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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
484 lines
16 KiB
Lua
484 lines
16 KiB
Lua
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
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--
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-- ===
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--
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-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
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--
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-- ## ACT_ROUTE state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### ACT_ROUTE **Events**:
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--
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-- These are the events defined in this class:
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--
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-- * **Start**: The process is started. The process will go into the Report state.
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-- * **Report**: The process is reporting to the player the route to be followed.
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-- * **Route**: The process is routing the controllable.
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-- * **Pause**: The process is pausing the route of the controllable.
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-- * **Arrive**: The controllable has arrived at a route point.
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-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
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-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
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--
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-- ### ACT_ROUTE **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
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-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
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--
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-- * **Immediate**: The event method has exactly the name of the event.
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-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
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--
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-- ### ACT_ROUTE **States**:
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--
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-- * **None**: The controllable did not receive route commands.
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-- * **Arrived (*)**: The controllable has arrived at a route point.
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-- * **Aborted (*)**: The controllable has aborted the route path.
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-- * **Routing**: The controllable is understay to the route point.
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-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
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-- * **Success (*)**: All route points were reached.
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-- * **Failed (*)**: The process has failed.
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--
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-- (*) End states of the process.
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--
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-- ### ACT_ROUTE state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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--
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-- * **Before** the state transition.
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-- The state transition method needs to start with the name **OnBefore + the name of the state**.
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-- If the state transition method returns false, then the processing of the state transition will not be done!
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-- If you want to change the behaviour of the AIControllable at this event, return false,
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-- but then you'll need to specify your own logic using the AIControllable!
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--
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-- * **After** the state transition.
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- ===
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--
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-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
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--
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-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
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-- The player receives on perioding times messages with the coordinates of the route to follow.
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-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
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--
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-- # 1.1) ACT_ROUTE_ZONE constructor:
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--
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-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
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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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-- ===
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--
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-- @module Actions.Act_Route
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-- @image MOOSE.JPG
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do -- ACT_ROUTE
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--- ACT_ROUTE class
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-- @type ACT_ROUTE
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-- @field Tasking.Task#TASK TASK
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-- @field Wrapper.Unit#UNIT ProcessUnit
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-- @field Core.Zone#ZONE_BASE Zone
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-- @field Core.Point#COORDINATE Coordinate
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-- @extends Core.Fsm#FSM_PROCESS
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ACT_ROUTE = {
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ClassName = "ACT_ROUTE",
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}
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--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
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-- @param #ACT_ROUTE self
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-- @return #ACT_ROUTE self
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function ACT_ROUTE:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS
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self:AddTransition( "*", "Reset", "None" )
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self:AddTransition( "None", "Start", "Routing" )
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self:AddTransition( "*", "Report", "*" )
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self:AddTransition( "Routing", "Route", "Routing" )
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self:AddTransition( "Routing", "Pause", "Pausing" )
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self:AddTransition( "Routing", "Arrive", "Arrived" )
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self:AddTransition( "*", "Cancel", "Cancelled" )
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self:AddTransition( "Arrived", "Success", "Success" )
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self:AddTransition( "*", "Fail", "Failed" )
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self:AddTransition( "", "", "" )
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self:AddTransition( "", "", "" )
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self:AddEndState( "Arrived" )
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self:AddEndState( "Failed" )
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self:AddEndState( "Cancelled" )
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self:SetStartState( "None" )
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self:SetRouteMode( "C" )
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return self
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end
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--- Set a Cancel Menu item.
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-- @param #ACT_ROUTE self
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-- @return #ACT_ROUTE
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function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag )
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self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
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MenuGroup,
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MenuText,
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ParentMenu,
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self.MenuCancel,
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self
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):SetTime( MenuTime ):SetTag( MenuTag )
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ParentMenu:SetTime( MenuTime )
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ParentMenu:Remove( MenuTime, MenuTag )
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return self
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end
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--- Set the route mode.
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-- There are 2 route modes supported:
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--
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-- * SetRouteMode( "B" ): Route mode is Bearing and Range.
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-- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup.
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--
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-- @param #ACT_ROUTE self
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-- @return #ACT_ROUTE
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function ACT_ROUTE:SetRouteMode( RouteMode )
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self.RouteMode = RouteMode
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return self
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end
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--- Get the routing text to be displayed.
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-- The route mode determines the text displayed.
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-- @param #ACT_ROUTE self
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-- @param Wrapper.Unit#UNIT Controllable
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-- @return #string
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function ACT_ROUTE:GetRouteText( Controllable )
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local RouteText = ""
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local Coordinate = nil -- Core.Point#COORDINATE
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if self.Coordinate then
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Coordinate = self.Coordinate
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end
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if self.Zone then
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Coordinate = self.Zone:GetPointVec3( self.Altitude )
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Coordinate:SetHeading( self.Heading )
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end
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local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G).
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local CC = self:GetTask():GetMission():GetCommandCenter()
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if CC then
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if CC:IsModeWWII() then
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-- Find closest reference point to the target.
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local ShortestDistance = 0
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local ShortestReferencePoint = nil
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local ShortestReferenceName = ""
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self:F( { CC.ReferencePoints } )
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for ZoneName, Zone in pairs( CC.ReferencePoints ) do
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self:F( { ZoneName = ZoneName } )
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local Zone = Zone -- Core.Zone#ZONE
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local ZoneCoord = Zone:GetCoordinate()
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local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
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self:F( { ShortestDistance, ShortestReferenceName } )
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if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
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ShortestDistance = ZoneDistance
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ShortestReferencePoint = ZoneCoord
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ShortestReferenceName = CC.ReferenceNames[ZoneName]
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end
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end
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if ShortestReferencePoint then
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RouteText = Coordinate:ToStringFromRP( ShortestReferencePoint, ShortestReferenceName, Controllable )
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end
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else
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RouteText = Coordinate:ToString( Controllable, nil, Task )
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end
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end
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return RouteText
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end
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function ACT_ROUTE:MenuCancel()
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self:F("Cancelled")
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self.CancelMenuGroupCommand:Remove()
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self:__Cancel( 1 )
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end
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--- Task Events
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--- StateMachine callback function
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-- @param #ACT_ROUTE self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To )
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self:__Route( 1 )
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end
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--- Check if the controllable has arrived.
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-- @param #ACT_ROUTE self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @return #boolean
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function ACT_ROUTE:onfuncHasArrived( ProcessUnit )
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return false
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end
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--- StateMachine callback function
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-- @param #ACT_ROUTE self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
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if ProcessUnit:IsAlive() then
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local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
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if self.DisplayCount >= self.DisplayInterval then
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self:T( { HasArrived = HasArrived } )
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if not HasArrived then
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self:Report()
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end
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self.DisplayCount = 1
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else
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self.DisplayCount = self.DisplayCount + 1
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end
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if HasArrived then
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self:__Arrive( 1 )
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else
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self:__Route( 1 )
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end
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return HasArrived -- if false, then the event will not be executed...
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end
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return false
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end
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end -- ACT_ROUTE
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do -- ACT_ROUTE_POINT
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--- ACT_ROUTE_POINT class
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-- @type ACT_ROUTE_POINT
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-- @field Tasking.Task#TASK TASK
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-- @extends #ACT_ROUTE
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ACT_ROUTE_POINT = {
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ClassName = "ACT_ROUTE_POINT",
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}
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--- Creates a new routing state machine.
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-- The task will route a controllable to a Coordinate until the controllable is within the Range.
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-- @param #ACT_ROUTE_POINT self
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-- @param Core.Point#COORDINATE The Coordinate to Target.
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-- @param #number Range The Distance to Target.
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-- @param Core.Zone#ZONE_BASE Zone
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function ACT_ROUTE_POINT:New( Coordinate, Range )
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local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT
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self.Coordinate = Coordinate
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self.Range = Range or 0
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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return self
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end
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--- Creates a new routing state machine.
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-- The task will route a controllable to a Coordinate until the controllable is within the Range.
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-- @param #ACT_ROUTE_POINT self
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function ACT_ROUTE_POINT:Init( FsmRoute )
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self.Coordinate = FsmRoute.Coordinate
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self.Range = FsmRoute.Range or 0
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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self:SetStartState("None")
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end
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--- Set Coordinate
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-- @param #ACT_ROUTE_POINT self
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-- @param Core.Point#COORDINATE Coordinate The Coordinate to route to.
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function ACT_ROUTE_POINT:SetCoordinate( Coordinate )
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self:F2( { Coordinate } )
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self.Coordinate = Coordinate
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end
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--- Get Coordinate
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-- @param #ACT_ROUTE_POINT self
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-- @return Core.Point#COORDINATE Coordinate The Coordinate to route to.
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function ACT_ROUTE_POINT:GetCoordinate()
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self:F2( { self.Coordinate } )
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return self.Coordinate
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end
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--- Set Range around Coordinate
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-- @param #ACT_ROUTE_POINT self
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-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
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function ACT_ROUTE_POINT:SetRange( Range )
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self:F2( { Range } )
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self.Range = Range or 10000
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end
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--- Get Range around Coordinate
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-- @param #ACT_ROUTE_POINT self
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-- @return #number The Range to consider the arrival. Default is 10000 meters.
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function ACT_ROUTE_POINT:GetRange()
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self:F2( { self.Range } )
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return self.Range
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end
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--- Method override to check if the controllable has arrived.
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-- @param #ACT_ROUTE_POINT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @return #boolean
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function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit )
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if ProcessUnit:IsAlive() then
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local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
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if Distance <= self.Range then
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local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived."
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self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
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return true
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end
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end
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return false
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end
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--- Task Events
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--- StateMachine callback function
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-- @param #ACT_ROUTE_POINT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
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local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
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self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
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end
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end -- ACT_ROUTE_POINT
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do -- ACT_ROUTE_ZONE
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--- ACT_ROUTE_ZONE class
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-- @type ACT_ROUTE_ZONE
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-- @field Tasking.Task#TASK TASK
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-- @field Wrapper.Unit#UNIT ProcessUnit
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-- @field Core.Zone#ZONE_BASE Zone
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-- @extends #ACT_ROUTE
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ACT_ROUTE_ZONE = {
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ClassName = "ACT_ROUTE_ZONE",
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}
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--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
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-- @param #ACT_ROUTE_ZONE self
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-- @param Core.Zone#ZONE_BASE Zone
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function ACT_ROUTE_ZONE:New( Zone )
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local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
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self.Zone = Zone
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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return self
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end
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function ACT_ROUTE_ZONE:Init( FsmRoute )
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self.Zone = FsmRoute.Zone
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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end
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--- Set Zone
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-- @param #ACT_ROUTE_ZONE self
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-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
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-- @param #number Altitude
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-- @param #number Heading
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function ACT_ROUTE_ZONE:SetZone( Zone, Altitude, Heading ) -- R2.2 Added altitude and heading
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self.Zone = Zone
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self.Altitude = Altitude
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self.Heading = Heading
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end
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--- Get Zone
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-- @param #ACT_ROUTE_ZONE self
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-- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to.
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function ACT_ROUTE_ZONE:GetZone()
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return self.Zone
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end
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--- Method override to check if the controllable has arrived.
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-- @param #ACT_ROUTE self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @return #boolean
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function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
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if ProcessUnit:IsInZone( self.Zone ) then
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local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone."
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self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
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end
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return ProcessUnit:IsInZone( self.Zone )
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end
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--- Task Events
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--- StateMachine callback function
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-- @param #ACT_ROUTE_ZONE self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
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self:F( { ProcessUnit = ProcessUnit } )
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local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
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self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
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end
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end -- ACT_ROUTE_ZONE
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