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-- Documentation fixes with links not working. -- MENU_CLIENT_COMMAND had a small glitch, fixed that one too. -- Implemented new Event Dispatcher. --
518 lines
20 KiB
Lua
518 lines
20 KiB
Lua
--- Single-Player:**Yes** / Mulit-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
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-- **Provide Close Air Support to friendly ground troops.**
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--
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-- 
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--
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-- ===
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--
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-- # 1) @{#AI_CAS_ZONE} class, extends @{AI_Patrol#AI_PATROL_ZONE}
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--
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-- @{#AI_CAS_ZONE} derives from the @{AI_Patrol#AI_PATROL_ZONE}, inheriting its methods and behaviour.
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--
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-- The @{#AI_CAS_ZONE} class implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Controllable} or @{Group}.
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-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
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--
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-- 
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--
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-- The AI_CAS_ZONE is assigned a @{Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
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--
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-- 
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--
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-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
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-- using a random speed within the given altitude and speed limits.
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-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
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--
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-- 
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--
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-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
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-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
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--
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-- 
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--
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-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
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--
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-- 
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--
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-- Every target that is destroyed, is reported< by the AI.
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--
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-- 
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--
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-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
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--
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-- 
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--
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-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
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--
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-- * a FAC
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-- * a timed event
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-- * a menu option selected by a human
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-- * a condition
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-- * others ...
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--
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-- 
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--
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-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
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--
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-- 
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--
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-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
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-- It can be notified to go RTB through the **RTB** event.
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--
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-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- # 1.1) AI_CAS_ZONE constructor
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--
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-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
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--
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-- ## 1.2) AI_CAS_ZONE is a FSM
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--
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-- 
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--
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-- ### 1.2.1) AI_CAS_ZONE States
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--
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-- * **None** ( Group ): The process is not started yet.
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-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
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-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS.
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-- * **Returning** ( Group ): The AI is returning to Base..
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--
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-- ### 1.2.2) AI_CAS_ZONE Events
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--
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-- * **Start** ( Group ): Start the process.
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-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
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-- * **Engage** ( Group ): Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
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-- * **RTB** ( Group ): Route the AI to the home base.
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-- * **Detect** ( Group ): The AI is detecting targets.
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-- * **Detected** ( Group ): The AI has detected new targets.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- 2017-01-15: Initial class and API.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- @module AI_Cas
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--- AI_CAS_ZONE class
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-- @type AI_CAS_ZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
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-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
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-- @extends AI.AI_Patrol#AI_PATROL_ZONE
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AI_CAS_ZONE = {
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ClassName = "AI_CAS_ZONE",
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}
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--- Creates a new AI_CAS_ZONE object
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-- @param #AI_CAS_ZONE self
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @param Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
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-- @param Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
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-- @param Dcs.DCSTypes#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
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-- @param Core.Zone#ZONE EngageZone
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-- @return #AI_CAS_ZONE self
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function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAS_ZONE
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self.EngageZone = EngageZone
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self.Accomplished = false
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self:SetDetectionZone( self.EngageZone )
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self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
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--- OnBefore Transition Handler for Event Engage.
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-- @function [parent=#AI_CAS_ZONE] OnBeforeEngage
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-- @param #AI_CAS_ZONE 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 Engage.
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-- @function [parent=#AI_CAS_ZONE] OnAfterEngage
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-- @param #AI_CAS_ZONE 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 Engage.
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-- @function [parent=#AI_CAS_ZONE] Engage
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-- @param #AI_CAS_ZONE self
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--- Asynchronous Event Trigger for Event Engage.
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-- @function [parent=#AI_CAS_ZONE] __Engage
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Engaging.
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-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
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-- @param #AI_CAS_ZONE 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 Engaging.
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-- @function [parent=#AI_CAS_ZONE] OnEnterEngaging
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-- @param #AI_CAS_ZONE 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( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
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--- OnBefore Transition Handler for Event Fired.
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-- @function [parent=#AI_CAS_ZONE] OnBeforeFired
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-- @param #AI_CAS_ZONE 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 Fired.
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-- @function [parent=#AI_CAS_ZONE] OnAfterFired
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-- @param #AI_CAS_ZONE 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 Fired.
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-- @function [parent=#AI_CAS_ZONE] Fired
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-- @param #AI_CAS_ZONE self
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--- Asynchronous Event Trigger for Event Fired.
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-- @function [parent=#AI_CAS_ZONE] __Fired
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
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--- OnBefore Transition Handler for Event Destroy.
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-- @function [parent=#AI_CAS_ZONE] OnBeforeDestroy
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-- @param #AI_CAS_ZONE 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 Destroy.
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-- @function [parent=#AI_CAS_ZONE] OnAfterDestroy
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-- @param #AI_CAS_ZONE 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 Destroy.
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-- @function [parent=#AI_CAS_ZONE] Destroy
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-- @param #AI_CAS_ZONE self
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--- Asynchronous Event Trigger for Event Destroy.
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-- @function [parent=#AI_CAS_ZONE] __Destroy
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
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--- OnBefore Transition Handler for Event Abort.
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-- @function [parent=#AI_CAS_ZONE] OnBeforeAbort
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-- @param #AI_CAS_ZONE 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 Abort.
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-- @function [parent=#AI_CAS_ZONE] OnAfterAbort
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-- @param #AI_CAS_ZONE 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 Abort.
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-- @function [parent=#AI_CAS_ZONE] Abort
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-- @param #AI_CAS_ZONE self
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--- Asynchronous Event Trigger for Event Abort.
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-- @function [parent=#AI_CAS_ZONE] __Abort
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
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--- OnBefore Transition Handler for Event Accomplish.
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-- @function [parent=#AI_CAS_ZONE] OnBeforeAccomplish
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-- @param #AI_CAS_ZONE 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 Accomplish.
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-- @function [parent=#AI_CAS_ZONE] OnAfterAccomplish
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-- @param #AI_CAS_ZONE 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 Accomplish.
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-- @function [parent=#AI_CAS_ZONE] Accomplish
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-- @param #AI_CAS_ZONE self
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--- Asynchronous Event Trigger for Event Accomplish.
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-- @function [parent=#AI_CAS_ZONE] __Accomplish
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-- @param #AI_CAS_ZONE self
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-- @param #number Delay The delay in seconds.
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return self
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end
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--- Set the Engage Zone where the AI is performing CAS. Note that if the EngageZone is changed, the AI needs to re-detect targets.
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-- @param #AI_CAS_ZONE self
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-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAS.
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-- @return #AI_CAS_ZONE self
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function AI_CAS_ZONE:SetEngageZone( EngageZone )
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self:F2()
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if EngageZone then
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self.EngageZone = EngageZone
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else
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self.EngageZone = nil
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end
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end
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--- onafter State Transition for Event Start.
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-- @param #AI_CAS_ZONE 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_CAS_ZONE:onafterStart( Controllable, From, Event, To )
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-- Call the parent Start event handler
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self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
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self:EventOnDead( self.OnDead )
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end
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--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
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function _NewEngageRoute( AIControllable )
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AIControllable:T( "NewEngageRoute" )
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local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_Cas#AI_CAS_ZONE
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EngageZone:__Engage( 1 )
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end
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--- @param #AI_CAS_ZONE 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_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
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if self.Accomplished == true then
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return false
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end
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end
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--- @param #AI_CAS_ZONE 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_CAS_ZONE:onafterEngage( Controllable, From, Event, To )
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if Controllable:IsAlive() then
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local EngageRoute = {}
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--- Calculate the current route point.
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local CurrentVec2 = self.Controllable:GetVec2()
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--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToEngageZoneSpeed = self.PatrolMaxSpeed
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local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToEngageZoneSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = CurrentRoutePoint
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if self.Controllable:IsNotInZone( self.EngageZone ) then
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-- Find a random 2D point in EngageZone.
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local ToEngageZoneVec2 = self.EngageZone:GetRandomVec2()
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self:T2( ToEngageZoneVec2 )
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-- Define Speed and Altitude.
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local ToEngageZoneAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local ToEngageZoneSpeed = self.PatrolMaxSpeed
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self:T2( ToEngageZoneSpeed )
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-- Obtain a 3D @{Point} from the 2D point + altitude.
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local ToEngageZonePointVec3 = POINT_VEC3:New( ToEngageZoneVec2.x, ToEngageZoneAltitude, ToEngageZoneVec2.y )
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-- Create a route point of type air.
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local ToEngageZoneRoutePoint = ToEngageZonePointVec3:RoutePointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToEngageZoneSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = ToEngageZoneRoutePoint
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end
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--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
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--- Find a random 2D point in EngageZone.
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local ToTargetVec2 = self.EngageZone:GetRandomVec2()
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self:T2( ToTargetVec2 )
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--- Define Speed and Altitude.
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local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
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self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
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--- Obtain a 3D @{Point} from the 2D point + altitude.
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local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
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|
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--- Create a route point of type air.
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local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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|
true
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|
)
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|
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ToTargetPointVec3:SmokeBlue()
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EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
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|
|
|
|
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Controllable:OptionROEOpenFire()
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Controllable:OptionROTPassiveDefense()
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|
|
|
local AttackTasks = {}
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|
|
|
for DetectedUnitID, DetectedUnit in pairs( self.DetectedUnits ) do
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|
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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|
self:T( DetectedUnit )
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|
if DetectedUnit:IsAlive() then
|
|
if DetectedUnit:IsInZone( self.EngageZone ) then
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|
self:E( {"Engaging ", DetectedUnit } )
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AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
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|
end
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else
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|
self.DetectedUnits[DetectedUnit] = nil
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|
end
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|
end
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|
|
|
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
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|
|
|
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
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|
self.Controllable:WayPointInitialize( EngageRoute )
|
|
|
|
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
|
self.Controllable:SetState( self.Controllable, "EngageZone", self )
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|
|
|
self.Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
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|
|
|
--- NOW ROUTE THE GROUP!
|
|
self.Controllable:WayPointExecute( 1, 2 )
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|
end
|
|
end
|
|
|
|
--- @param #AI_CAS_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
|
|
|
if EventData.IniUnit then
|
|
self.DetectedUnits[EventData.IniUnit] = nil
|
|
end
|
|
|
|
Controllable:MessageToAll( "Destroyed a target", 15 , "Destroyed!" )
|
|
end
|
|
|
|
--- @param #AI_CAS_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
|
self.Accomplished = true
|
|
self:SetDetectionOff()
|
|
end
|
|
|
|
--- @param #AI_CAS_ZONE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_CAS_ZONE:OnDead( EventData )
|
|
self:T( { "EventDead", EventData } )
|
|
|
|
if EventData.IniDCSUnit then
|
|
self:__Destroy( 1, EventData )
|
|
end
|
|
end
|
|
|
|
|