mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
* Player disconnecting will not result in coordinate calculation problems in AI_A2A_CAP and AI_A2A_GCI while engaged with the player machine. The engagement will stop.
462 lines
16 KiB
Lua
462 lines
16 KiB
Lua
--- **AI** -- **Execute Ground Controlled Interception (GCI).**
|
|
--
|
|
-- 
|
|
--
|
|
-- ===
|
|
--
|
|
-- AI A2A_INTEREPT class makes AI Groups execute an Intercept.
|
|
--
|
|
-- There are the following types of GCI classes defined:
|
|
--
|
|
-- * @{#AI_A2A_GCI}: Perform a GCI in a zone.
|
|
--
|
|
-- ====
|
|
--
|
|
-- ### Author: **Sven Van de Velde (FlightControl)**
|
|
--
|
|
-- ### Contributions:
|
|
--
|
|
-- ====
|
|
--
|
|
-- @module AI_A2A_GCI
|
|
|
|
|
|
--BASE:TraceClass("AI_A2A_GCI")
|
|
|
|
|
|
--- @type AI_A2A_GCI
|
|
-- @extends AI.AI_A2A#AI_A2A
|
|
|
|
|
|
--- # AI_A2A_GCI class, extends @{AI_A2A#AI_A2A}
|
|
--
|
|
-- The AI_A2A_GCI class implements the core functions to intercept intruders. The Engage function will intercept intruders.
|
|
--
|
|
-- 
|
|
--
|
|
-- The AI_A2A_GCI is assigned a @{Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
|
|
--
|
|
-- 
|
|
--
|
|
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
|
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
|
--
|
|
-- 
|
|
--
|
|
-- This cycle will continue.
|
|
--
|
|
-- 
|
|
--
|
|
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
|
--
|
|
-- 
|
|
--
|
|
-- When enemies are detected, the AI will automatically engage the enemy.
|
|
--
|
|
-- 
|
|
--
|
|
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
|
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
|
--
|
|
-- 
|
|
--
|
|
-- ## 1. AI_A2A_GCI constructor
|
|
--
|
|
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
|
|
--
|
|
-- ## 2. AI_A2A_GCI is a FSM
|
|
--
|
|
-- 
|
|
--
|
|
-- ### 2.1 AI_A2A_GCI States
|
|
--
|
|
-- * **None** ( Group ): The process is not started yet.
|
|
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
|
|
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
|
|
-- * **Returning** ( Group ): The AI is returning to Base..
|
|
--
|
|
-- ### 2.2 AI_A2A_GCI Events
|
|
--
|
|
-- * **@{AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
|
|
-- * **@{AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
|
|
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
|
|
-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
|
|
-- * **@{AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
|
|
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
|
|
-- * **@{AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
|
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Unit}.
|
|
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Unit}s assigned in the CAS task.
|
|
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
|
--
|
|
-- ## 3. Set the Range of Engagement
|
|
--
|
|
-- 
|
|
--
|
|
-- An optional range can be set in meters,
|
|
-- that will define when the AI will engage with the detected airborne enemy targets.
|
|
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
|
-- The range is applied at the position of the AI.
|
|
-- Use the method @{AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
|
|
--
|
|
-- ## 4. Set the Zone of Engagement
|
|
--
|
|
-- 
|
|
--
|
|
-- An optional @{Zone} can be set,
|
|
-- that will define when the AI will engage with the detected airborne enemy targets.
|
|
-- Use the method @{AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
|
|
--
|
|
-- ===
|
|
--
|
|
-- @field #AI_A2A_GCI
|
|
AI_A2A_GCI = {
|
|
ClassName = "AI_A2A_GCI",
|
|
}
|
|
|
|
|
|
|
|
--- Creates a new AI_A2A_GCI object
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup
|
|
-- @return #AI_A2A_GCI
|
|
function AI_A2A_GCI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
|
|
|
|
-- Inherits from BASE
|
|
local self = BASE:Inherit( self, AI_A2A:New( AIGroup ) ) -- #AI_A2A_GCI
|
|
|
|
self.Accomplished = false
|
|
self.Engaging = false
|
|
|
|
self.EngageMinSpeed = EngageMinSpeed
|
|
self.EngageMaxSpeed = EngageMaxSpeed
|
|
self.PatrolMinSpeed = EngageMinSpeed
|
|
self.PatrolMaxSpeed = EngageMaxSpeed
|
|
|
|
self.PatrolAltType = "RADIO"
|
|
|
|
self:AddTransition( { "Started", "Engaging", "Returning" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
|
|
|
--- OnBefore Transition Handler for Event Engage.
|
|
-- @function [parent=#AI_A2A_GCI] OnBeforeEngage
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event Engage.
|
|
-- @function [parent=#AI_A2A_GCI] OnAfterEngage
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
|
|
--- Synchronous Event Trigger for Event Engage.
|
|
-- @function [parent=#AI_A2A_GCI] Engage
|
|
-- @param #AI_A2A_GCI self
|
|
|
|
--- Asynchronous Event Trigger for Event Engage.
|
|
-- @function [parent=#AI_A2A_GCI] __Engage
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
--- OnLeave Transition Handler for State Engaging.
|
|
-- @function [parent=#AI_A2A_GCI] OnLeaveEngaging
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnEnter Transition Handler for State Engaging.
|
|
-- @function [parent=#AI_A2A_GCI] OnEnterEngaging
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
|
|
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
|
|
|
--- OnBefore Transition Handler for Event Fired.
|
|
-- @function [parent=#AI_A2A_GCI] OnBeforeFired
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event Fired.
|
|
-- @function [parent=#AI_A2A_GCI] OnAfterFired
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
|
|
--- Synchronous Event Trigger for Event Fired.
|
|
-- @function [parent=#AI_A2A_GCI] Fired
|
|
-- @param #AI_A2A_GCI self
|
|
|
|
--- Asynchronous Event Trigger for Event Fired.
|
|
-- @function [parent=#AI_A2A_GCI] __Fired
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
|
|
|
--- OnBefore Transition Handler for Event Destroy.
|
|
-- @function [parent=#AI_A2A_GCI] OnBeforeDestroy
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event Destroy.
|
|
-- @function [parent=#AI_A2A_GCI] OnAfterDestroy
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
|
|
--- Synchronous Event Trigger for Event Destroy.
|
|
-- @function [parent=#AI_A2A_GCI] Destroy
|
|
-- @param #AI_A2A_GCI self
|
|
|
|
--- Asynchronous Event Trigger for Event Destroy.
|
|
-- @function [parent=#AI_A2A_GCI] __Destroy
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
|
|
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
|
|
|
--- OnBefore Transition Handler for Event Abort.
|
|
-- @function [parent=#AI_A2A_GCI] OnBeforeAbort
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event Abort.
|
|
-- @function [parent=#AI_A2A_GCI] OnAfterAbort
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
|
|
--- Synchronous Event Trigger for Event Abort.
|
|
-- @function [parent=#AI_A2A_GCI] Abort
|
|
-- @param #AI_A2A_GCI self
|
|
|
|
--- Asynchronous Event Trigger for Event Abort.
|
|
-- @function [parent=#AI_A2A_GCI] __Abort
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_GCI.
|
|
|
|
--- OnBefore Transition Handler for Event Accomplish.
|
|
-- @function [parent=#AI_A2A_GCI] OnBeforeAccomplish
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event Accomplish.
|
|
-- @function [parent=#AI_A2A_GCI] OnAfterAccomplish
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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.
|
|
|
|
--- Synchronous Event Trigger for Event Accomplish.
|
|
-- @function [parent=#AI_A2A_GCI] Accomplish
|
|
-- @param #AI_A2A_GCI self
|
|
|
|
--- Asynchronous Event Trigger for Event Accomplish.
|
|
-- @function [parent=#AI_A2A_GCI] __Accomplish
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- onafter State Transition for Event Patrol.
|
|
-- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AI Group 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_A2A_GCI:onafterEngage( AIGroup, From, Event, To )
|
|
|
|
self:HandleEvent( EVENTS.Dead )
|
|
|
|
end
|
|
|
|
-- todo: need to fix this global function
|
|
|
|
--- @param Wrapper.Group#GROUP AIControllable
|
|
function AI_A2A_GCI.InterceptRoute( AIGroup, Fsm )
|
|
|
|
AIGroup:F( { "AI_A2A_GCI.InterceptRoute:", AIGroup:GetName() } )
|
|
|
|
if AIGroup:IsAlive() then
|
|
Fsm:__Engage( 0.5 )
|
|
|
|
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
|
--AIGroup:SetTask( Task )
|
|
end
|
|
end
|
|
|
|
--- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_GCI:onbeforeEngage( AIGroup, From, Event, To )
|
|
|
|
if self.Accomplished == true then
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AI Group 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_A2A_GCI:onafterAbort( AIGroup, From, Event, To )
|
|
AIGroup:ClearTasks()
|
|
self:Return()
|
|
self:__RTB( 0.5 )
|
|
end
|
|
|
|
|
|
--- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_GCI:onafterEngage( AIGroup, From, Event, To, AttackSetUnit )
|
|
|
|
self:F( { AIGroup, From, Event, To, AttackSetUnit} )
|
|
|
|
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
|
|
|
|
local FirstAttackUnit = self.AttackSetUnit:GetFirst()
|
|
|
|
if FirstAttackUnit and FirstAttackUnit:IsAlive() then
|
|
|
|
if AIGroup:IsAlive() then
|
|
|
|
local EngageRoute = {}
|
|
|
|
local CurrentCoord = AIGroup:GetCoordinate()
|
|
|
|
--- Calculate the target route point.
|
|
|
|
local CurrentCoord = AIGroup:GetCoordinate()
|
|
|
|
local ToTargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
|
|
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
|
|
|
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
|
|
local ToInterceptAngle = CurrentCoord:GetAngleDegrees( CurrentCoord:GetDirectionVec3( ToTargetCoord ) )
|
|
|
|
--- Create a route point of type air.
|
|
local ToPatrolRoutePoint = CurrentCoord:Translate( 15000, ToInterceptAngle ):WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToTargetSpeed,
|
|
true
|
|
)
|
|
|
|
self:F( { Angle = ToInterceptAngle, ToTargetSpeed = ToTargetSpeed } )
|
|
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
|
|
|
|
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
|
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
|
|
|
local AttackTasks = {}
|
|
|
|
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
|
|
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
|
|
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
|
|
self:T( { "Intercepting Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
|
|
AttackTasks[#AttackTasks+1] = AIGroup:TaskAttackUnit( AttackUnit )
|
|
end
|
|
end
|
|
|
|
if #AttackTasks == 0 then
|
|
self:E("No targets found -> Going RTB")
|
|
self:Return()
|
|
self:__RTB( 0.5 )
|
|
else
|
|
AIGroup:OptionROEOpenFire()
|
|
AIGroup:OptionROTPassiveDefense()
|
|
|
|
AttackTasks[#AttackTasks+1] = AIGroup:TaskFunction( "AI_A2A_GCI.InterceptRoute", self )
|
|
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( AttackTasks )
|
|
end
|
|
|
|
AIGroup:Route( EngageRoute, 0.5 )
|
|
|
|
end
|
|
else
|
|
self:E("No targets found -> Going RTB")
|
|
self:Return()
|
|
self:__RTB( 0.5 )
|
|
end
|
|
end
|
|
|
|
--- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_GCI:onafterAccomplish( AIGroup, From, Event, To )
|
|
self.Accomplished = true
|
|
self:SetDetectionOff()
|
|
end
|
|
|
|
--- @param #AI_A2A_GCI self
|
|
-- @param Wrapper.Group#GROUP AIGroup The AIGroup 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_A2A_GCI:onafterDestroy( AIGroup, From, Event, To, EventData )
|
|
|
|
if EventData.IniUnit then
|
|
self.AttackUnits[EventData.IniUnit] = nil
|
|
end
|
|
end
|
|
|
|
--- @param #AI_A2A_GCI self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_A2A_GCI:OnEventDead( EventData )
|
|
self:F( { "EventDead", EventData } )
|
|
|
|
if EventData.IniDCSUnit then
|
|
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
|
|
self:__Destroy( 1, EventData )
|
|
end
|
|
end
|
|
end
|