mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
895 lines
31 KiB
Lua
895 lines
31 KiB
Lua
--- **Tasking** - The AI_A2A_DISPATCHER creates and manages AI_A2A tasks based on detected targets.
|
|
--
|
|
-- ====
|
|
--
|
|
-- ### Author: **Sven Van de Velde (FlightControl)**
|
|
--
|
|
-- ### Contributions:
|
|
--
|
|
-- ====
|
|
--
|
|
-- @module AI_A2A_Dispatcher
|
|
|
|
BASE:TraceClass("AI_A2A_DISPATCHER")
|
|
|
|
do -- AI_A2A_DISPATCHER
|
|
|
|
--- AI_A2A_DISPATCHER class.
|
|
-- @type AI_A2A_DISPATCHER
|
|
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
|
|
|
--- # AI_A2A_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
|
|
--
|
|
-- The @{#AI_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
|
|
-- The EWR will detect units, will group them, and will dispatch AI_A2A tasks to groups. Depending on the type of target detected, different tasks will be dispatched.
|
|
-- Find a summary below describing for which situation a task type is created:
|
|
--
|
|
-- * **INTERCEPT**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
|
|
-- * **SWEEP**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
|
|
-- * **CAP**: Is created during the mission. Targets are patrolling the zones outlined.
|
|
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne patrolling and in range, that will receive this task.
|
|
--
|
|
-- Other task types will follow...
|
|
--
|
|
-- # AI_A2A_DISPATCHER constructor:
|
|
-- --------------------------------------
|
|
-- The @{#AI_A2A_DISPATCHER.New}() method creates a new AI_A2A_DISPATCHER instance.
|
|
--
|
|
-- @field #AI_A2A_DISPATCHER
|
|
AI_A2A_DISPATCHER = {
|
|
ClassName = "AI_A2A_DISPATCHER",
|
|
Mission = nil,
|
|
Detection = nil,
|
|
Tasks = {},
|
|
SweepZones = {},
|
|
}
|
|
|
|
|
|
--- AI_A2A_DISPATCHER constructor.
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string The Squadron Name. This name is used to control the squadron settings in the A2A dispatcher, and also in communication to human players.
|
|
-- @param Functional.Spawn#SPAWN SpawnA2A The SPAWN object to create groups that will receive the dispatched A2A Tasks. These spawn objects MUST contain all AI units.
|
|
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks.
|
|
-- @return #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:New( Detection )
|
|
|
|
-- Inherits from DETECTION_MANAGER
|
|
local self = BASE:Inherit( self, DETECTION_MANAGER:New( nil, Detection ) ) -- #AI_A2A_DISPATCHER
|
|
|
|
self.Detection = Detection -- Functional.Detection#DETECTION_AREAS
|
|
|
|
-- This table models the DefenderSquadron templates.
|
|
self.DefenderSquadrons = {} -- The Defender Squadrons.
|
|
self.DefenderSpawns = {}
|
|
self.DefenderTasks = {} -- The Defenders Tasks.
|
|
|
|
-- TODO: Check detection through radar.
|
|
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
|
|
--self.Detection:InitDetectRadar( true )
|
|
self.Detection:SetDetectionInterval( 30 )
|
|
|
|
self:AddTransition( "Started", "Assign", "Started" )
|
|
|
|
--- OnAfter Transition Handler for Event Assign.
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterAssign
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
-- @param Tasking.Task_A2A#AI_A2A Task
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param #string PlayerName
|
|
|
|
self:AddTransition( "*", "CAP", "*" )
|
|
|
|
--- CAP Handler OnBefore for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From
|
|
-- @param #string Event
|
|
-- @param #string To
|
|
-- @return #boolean
|
|
|
|
--- CAP Handler OnAfter for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterCAP
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From
|
|
-- @param #string Event
|
|
-- @param #string To
|
|
|
|
--- CAP Trigger for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] CAP
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
|
|
--- CAP Asynchronous Trigger for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] __CAP
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #number Delay
|
|
|
|
self:AddTransition( "*", "INTERCEPT", "*" )
|
|
|
|
--- INTERCEPT Handler OnBefore for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeINTERCEPT
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From
|
|
-- @param #string Event
|
|
-- @param #string To
|
|
-- @return #boolean
|
|
|
|
--- INTERCEPT Handler OnAfter for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterINTERCEPT
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From
|
|
-- @param #string Event
|
|
-- @param #string To
|
|
|
|
--- INTERCEPT Trigger for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] INTERCEPT
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
|
|
--- INTERCEPT Asynchronous Trigger for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] __INTERCEPT
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #number Delay
|
|
|
|
self:AddTransition( "*", "ENGAGE", "*" )
|
|
|
|
--- ENGAGE Handler OnBefore for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeENGAGE
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From
|
|
-- @param #string Event
|
|
-- @param #string To
|
|
-- @return #boolean
|
|
|
|
--- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterENGAGE
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string From
|
|
-- @param #string Event
|
|
-- @param #string To
|
|
|
|
--- ENGAGE Trigger for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] ENGAGE
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
|
|
--- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER
|
|
-- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #number Delay
|
|
|
|
|
|
-- Subscribe to the CRASH event so that when planes are shot
|
|
-- by a Unit from the dispatcher, they will be removed from the detection...
|
|
-- This will avoid the detection to still "know" the shot unit until the next detection.
|
|
-- Otherwise, a new intercept or engage may happen for an already shot plane!
|
|
|
|
self:HandleEvent( EVENTS.Crash )
|
|
self:HandleEvent( EVENTS.Dead )
|
|
|
|
self:__Start( 5 )
|
|
|
|
return self
|
|
end
|
|
|
|
--- @param #AI_A2A_DISPATCHER self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_A2A_DISPATCHER:OnEventCrash( EventData )
|
|
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
|
|
end
|
|
|
|
|
|
--- Calculates which AI friendlies are nearby the area
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param DetectedItem
|
|
-- @return #number, Core.CommandCenter#REPORT
|
|
function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
|
|
|
|
local FriendliesNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
|
|
|
|
return FriendliesNearBy
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:GetDefenderTasks()
|
|
return self.DefenderTasks or {}
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:GetDefenderTask( AIGroup )
|
|
return self.DefenderTasks[AIGroup]
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:GetDefenderTaskFsm( AIGroup )
|
|
return self:GetDefenderTask( AIGroup ).Fsm
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:GetDefenderTaskTarget( AIGroup )
|
|
return self:GetDefenderTask( AIGroup ).Target
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:ClearDefenderTask( AIGroup )
|
|
if AIGroup:IsAlive() then
|
|
local Target = self.DefenderTasks[AIGroup].Target
|
|
local Message = "Clearing (" .. self.DefenderTasks[AIGroup].Type .. ") "
|
|
Message = Message .. AIGroup:GetName()
|
|
if Target then
|
|
Message = Message .. ( Target and ( " from " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
|
|
end
|
|
self:F( { Target = Message } )
|
|
end
|
|
self.DefenderTasks[AIGroup] = nil
|
|
return self
|
|
end
|
|
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:SetDefenderTask( AIGroup, Type, Fsm, Target )
|
|
self.DefenderTasks[AIGroup] = self.DefenderTasks[AIGroup] or {}
|
|
self.DefenderTasks[AIGroup].Type = Type
|
|
self.DefenderTasks[AIGroup].Fsm = Fsm
|
|
|
|
if Target then
|
|
self:SetDefenderTaskTarget( AIGroup, Target )
|
|
end
|
|
return self
|
|
end
|
|
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_A2A_DISPATCHER:SetDefenderTaskTarget( AIGroup, Target )
|
|
|
|
local Message = "(" .. self.DefenderTasks[AIGroup].Type .. ") "
|
|
Message = Message .. AIGroup:GetName()
|
|
Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
|
|
self:F( { Target = Message } )
|
|
if Target then
|
|
AIGroup:MessageToAll( Message, 1200 )
|
|
self.DefenderTasks[AIGroup].Target = Target
|
|
end
|
|
return self
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @return #AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, SpawnTemplates, Resources )
|
|
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
|
|
self:E( { AirbaseName = AirbaseName } )
|
|
DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName )
|
|
self:E( { Airbase = DefenderSquadron.Airbase } )
|
|
self:E( { AirbaseObject = DefenderSquadron.Airbase:GetDCSObject() } )
|
|
|
|
DefenderSquadron.Spawn = {}
|
|
if type( SpawnTemplates ) == "string" then
|
|
local SpawnTemplate = SpawnTemplates
|
|
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate )
|
|
DefenderSquadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate]
|
|
else
|
|
for TemplateID, SpawnTemplate in pairs( SpawnTemplates ) do
|
|
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate )
|
|
DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
|
|
end
|
|
end
|
|
DefenderSquadron.Resources = Resources
|
|
|
|
self:SetOverhead( SquadronName, 1 )
|
|
return self
|
|
end
|
|
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @return #AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:SetCAP( SquadronName, Zone, FloorAltitude, CeilingAltitude, MinSpeed, MaxSpeed, AltType )
|
|
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
|
|
local Cap = self.DefenderSquadrons[SquadronName].Cap
|
|
Cap.Name = SquadronName
|
|
Cap.Zone = Zone
|
|
Cap.FloorAltitude = FloorAltitude
|
|
Cap.CeilingAltitude = CeilingAltitude
|
|
Cap.MinSpeed = MinSpeed
|
|
Cap.MaxSpeed = MaxSpeed
|
|
Cap.AltType = AltType
|
|
|
|
self:SetCAPInterval( SquadronName, 2, 180, 600, 1 )
|
|
|
|
end
|
|
|
|
---
|
|
-- @param AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
|
|
self:CAP( SquadronName )
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @return #AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:SetCAPInterval( SquadronName, CapLimit, LowInterval, HighInterval, Probability )
|
|
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
|
|
local Cap = self.DefenderSquadrons[SquadronName].Cap
|
|
if Cap then
|
|
Cap.LowInterval = LowInterval
|
|
Cap.HighInterval = HighInterval
|
|
Cap.Probability = Probability
|
|
Cap.CapLimit = CapLimit
|
|
Cap.Scheduler = Cap.Scheduler or SCHEDULER:New( self )
|
|
local Scheduler = Cap.Scheduler -- Core.Scheduler#SCHEDULER
|
|
local Variance = ( HighInterval - LowInterval ) / 2
|
|
local Median = LowInterval + Variance
|
|
local Randomization = Variance / Median
|
|
Scheduler:Schedule(self, self.SchedulerCAP, { SquadronName }, Median, Median, Randomization )
|
|
else
|
|
error( "This squadron does not exist:" .. SquadronName )
|
|
end
|
|
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @return #AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:GetCAPDelay( SquadronName )
|
|
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
|
|
local Cap = self.DefenderSquadrons[SquadronName].Cap
|
|
if Cap then
|
|
return math.random( Cap.LowInterval, Cap.HighInterval )
|
|
else
|
|
error( "This squadron does not exist:" .. SquadronName )
|
|
end
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:CanCAP( SquadronName )
|
|
self:F({SquadronName = SquadronName})
|
|
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
|
|
local Cap = DefenderSquadron.Cap
|
|
if Cap then
|
|
local CapCount = self:CountCapAirborne( SquadronName )
|
|
if CapCount < Cap.CapLimit then
|
|
local Probability = math.random()
|
|
if Probability <= Cap.Probability then
|
|
return true
|
|
end
|
|
end
|
|
return false
|
|
else
|
|
error( "This squadron does not exist:" .. SquadronName )
|
|
end
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @return #AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:SetINTERCEPT( SquadronName, MinSpeed, MaxSpeed )
|
|
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
self.DefenderSquadrons[SquadronName].Intercept = self.DefenderSquadrons[SquadronName].Intercept or {}
|
|
|
|
local Intercept = self.DefenderSquadrons[SquadronName].Intercept
|
|
Intercept.Name = SquadronName
|
|
Intercept.MinSpeed = MinSpeed
|
|
Intercept.MaxSpeed = MaxSpeed
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param #string SquadronName The name of the squadron.
|
|
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
|
-- The default overhead is 1, so equal balance. The @{#AI_A2A_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
|
|
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
|
|
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
|
-- The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:
|
|
--
|
|
-- * Higher than 1, will increase the defense unit amounts.
|
|
-- * Lower than 1, will decrease the defense unit amounts.
|
|
--
|
|
-- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group
|
|
-- multiplied by the Overhead and rounded up to the smallest integer.
|
|
--
|
|
-- The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution.
|
|
--
|
|
-- See example below.
|
|
--
|
|
-- @usage:
|
|
--
|
|
-- local Dispatcher = AI_A2A_DISPATCHER:New( EWR )
|
|
--
|
|
-- -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2.
|
|
-- -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 => rounded up gives 3.
|
|
-- -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
|
|
-- -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes.
|
|
--
|
|
-- Dispatcher:SetOverhead( 1,5 )
|
|
--
|
|
--
|
|
-- @return #AI_A2A_DISPATCHER
|
|
function AI_A2A_DISPATCHER:SetOverhead( SquadronName, Overhead )
|
|
|
|
self.Overhead = Overhead
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- Creates an SWEEP task when there are targets for it.
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
|
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
|
-- @return #nil If there are no targets to be set.
|
|
function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
|
|
self:F( { DetectedItem.ItemID } )
|
|
|
|
local DetectedSet = DetectedItem.Set
|
|
local DetectedZone = DetectedItem.Zone
|
|
|
|
|
|
if DetectedItem.IsDetected == false then
|
|
|
|
-- Here we're doing something advanced... We're copying the DetectedSet.
|
|
local TargetSetUnit = SET_UNIT:New()
|
|
TargetSetUnit:SetDatabase( DetectedSet )
|
|
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
|
|
|
return TargetSetUnit
|
|
end
|
|
|
|
return nil
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:CountCapAirborne( SquadronName )
|
|
|
|
local CapCount = 0
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
if DefenderSquadron then
|
|
for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
|
if DefenderTask.Type == "CAP" then
|
|
if AIGroup:IsAlive() then
|
|
CapCount = CapCount + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return CapCount
|
|
end
|
|
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:CountDefendersEngaged( Target )
|
|
|
|
-- First, count the active AIGroups Units, targetting the DetectedSet
|
|
local AIUnitCount = 0
|
|
|
|
local DefenderTasks = self:GetDefenderTasks()
|
|
for AIGroup, DefenderTask in pairs( DefenderTasks ) do
|
|
local AIGroup = AIGroup -- Wrapper.Group#GROUP
|
|
local DefenderTask = self:GetDefenderTaskTarget( AIGroup )
|
|
if DefenderTask and DefenderTask.Index == Target.Index then
|
|
AIUnitCount = AIUnitCount + AIGroup:GetSize()
|
|
end
|
|
end
|
|
|
|
return AIUnitCount
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
|
|
|
|
local Friendlies = nil
|
|
|
|
local DetectedSet = DetectedItem.Set
|
|
local DetectedCount = DetectedSet:Count()
|
|
|
|
local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
|
|
|
|
for AIName, AIFriendly in pairs( AIFriendlies or {} ) do
|
|
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
|
|
if DetectedCount > DefenderCount then
|
|
local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
|
|
if Friendly and Friendly:IsAlive() then
|
|
-- Ok, so we have a friendly near the potential target.
|
|
-- Now we need to check if the AIGroup has a Task.
|
|
local DefenderTask = self:GetDefenderTask( Friendly )
|
|
if DefenderTask then
|
|
-- The Task should be CAP or INTERCEPT
|
|
if DefenderTask.Type == "CAP" or DefenderTask.Type == "INTERCEPT" then
|
|
-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet
|
|
if DefenderTask.Target == nil then
|
|
Friendlies = Friendlies or {}
|
|
Friendlies[Friendly] = Friendly
|
|
DefenderCount = DefenderCount + Friendly:GetSize()
|
|
self:F( { Friendly = Friendly:GetName() } )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
else
|
|
break
|
|
end
|
|
end
|
|
|
|
return Friendlies
|
|
end
|
|
|
|
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:onafterCAP( From, Event, To, SquadronName )
|
|
|
|
self:F({SquadronName = SquadronName})
|
|
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
|
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
|
local Cap = DefenderSquadron.Cap
|
|
|
|
if Cap then
|
|
|
|
if self:CanCAP( SquadronName ) then
|
|
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
|
|
local AIGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase )
|
|
self:F( { AIGroup = AIGroup:GetName() } )
|
|
|
|
if AIGroup then
|
|
|
|
local Fsm = AI_A2A_CAP:New( AIGroup, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.MinSpeed, Cap.MaxSpeed, Cap.AltType )
|
|
Fsm:SetDispatcher( self )
|
|
Fsm:Start()
|
|
Fsm:__Patrol( 1 )
|
|
|
|
self:SetDefenderTask( AIGroup, "CAP", Fsm )
|
|
end
|
|
end
|
|
else
|
|
error( "This squadron does not exist:" .. SquadronName )
|
|
end
|
|
|
|
end
|
|
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, AIGroups )
|
|
|
|
self:F( { AIGroups = AIGroups } )
|
|
|
|
if AIGroups then
|
|
|
|
for AIGroupID, AIGroup in pairs( AIGroups ) do
|
|
|
|
local Fsm = self:GetDefenderTaskFsm( AIGroup )
|
|
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
|
|
|
|
self:SetDefenderTaskTarget( AIGroup, Target )
|
|
end
|
|
end
|
|
end
|
|
|
|
---
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, Target, DefendersMissing, AIGroups )
|
|
|
|
local ClosestDistance = 0
|
|
local ClosestDefenderSquadronName = nil
|
|
|
|
local AttackerCount = Target.Set:Count()
|
|
local DefendersCount = 0
|
|
|
|
for AIGroupID, AIGroup in pairs( AIGroups or {} ) do
|
|
|
|
local Fsm = self:GetDefenderTaskFsm( AIGroup )
|
|
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
|
|
|
|
self:SetDefenderTaskTarget( AIGroup, Target )
|
|
|
|
DefendersCount = DefendersCount + AIGroup:GetSize()
|
|
end
|
|
|
|
while( DefendersCount < DefendersMissing ) do
|
|
|
|
for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
|
|
for InterceptID, Intercept in pairs( DefenderSquadron.Intercept or {} ) do
|
|
|
|
local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
|
|
local TargetCoord = Target.Set:GetFirst():GetCoordinate()
|
|
local Distance = SpawnCoord:Get2DDistance( TargetCoord )
|
|
|
|
if ClosestDistance == 0 or Distance < ClosestDistance then
|
|
ClosestDistance = Distance
|
|
ClosestDefenderSquadronName = SquadronName
|
|
end
|
|
end
|
|
end
|
|
|
|
if ClosestDefenderSquadronName then
|
|
|
|
local DefenderSquadron = self.DefenderSquadrons[ClosestDefenderSquadronName]
|
|
local Intercept = self.DefenderSquadrons[ClosestDefenderSquadronName].Intercept
|
|
|
|
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
|
|
local AIGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase )
|
|
self:F( { AIGroup = AIGroup:GetName() } )
|
|
|
|
if AIGroup then
|
|
|
|
DefendersCount = DefendersCount + AIGroup:GetSize()
|
|
|
|
local Fsm = AI_A2A_INTERCEPT:New( AIGroup, Intercept.MinSpeed, Intercept.MaxSpeed )
|
|
Fsm:SetDispatcher( self )
|
|
Fsm:Start()
|
|
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
|
|
|
|
|
|
self:SetDefenderTask( AIGroup, "INTERCEPT", Fsm, Target )
|
|
|
|
function Fsm:onafterRTB()
|
|
self:F({"RTB"})
|
|
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
|
|
local AIGroup = self:GetControllable()
|
|
Dispatcher:ClearDefenderTask( AIGroup )
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
|
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
|
-- @return #nil If there are no targets to be set.
|
|
function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
|
|
self:F( { DetectedItem.ItemID } )
|
|
|
|
-- First, count the active AIGroups Units, targetting the DetectedSet
|
|
local DefenderCount = self:CountDefendersEngaged( DetectedItem )
|
|
local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
|
|
|
|
-- Only allow ENGAGE when:
|
|
-- 1. There are friendly units near the detected attackers.
|
|
-- 2. There is sufficient fuel
|
|
-- 3. There is sufficient ammo
|
|
-- 4. The plane is not damaged
|
|
if DefenderGroups and DetectedItem.IsDetected == true then
|
|
|
|
return DefenderGroups
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
--- Creates an INTERCEPT task when there are targets for it.
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
|
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
|
-- @return #nil If there are no targets to be set.
|
|
function AI_A2A_DISPATCHER:EvaluateINTERCEPT( Target )
|
|
self:F( { Target.ItemID } )
|
|
|
|
local AttackerSet = Target.Set
|
|
local AttackerCount = AttackerSet:Count()
|
|
|
|
-- First, count the active AIGroups Units, targetting the DetectedSet
|
|
local DefenderCount = self:CountDefendersEngaged( Target )
|
|
local DefendersMissing = math.ceil( ( AttackerCount - DefenderCount ) * self.Overhead )
|
|
|
|
local Friendlies = self:CountDefendersToBeEngaged( Target, DefenderCount )
|
|
|
|
if Target.IsDetected == true then
|
|
|
|
return DefendersMissing, Friendlies
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
|
|
--- Assigns A2A AI Tasks in relation to the detected items.
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
|
|
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
|
function AI_A2A_DISPATCHER:ProcessDetected( Detection )
|
|
|
|
local AreaMsg = {}
|
|
local TaskMsg = {}
|
|
local ChangeMsg = {}
|
|
|
|
local TaskReport = REPORT:New()
|
|
|
|
|
|
for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
|
local AIGroup = AIGroup -- Wrapper.Group#GROUP
|
|
if not AIGroup:IsAlive() then
|
|
self:ClearDefenderTask( AIGroup )
|
|
end
|
|
end
|
|
|
|
-- Now that all obsolete tasks are removed, loop through the detected targets.
|
|
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
|
|
|
|
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
|
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
|
local DetectedCount = DetectedSet:Count()
|
|
local DetectedZone = DetectedItem.Zone
|
|
|
|
self:F( { "Target ID", DetectedItem.ItemID } )
|
|
DetectedSet:Flush()
|
|
|
|
local DetectedID = DetectedItem.ID
|
|
local DetectionIndex = DetectedItem.Index
|
|
local DetectedItemChanged = DetectedItem.Changed
|
|
|
|
do
|
|
local Friendlies = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
|
|
if Friendlies then
|
|
self:F( { AIGroups = Friendlies } )
|
|
self:ENGAGE( DetectedItem, Friendlies )
|
|
end
|
|
end
|
|
|
|
do
|
|
local DefendersMissing, Friendlies = self:EvaluateINTERCEPT( DetectedItem )
|
|
if DefendersMissing then
|
|
self:F( { DefendersMissing = DefendersMissing } )
|
|
self:INTERCEPT( DetectedItem, DefendersMissing, Friendlies )
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Show tactical situation
|
|
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
|
|
local Defender = Defender -- Wrapper.Group#GROUP
|
|
local Message = string.format( "%s, %s", Defender:GetName(), DefenderTask.Type )
|
|
if DefenderTask.Target then
|
|
Message = Message .. " => " .. DefenderTask.Target.Index
|
|
end
|
|
self:F( { Tactical = Message } )
|
|
end
|
|
|
|
|
|
|
|
return true
|
|
end
|
|
|
|
end
|
|
|
|
do
|
|
|
|
--- Calculates which HUMAN friendlies are nearby the area
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param DetectedItem
|
|
-- @return #number, Core.CommandCenter#REPORT
|
|
function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
|
|
|
|
local DetectedSet = DetectedItem.Set
|
|
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
|
|
|
|
local PlayerTypes = {}
|
|
local PlayersCount = 0
|
|
|
|
if PlayersNearBy then
|
|
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
|
|
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
|
|
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
|
|
local PlayerName = PlayerUnit:GetPlayerName()
|
|
--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
|
|
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
|
|
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
|
|
PlayersCount = PlayersCount + 1
|
|
local PlayerType = PlayerUnit:GetTypeName()
|
|
PlayerTypes[PlayerName] = PlayerType
|
|
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--self:E( { PlayersCount = PlayersCount } )
|
|
|
|
local PlayerTypesReport = REPORT:New()
|
|
|
|
if PlayersCount > 0 then
|
|
for PlayerName, PlayerType in pairs( PlayerTypes ) do
|
|
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
|
|
end
|
|
else
|
|
PlayerTypesReport:Add( "-" )
|
|
end
|
|
|
|
|
|
return PlayersCount, PlayerTypesReport
|
|
end
|
|
|
|
--- Calculates which friendlies are nearby the area
|
|
-- @param #AI_A2A_DISPATCHER self
|
|
-- @param DetectedItem
|
|
-- @return #number, Core.CommandCenter#REPORT
|
|
function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target )
|
|
|
|
local DetectedSet = Target.Set
|
|
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target )
|
|
|
|
local FriendlyTypes = {}
|
|
local FriendliesCount = 0
|
|
|
|
if FriendlyUnitsNearBy then
|
|
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
|
|
for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do
|
|
local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT
|
|
if FriendlyUnit:IsAirPlane() then
|
|
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
|
|
FriendliesCount = FriendliesCount + 1
|
|
local FriendlyType = FriendlyUnit:GetTypeName()
|
|
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
|
|
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--self:E( { FriendliesCount = FriendliesCount } )
|
|
|
|
local FriendlyTypesReport = REPORT:New()
|
|
|
|
if FriendliesCount > 0 then
|
|
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
|
|
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
|
|
end
|
|
else
|
|
FriendlyTypesReport:Add( "-" )
|
|
end
|
|
|
|
|
|
return FriendliesCount, FriendlyTypesReport
|
|
end
|
|
|
|
|
|
|
|
end |