Frank 52e66ae969 Broken Links
- 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
2023-10-31 13:33:45 +01:00

484 lines
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Lua

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