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324 lines
13 KiB
Lua
324 lines
13 KiB
Lua
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_A2G_Patrol
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-- @image AI_Air_To_Ground_Patrol.JPG
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--- @type AI_A2G_PATROL
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-- @extends AI.AI_A2G_Engage#AI_A2G_ENGAGE
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--- The AI_A2G_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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--
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-- 
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--
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-- 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.
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--
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-- 
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--
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-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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--
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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--
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-- When enemies are detected, the AI will automatically engage the enemy.
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--
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-- 
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--
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-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- ## 1. AI_A2G_PATROL constructor
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--
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-- * @{#AI_A2G_PATROL.New}(): Creates a new AI_A2G_PATROL object.
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--
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-- ## 2. AI_A2G_PATROL is a FSM
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--
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-- 
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--
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-- ### 2.1 AI_A2G_PATROL States
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--
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-- * **None** ( Group ): The process is not started yet.
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-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
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-- * **Engaging** ( Group ): The AI is engaging the bogeys.
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-- * **Returning** ( Group ): The AI is returning to Base..
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--
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-- ### 2.2 AI_A2G_PATROL Events
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--
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_A2G_PATROL.Engage}**: Let the AI engage the bogeys.
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-- * **@{#AI_A2G_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_A2G_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
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-- * **@{#AI_A2G_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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--
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-- ## 3. Set the Range of Engagement
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--
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-- 
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--
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-- An optional range can be set in meters,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range is applied at the position of the AI.
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-- Use the method @{AI.AI_CAP#AI_A2G_PATROL.SetEngageRange}() to define that range.
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--
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-- ## 4. Set the Zone of Engagement
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--
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-- 
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--
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_A2G_PATROL.SetEngageZone}() to define that Zone.
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--
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-- ===
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--
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-- @field #AI_A2G_PATROL
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AI_A2G_PATROL = {
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ClassName = "AI_A2G_PATROL",
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}
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--- Creates a new AI_A2G_PATROL object
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIGroup
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-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
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-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
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-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
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-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.
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-- @return #AI_A2G_PATROL
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function AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude ) ) -- #AI_A2G_PATROL
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local SpeedMax = AIGroup:GetSpeedMax()
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
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self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
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self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
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self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
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-- defafult PatrolAltType to "RADIO" if not specified
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self.PatrolAltType = PatrolAltType or "RADIO"
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self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
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--- OnBefore Transition Handler for Event Patrol.
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-- @function [parent=#AI_A2G_PATROL] OnBeforePatrol
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Patrol.
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-- @function [parent=#AI_A2G_PATROL] OnAfterPatrol
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Patrol.
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-- @function [parent=#AI_A2G_PATROL] Patrol
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-- @param #AI_A2G_PATROL self
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--- Asynchronous Event Trigger for Event Patrol.
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-- @function [parent=#AI_A2G_PATROL] __Patrol
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-- @param #AI_A2G_PATROL self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Patrolling.
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-- @function [parent=#AI_A2G_PATROL] OnLeavePatrolling
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnEnter Transition Handler for State Patrolling.
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-- @function [parent=#AI_A2G_PATROL] OnEnterPatrolling
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
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--- OnBefore Transition Handler for Event PatrolRoute.
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-- @function [parent=#AI_A2G_PATROL] OnBeforePatrolRoute
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event PatrolRoute.
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-- @function [parent=#AI_A2G_PATROL] OnAfterPatrolRoute
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event PatrolRoute.
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-- @function [parent=#AI_A2G_PATROL] PatrolRoute
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-- @param #AI_A2G_PATROL self
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--- Asynchronous Event Trigger for Event PatrolRoute.
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-- @function [parent=#AI_A2G_PATROL] __PatrolRoute
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-- @param #AI_A2G_PATROL self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
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return self
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end
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--- Set the Engage Range when the AI will engage with airborne enemies.
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-- @param #AI_A2G_PATROL self
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-- @param #number EngageRange The Engage Range.
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-- @return #AI_A2G_PATROL self
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function AI_A2G_PATROL:SetEngageRange( EngageRange )
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self:F2()
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if EngageRange then
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self.EngageRange = EngageRange
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else
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self.EngageRange = nil
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end
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end
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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-- @param #AI_A2G_PATROL self
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-- @return #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To )
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self:F2()
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self:ClearTargetDistance()
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self:__PatrolRoute( self.TaskDelay )
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AIPatrol:OnReSpawn(
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function( PatrolGroup )
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self:__Reset( self.TaskDelay )
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self:__PatrolRoute( self.TaskDelay )
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end
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)
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end
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--- @param Wrapper.Group#GROUP AIPatrol
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-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
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-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
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function AI_A2G_PATROL.___PatrolRoute( AIPatrol, Fsm )
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AIPatrol:F( { "AI_A2G_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
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if AIPatrol:IsAlive() then
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Fsm:PatrolRoute()
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end
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end
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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-- @param #AI_A2G_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2G_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
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self:F2()
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-- When RTB, don't allow anymore the routing.
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if From == "RTB" then
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return
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end
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if AIPatrol:IsAlive() then
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local PatrolRoute = {}
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--- Calculate the target route point.
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local CurrentCoord = AIPatrol:GetCoordinate()
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local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
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ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) )
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self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
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--- Create a route point of type air.
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local ToPatrolRoutePoint = ToTargetCoord:WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
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PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
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local Tasks = {}
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Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.___PatrolRoute", self )
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PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
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AIPatrol:OptionROEReturnFire()
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AIPatrol:OptionROTEvadeFire()
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AIPatrol:Route( PatrolRoute, self.TaskDelay )
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end
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end
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--- @param Wrapper.Group#GROUP AIPatrol
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function AI_A2G_PATROL.Resume( AIPatrol, Fsm )
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AIPatrol:F( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } )
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if AIPatrol:IsAlive() then
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Fsm:__Reset( self.TaskDelay )
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Fsm:__PatrolRoute( self.TaskDelay )
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end
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end
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