From, Event, To, AttackGroup, Index, Color )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
TargetSetUnit:ForEachUnit(
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
self:E("In procedure")
--if math.random( 1, ( 100 * TargetSetUnit:Count() ) / 100 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( Color, 150 )
end
end, {}, math.random( 10, 60 )
)
--end
end
)
end
--- Illuminating
-- @param #AI_DESIGNATE self
-- @return #AI_DESIGNATE
function AI_DESIGNATE:onafterIlluminate( From, Event, To, AttackGroup, Index )
local TargetSetUnit = self.Detection:GetDetectedSet( Index )
TargetSetUnit:ForEachUnit(
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
self:E("In procedure")
--if math.random( 1, ( 100 * TargetSetUnit:Count() ) / 100 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:GetPointVec3():AddY(800):IlluminationBomb()
end
end, {}, math.random( 10, 60 )
)
--end
end
)
end
end