TommyC81 0441acf101
Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00

648 lines
27 KiB
Lua

--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--
-- **Features:**
--
-- * Hold and standby within a patrol zone.
-- * Engage upon command the assigned targets within an engagement zone.
-- * Loop the zone until all targets are eliminated.
-- * Trigger different events upon the results achieved.
-- * After combat, return to the patrol zone and hold.
-- * RTB when commanded or after out of fuel.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
--
-- ===
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
--
-- ===
--
-- @module AI.AI_BAI
-- @image AI_Battlefield_Air_Interdiction.JPG
--- AI_BAI_ZONE class
-- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
--
-- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_BAI\Dia4.JPG)
--
-- Upon started, The AI will **Route** itself towards the random 3D point within a 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 until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
--
-- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia6.JPG)
--
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia7.JPG)
--
-- Every target that is destroyed, is reported< by the AI.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia8.JPG)
--
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia9.JPG)
--
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
--
-- * a FAC
-- * a timed event
-- * a menu option selected by a human
-- * a condition
-- * others ...
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia10.JPG)
--
-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia11.JPG)
--
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
--
-- # 1. AI_BAI_ZONE constructor
--
-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
--
-- ## 2. AI_BAI_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_BAI\Dia2.JPG)
--
-- ### 2.1. AI_BAI_ZONE 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 targets in the Engage Zone, executing BOMB.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2. AI_BAI_ZONE 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_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
-- * **@{#AI_BAI_ZONE.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_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
--
-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone
-- is the point where a map object is to be destroyed (like a bridge).
--
-- Example:
--
-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
-- AIBAIZone:SearchOff()
--
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
--
-- ===
--
-- @field #AI_BAI_ZONE
AI_BAI_ZONE = {
ClassName = "AI_BAI_ZONE",
}
--- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self
-- @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.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
self.EngageZone = EngageZone
self.Accomplished = false
self:SetDetectionZone( self.EngageZone )
self:SearchOn()
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] OnAfterEngage
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] Engage
-- @param #AI_BAI_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BAI_ZONE] __Engage
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] OnEnterEngaging
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_BAI_ZONE] OnBeforeFired
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] OnAfterFired
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] Fired
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BAI_ZONE] __Fired
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] OnAfterDestroy
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] Destroy
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BAI_ZONE] __Destroy
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] OnAfterAbort
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] Abort
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BAI_ZONE] __Abort
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] OnAfterAccomplish
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE] Accomplish
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BAI_ZONE] __Accomplish
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
-- AI_BAI_ZONE will search for potential targets by default.
-- @param #AI_BAI_ZONE self
-- @return #AI_BAI_ZONE
function AI_BAI_ZONE:SearchOnOff( Search )
self.Search = Search
return self
end
--- If Search is Off, the current zone coordinate will be the center of the bombing.
-- @param #AI_BAI_ZONE self
-- @return #AI_BAI_ZONE
function AI_BAI_ZONE:SearchOff()
self:SearchOnOff( false )
return self
end
--- If Search is On, BAI will search for potential targets in the zone.
-- @param #AI_BAI_ZONE self
-- @return #AI_BAI_ZONE
function AI_BAI_ZONE:SearchOn()
self:SearchOnOff( true )
return self
end
--- onafter State Transition for Event Start.
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:HandleEvent( EVENTS.Dead )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
end
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
self:F({"onafterTarget",self.Search,Controllable:IsAlive()})
if Controllable:IsAlive() then
local AttackTasks = {}
if self.Search == true then
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
if Detected == true then
self:F( {"Target: ", DetectedUnit } )
self.DetectedUnits[DetectedUnit] = false
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
self.Controllable:PushTask( AttackTask, 1 )
end
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
else
self:F("Attack zone")
local AttackTask = Controllable:TaskAttackMapObject(
self.EngageZone:GetPointVec2():GetVec2(),
true,
self.EngageWeaponExpend,
self.EngageAttackQty,
self.EngageDirection,
self.EngageAltitude
)
self.Controllable:PushTask( AttackTask, 1 )
end
self:__Target( -10 )
end
end
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed,
EngageAltitude,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection )
self:F("onafterEngage")
self.EngageSpeed = EngageSpeed or 400
self.EngageAltitude = EngageAltitude or 2000
self.EngageWeaponExpend = EngageWeaponExpend
self.EngageAttackQty = EngageAttackQty
self.EngageDirection = EngageDirection
if Controllable:IsAlive() then
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
local AttackTasks = {}
if self.Search == true then
for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:F( {"Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
DetectedUnit:GetPointVec2():GetVec2(),
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection,
EngageAltitude
)
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
else
self:F("Attack zone")
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject(
self.EngageZone:GetPointVec2():GetVec2(),
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection,
EngageAltitude
)
end
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTVertical()
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Controllable:WayPointInitialize( EngageRoute )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
Controllable:SetState( Controllable, "EngageZone", self )
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
--- NOW ROUTE THE GROUP!
Controllable:WayPointExecute( 1 )
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start targeting
end
end
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionDeactivated()
end
--- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end