mirror of
https://github.com/FlightControl-Master/MOOSE.git
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- AI_A2A_Gci Removed reference to SetEngageZone - Fixed link to #AI_A2G_SEAD.SetEngageRange #2025 - AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more. - AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now. - AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029 - SETTINGS Fixed link to Message #2021 - Fixed wrong indent of "Developer Note" in various classes
835 lines
27 KiB
Lua
835 lines
27 KiB
Lua
--- **AI** - Models the process of AI air operations.
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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_Air
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-- @image MOOSE.JPG
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--- @type AI_AIR
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
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--
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--
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-- # 1) AI_AIR constructor
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--
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-- * @{#AI_AIR.New}(): Creates a new AI_AIR object.
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--
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-- # 2) AI_AIR is a Finite State Machine.
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--
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-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
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-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
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--
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-- So, each of the rows have the following structure.
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--
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-- * **From** => **Event** => **To**
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--
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-- Important to know is that an event can only be executed if the **current state** is the **From** state.
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-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
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-- and the resulting state will be the **To** state.
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--
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-- These are the different possible state transitions of this state machine implementation:
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--
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-- * Idle => Start => Monitoring
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--
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-- ## 2.1) AI_AIR States.
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--
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-- * **Idle**: The process is idle.
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--
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-- ## 2.2) AI_AIR Events.
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--
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-- * **Start**: Start the transport process.
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-- * **Stop**: Stop the transport process.
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-- * **Monitor**: Monitor and take action.
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--
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-- # Developer Note
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--
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-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
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-- Therefore, this class is considered to be deprecated
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--
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-- @field #AI_AIR
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AI_AIR = {
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ClassName = "AI_AIR",
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}
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AI_AIR.TaskDelay = 0.5 -- The delay of each task given to the AI.
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--- Creates a new AI_AIR process.
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-- @param #AI_AIR self
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-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
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-- @return #AI_AIR
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function AI_AIR:New( AIGroup )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_AIR
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self:SetControllable( AIGroup )
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self:SetStartState( "Stopped" )
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self:AddTransition( "*", "Queue", "Queued" )
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self:AddTransition( "*", "Start", "Started" )
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--- Start Handler OnBefore for AI_AIR
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-- @function [parent=#AI_AIR] OnBeforeStart
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-- @param #AI_AIR self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- Start Handler OnAfter for AI_AIR
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-- @function [parent=#AI_AIR] OnAfterStart
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-- @param #AI_AIR self
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- Start Trigger for AI_AIR
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-- @function [parent=#AI_AIR] Start
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-- @param #AI_AIR self
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--- Start Asynchronous Trigger for AI_AIR
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-- @function [parent=#AI_AIR] __Start
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-- @param #AI_AIR self
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-- @param #number Delay
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self:AddTransition( "*", "Stop", "Stopped" )
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--- OnLeave Transition Handler for State Stopped.
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-- @function [parent=#AI_AIR] OnLeaveStopped
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 Stopped.
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-- @function [parent=#AI_AIR] OnEnterStopped
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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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--- OnBefore Transition Handler for Event Stop.
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-- @function [parent=#AI_AIR] OnBeforeStop
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 Stop.
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-- @function [parent=#AI_AIR] OnAfterStop
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 Stop.
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-- @function [parent=#AI_AIR] Stop
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-- @param #AI_AIR self
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--- Asynchronous Event Trigger for Event Stop.
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-- @function [parent=#AI_AIR] __Stop
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-- @param #AI_AIR self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
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--- OnBefore Transition Handler for Event Status.
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-- @function [parent=#AI_AIR] OnBeforeStatus
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 Status.
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-- @function [parent=#AI_AIR] OnAfterStatus
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 Status.
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-- @function [parent=#AI_AIR] Status
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-- @param #AI_AIR self
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--- Asynchronous Event Trigger for Event Status.
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-- @function [parent=#AI_AIR] __Status
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-- @param #AI_AIR self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
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--- OnBefore Transition Handler for Event RTB.
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-- @function [parent=#AI_AIR] OnBeforeRTB
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 RTB.
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-- @function [parent=#AI_AIR] OnAfterRTB
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 RTB.
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-- @function [parent=#AI_AIR] RTB
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-- @param #AI_AIR self
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--- Asynchronous Event Trigger for Event RTB.
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-- @function [parent=#AI_AIR] __RTB
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-- @param #AI_AIR self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Returning.
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-- @function [parent=#AI_AIR] OnLeaveReturning
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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 Returning.
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-- @function [parent=#AI_AIR] OnEnterReturning
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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", "Refuel", "Refuelling" )
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--- Refuel Handler OnBefore for AI_AIR
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-- @function [parent=#AI_AIR] OnBeforeRefuel
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @return #boolean
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--- Refuel Handler OnAfter for AI_AIR
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-- @function [parent=#AI_AIR] OnAfterRefuel
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-- @param #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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--- Refuel Trigger for AI_AIR
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-- @function [parent=#AI_AIR] Refuel
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-- @param #AI_AIR self
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--- Refuel Asynchronous Trigger for AI_AIR
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-- @function [parent=#AI_AIR] __Refuel
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-- @param #AI_AIR self
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-- @param #number Delay
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self:AddTransition( "*", "Takeoff", "Airborne" )
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self:AddTransition( "*", "Return", "Returning" )
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self:AddTransition( "*", "Hold", "Holding" )
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self:AddTransition( "*", "Home", "Home" )
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self:AddTransition( "*", "LostControl", "LostControl" )
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self:AddTransition( "*", "Fuel", "Fuel" )
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self:AddTransition( "*", "Damaged", "Damaged" )
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self:AddTransition( "*", "Eject", "*" )
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self:AddTransition( "*", "Crash", "Crashed" )
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self:AddTransition( "*", "PilotDead", "*" )
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self.IdleCount = 0
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self.RTBSpeedMaxFactor = 0.6
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self.RTBSpeedMinFactor = 0.5
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return self
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end
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--- @param Wrapper.Group#GROUP self
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-- @param Core.Event#EVENTDATA EventData
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function GROUP:OnEventTakeoff( EventData, Fsm )
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Fsm:Takeoff()
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self:UnHandleEvent( EVENTS.Takeoff )
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end
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function AI_AIR:SetDispatcher( Dispatcher )
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self.Dispatcher = Dispatcher
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end
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function AI_AIR:GetDispatcher()
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return self.Dispatcher
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end
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function AI_AIR:SetTargetDistance( Coordinate )
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local CurrentCoord = self.Controllable:GetCoordinate()
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self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate )
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self.ClosestTargetDistance = ( not self.ClosestTargetDistance or self.ClosestTargetDistance > self.TargetDistance ) and self.TargetDistance or self.ClosestTargetDistance
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end
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function AI_AIR:ClearTargetDistance()
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self.TargetDistance = nil
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self.ClosestTargetDistance = nil
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end
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--- Sets (modifies) the minimum and maximum speed of the patrol.
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-- @param #AI_AIR self
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-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
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-- @return #AI_AIR self
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function AI_AIR:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
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self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
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self.PatrolMinSpeed = PatrolMinSpeed
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self.PatrolMaxSpeed = PatrolMaxSpeed
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end
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--- Sets (modifies) the minimum and maximum RTB speed of the patrol.
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-- @param #AI_AIR self
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-- @param DCS#Speed RTBMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
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-- @param DCS#Speed RTBMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
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-- @return #AI_AIR self
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function AI_AIR:SetRTBSpeed( RTBMinSpeed, RTBMaxSpeed )
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self:F( { RTBMinSpeed, RTBMaxSpeed } )
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self.RTBMinSpeed = RTBMinSpeed
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self.RTBMaxSpeed = RTBMaxSpeed
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end
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--- Sets the floor and ceiling altitude of the patrol.
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-- @param #AI_AIR self
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-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @return #AI_AIR self
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function AI_AIR:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
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self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
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self.PatrolFloorAltitude = PatrolFloorAltitude
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self.PatrolCeilingAltitude = PatrolCeilingAltitude
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end
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--- Sets the home airbase.
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-- @param #AI_AIR self
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-- @param Wrapper.Airbase#AIRBASE HomeAirbase
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-- @return #AI_AIR self
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function AI_AIR:SetHomeAirbase( HomeAirbase )
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self:F2( { HomeAirbase } )
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self.HomeAirbase = HomeAirbase
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end
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--- Sets to refuel at the given tanker.
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-- @param #AI_AIR self
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-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
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-- @return #AI_AIR self
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function AI_AIR:SetTanker( TankerName )
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self:F2( { TankerName } )
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self.TankerName = TankerName
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end
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--- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
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-- @param #AI_AIR self
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-- @param #number DisengageRadius The disengage range.
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-- @return #AI_AIR self
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function AI_AIR:SetDisengageRadius( DisengageRadius )
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self:F2( { DisengageRadius } )
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self.DisengageRadius = DisengageRadius
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end
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--- Set the status checking off.
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-- @param #AI_AIR self
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-- @return #AI_AIR self
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function AI_AIR:SetStatusOff()
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self:F2()
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self.CheckStatus = false
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end
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--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
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-- Once the time is finished, the old AI will return to the base.
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-- @param #AI_AIR self
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-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
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-- @return #AI_AIR self
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function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
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self.FuelThresholdPercentage = FuelThresholdPercentage
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self.OutOfFuelOrbitTime = OutOfFuelOrbitTime
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self.Controllable:OptionRTBBingoFuel( false )
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return self
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end
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--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
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-- However, damage cannot be foreseen early on.
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-- Therefore, when the damage threshold is reached,
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-- the AI will return immediately to the home base (RTB).
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-- Note that for groups, the average damage of the complete group will be calculated.
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-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
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-- @param #AI_AIR self
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-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
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-- @return #AI_AIR self
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function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
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self.PatrolManageDamage = true
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self.PatrolDamageThreshold = PatrolDamageThreshold
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return self
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end
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--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
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-- @param #AI_AIR self
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-- @return #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_AIR:onafterStart( Controllable, From, Event, To )
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self:__Status( 10 ) -- Check status status every 30 seconds.
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self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
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self:HandleEvent( EVENTS.Crash, self.OnCrash )
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self:HandleEvent( EVENTS.Ejection, self.OnEjection )
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Controllable:OptionROEHoldFire()
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Controllable:OptionROTVertical()
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end
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--- Coordinates the approriate returning action.
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-- @param #AI_AIR self
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-- @return #AI_AIR self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable 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_AIR:onafterReturn( Controllable, From, Event, To )
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self:__RTB( self.TaskDelay )
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end
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--- @param #AI_AIR self
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function AI_AIR:onbeforeStatus()
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return self.CheckStatus
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end
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--- @param #AI_AIR self
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function AI_AIR:onafterStatus()
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if self.Controllable and self.Controllable:IsAlive() then
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local RTB = false
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local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
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if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
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local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
|
|
|
if DistanceFromHomeBase > self.DisengageRadius then
|
|
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
|
self:Hold( 300 )
|
|
RTB = false
|
|
end
|
|
end
|
|
|
|
-- I think this code is not requirement anymore after release 2.5.
|
|
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
|
|
-- if DistanceFromHomeBase < 5000 then
|
|
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
|
|
-- self:Home( "Destroy" )
|
|
-- end
|
|
-- end
|
|
|
|
|
|
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
|
|
|
|
local Fuel = self.Controllable:GetFuelMin()
|
|
|
|
-- If the fuel in the controllable is below the threshold percentage,
|
|
-- then send for refuel in case of a tanker, otherwise RTB.
|
|
if Fuel < self.FuelThresholdPercentage then
|
|
|
|
if self.TankerName then
|
|
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
|
self:Refuel()
|
|
else
|
|
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
|
local OldAIControllable = self.Controllable
|
|
|
|
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
|
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
|
|
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
|
|
|
self:Fuel()
|
|
RTB = true
|
|
end
|
|
else
|
|
end
|
|
end
|
|
|
|
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
|
|
RTB = true
|
|
end
|
|
|
|
-- TODO: Check GROUP damage function.
|
|
local Damage = self.Controllable:GetLife()
|
|
local InitialLife = self.Controllable:GetLife0()
|
|
|
|
-- If the group is damaged, then RTB.
|
|
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
|
|
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
|
|
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
|
|
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
|
self:Damaged()
|
|
RTB = true
|
|
self:SetStatusOff()
|
|
end
|
|
|
|
-- Check if planes went RTB and are out of control.
|
|
-- We only check if planes are out of control, when they are in duty.
|
|
if self.Controllable:HasTask() == false then
|
|
if not self:Is( "Started" ) and
|
|
not self:Is( "Stopped" ) and
|
|
not self:Is( "Fuel" ) and
|
|
not self:Is( "Damaged" ) and
|
|
not self:Is( "Home" ) then
|
|
if self.IdleCount >= 10 then
|
|
if Damage ~= InitialLife then
|
|
self:Damaged()
|
|
else
|
|
self:I( self.Controllable:GetName() .. " control lost! " )
|
|
|
|
self:LostControl()
|
|
end
|
|
else
|
|
self.IdleCount = self.IdleCount + 1
|
|
end
|
|
end
|
|
else
|
|
self.IdleCount = 0
|
|
end
|
|
|
|
if RTB == true then
|
|
self:__RTB( self.TaskDelay )
|
|
end
|
|
|
|
if not self:Is("Home") then
|
|
self:__Status( 10 )
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
|
|
--- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR.RTBRoute( AIGroup, Fsm )
|
|
|
|
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
|
|
|
|
if AIGroup:IsAlive() then
|
|
Fsm:RTB()
|
|
end
|
|
|
|
end
|
|
|
|
--- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR.RTBHold( AIGroup, Fsm )
|
|
|
|
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
|
|
if AIGroup:IsAlive() then
|
|
Fsm:__RTB( Fsm.TaskDelay )
|
|
Fsm:Return()
|
|
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
|
AIGroup:SetTask( Task )
|
|
end
|
|
|
|
end
|
|
|
|
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
|
|
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
|
|
-- A random value in this bracket is then applied in the waypoint routing generation.
|
|
-- @param #AI_AIR self
|
|
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
|
|
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
|
|
-- @return #AI_AIR self
|
|
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
|
|
self.RTBSpeedMaxFactor = MaxFactor or 0.6
|
|
self.RTBSpeedMinFactor = MinFactor or 0.5
|
|
return self
|
|
end
|
|
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
|
self:F( { AIGroup, From, Event, To } )
|
|
|
|
if AIGroup and AIGroup:IsAlive() then
|
|
|
|
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
|
|
|
self:ClearTargetDistance()
|
|
--AIGroup:ClearTasks()
|
|
|
|
AIGroup:OptionProhibitAfterburner(true)
|
|
|
|
local EngageRoute = {}
|
|
|
|
--- Calculate the target route point.
|
|
|
|
local FromCoord = AIGroup:GetCoordinate()
|
|
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
|
|
local ToTargetVec3 = ToTargetCoord:GetVec3()
|
|
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
|
|
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
|
|
|
|
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
|
|
local RTBSpeedMax = AIGroup:GetSpeedMax()
|
|
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
|
|
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
|
|
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
|
|
end
|
|
|
|
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
|
|
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
|
|
|
|
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
|
|
|
|
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
|
|
local ToAirbaseCoord = ToTargetCoord2
|
|
|
|
if Distance < 5000 then
|
|
self:I( "RTB and near the airbase!" )
|
|
self:Home()
|
|
return
|
|
end
|
|
|
|
if not AIGroup:InAir() == true then
|
|
self:I( "Not anymore in the air, considered Home." )
|
|
self:Home()
|
|
return
|
|
end
|
|
|
|
|
|
--- Create a route point of type air.
|
|
local FromRTBRoutePoint = FromCoord:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
RTBSpeed,
|
|
true
|
|
)
|
|
|
|
--- Create a route point of type air.
|
|
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
RTBSpeed,
|
|
true
|
|
)
|
|
|
|
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
|
|
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
|
|
|
local Tasks = {}
|
|
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
|
|
|
|
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
|
|
|
AIGroup:OptionROEHoldFire()
|
|
AIGroup:OptionROTEvadeFire()
|
|
|
|
--- NOW ROUTE THE GROUP!
|
|
AIGroup:Route( EngageRoute, self.TaskDelay )
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR:onafterHome( AIGroup, From, Event, To )
|
|
self:F( { AIGroup, From, Event, To } )
|
|
|
|
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
|
|
|
if AIGroup and AIGroup:IsAlive() then
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
|
|
self:F( { AIGroup, From, Event, To } )
|
|
|
|
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
|
|
|
if AIGroup and AIGroup:IsAlive() then
|
|
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
|
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
|
|
|
|
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
|
|
|
|
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
|
|
|
|
--AIGroup:SetState( AIGroup, "AI_AIR", self )
|
|
|
|
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
|
|
end
|
|
|
|
end
|
|
|
|
--- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR.Resume( AIGroup, Fsm )
|
|
|
|
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
|
|
if AIGroup:IsAlive() then
|
|
Fsm:__RTB( Fsm.TaskDelay )
|
|
end
|
|
|
|
end
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Wrapper.Group#GROUP AIGroup
|
|
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
|
self:F( { AIGroup, From, Event, To } )
|
|
|
|
if AIGroup and AIGroup:IsAlive() then
|
|
|
|
-- Get tanker group.
|
|
local Tanker = GROUP:FindByName( self.TankerName )
|
|
|
|
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
|
|
|
|
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
|
|
|
|
local RefuelRoute = {}
|
|
|
|
--- Calculate the target route point.
|
|
|
|
local FromRefuelCoord = AIGroup:GetCoordinate()
|
|
local ToRefuelCoord = Tanker:GetCoordinate()
|
|
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
|
|
|
--- Create a route point of type air.
|
|
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
|
|
|
|
--- Create a route point of type air. NOT used!
|
|
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
|
|
|
|
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
|
|
|
|
RefuelRoute[#RefuelRoute+1] = FromRefuelRoutePoint
|
|
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
|
|
|
|
AIGroup:OptionROEHoldFire()
|
|
AIGroup:OptionROTEvadeFire()
|
|
|
|
-- Get Class name for .Resume function
|
|
local classname=self:GetClassName()
|
|
|
|
-- AI_A2A_CAP can call this function but does not have a .Resume function. Try to fix.
|
|
if classname=="AI_A2A_CAP" then
|
|
classname="AI_AIR_PATROL"
|
|
end
|
|
|
|
env.info("FF refueling classname="..classname)
|
|
|
|
local Tasks = {}
|
|
Tasks[#Tasks+1] = AIGroup:TaskRefueling()
|
|
Tasks[#Tasks+1] = AIGroup:TaskFunction( classname .. ".Resume", self )
|
|
RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks )
|
|
|
|
AIGroup:Route( RefuelRoute, self.TaskDelay )
|
|
|
|
else
|
|
|
|
-- No tanker defined ==> RTB!
|
|
self:RTB()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--- @param #AI_AIR self
|
|
function AI_AIR:onafterDead()
|
|
self:SetStatusOff()
|
|
end
|
|
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_AIR:OnCrash( EventData )
|
|
|
|
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
|
if #self.Controllable:GetUnits() == 1 then
|
|
self:__Crash( self.TaskDelay, EventData )
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_AIR:OnEjection( EventData )
|
|
|
|
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
|
self:__Eject( self.TaskDelay, EventData )
|
|
end
|
|
end
|
|
|
|
--- @param #AI_AIR self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_AIR:OnPilotDead( EventData )
|
|
|
|
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
|
self:__PilotDead( self.TaskDelay, EventData )
|
|
end
|
|
end
|