MOOSE/Moose Development/Moose/AI/AI_A2G_Engage.lua
FlightControl 6fe8667885 Some important fixes that improves the routing of the engagements of aircraft. when ground forces move, the aircraft engaging will approach correctly.
also added the squaddrons with resources in the tactical information panel.
and for patrols, now the amount of resources are correctly calculated.
2019-03-04 20:27:40 +01:00

379 lines
14 KiB
Lua

--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_Engage
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_ENGAGE
-- @extends AI.AI_A2G#AI_A2G
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_ENGAGE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\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_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\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_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_ENGAGE constructor
--
-- * @{#AI_A2G_ENGAGE.New}(): Creates a new AI_A2G_ENGAGE object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\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_GCI#AI_A2G_ENGAGE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\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_ENGAGE.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2G_ENGAGE
AI_A2G_ENGAGE = {
ClassName = "AI_A2G_ENGAGE",
}
--- Creates a new AI_A2G_ENGAGE object
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
-- @return #AI_A2G_ENGAGE
function AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G:New( AIGroup ) ) -- #AI_A2G_ENGAGE
self.Accomplished = false
self.Engaging = false
local SpeedMax = AIGroup:GetSpeedMax()
self.EngageMinSpeed = EngageMinSpeed or SpeedMax * 0.5
self.EngageMaxSpeed = EngageMaxSpeed or SpeedMax * 0.75
self.EngageFloorAltitude = EngageFloorAltitude or 1000
self.EngageCeilingAltitude = EngageCeilingAltitude or 1500
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeEngage
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] OnAfterEngage
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] Engage
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] __Engage
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_ENGAGE] OnLeaveEngaging
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] OnEnterEngaging
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeFired
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] OnAfterFired
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] Fired
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_A2G_ENGAGE] __Fired
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeDestroy
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] OnAfterDestroy
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] Destroy
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_A2G_ENGAGE] __Destroy
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeAbort
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] OnAfterAbort
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] Abort
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_A2G_ENGAGE] __Abort
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeAccomplish
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] OnAfterAccomplish
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE] Accomplish
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_A2G_ENGAGE] __Accomplish
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
return self
end
--- onafter event handler for Start event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE:onafterStart( AIGroup, From, Event, To )
self:GetParent( self, AI_A2G_ENGAGE ).onafterStart( self, AIGroup, From, Event, To )
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- onafter event handler for Engage event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE:onafterEngage( AIGroup, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIControllable
function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm, AttackSetUnit )
AIGroup:I( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task )
end
end
--- onbefore event handler for Engage event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
if self.Accomplished == true then
return false
end
end
--- onafter event handler for Abort event.
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE:onafterAbort( AIGroup, From, Event, To )
AIGroup:ClearTasks()
self:Return()
self:__RTB( self.TaskDelay )
end
--- @param #AI_A2G_ENGAGE 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_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
end
--- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
--- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup 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_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
--- @param #AI_A2G_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
self:__Destroy( self.TaskDelay, EventData )
end
end
end