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613 lines
26 KiB
Lua
613 lines
26 KiB
Lua
--- (AI) (FSM) Make AI patrol routes or zones.
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--
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-- ===
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--
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-- 1) @{#AI_PATROLZONE} class, extends @{Core.Fsm#FSM_CONTROLLABLE}
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-- ================================================================
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-- The @{#AI_PATROLZONE} class implements the core functions to patrol a @{Zone} by an AIR @{Controllable} @{Group}.
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-- The patrol algorithm works that for each airplane patrolling, upon arrival at the patrol zone,
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-- a random point is selected as the route point within the 3D space, within the given boundary limits.
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-- The airplane will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
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-- Upon arrival at the random 3D point, a new 3D random point will be selected within the patrol zone using the given limits.
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-- This cycle will continue until a fuel treshold has been reached by the airplane.
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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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-- 1.1) AI_PATROLZONE constructor:
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-- ----------------------------
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--
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-- * @{#AI_PATROLZONE.New}(): Creates a new AI_PATROLZONE object.
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--
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-- 1.2) AI_PATROLZONE state machine:
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-- ----------------------------------
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-- The AI_PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
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--
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-- ### 1.2.1) AI_PATROLZONE Events:
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--
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-- * @{#AI_PATROLZONE.Route}( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
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-- * @{#AI_PATROLZONE.Patrol}( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.
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-- * @{#AI_PATROLZONE.RTB}( AIControllable ): The AIControllable will report return to base.
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-- * @{#AI_PATROLZONE.End}( AIControllable ): The end of the AI_PATROLZONE process.
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-- * @{#AI_PATROLZONE.Dead}( AIControllable ): The AIControllable is dead. The AI_PATROLZONE process will be ended.
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--
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-- ### 1.2.2) AI_PATROLZONE States:
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--
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-- * **Route**: A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
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-- * **Patrol**: The AIControllable is patrolling. This state is set every 30 seconds, so every 30 seconds, a state transition method can be used.
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-- * **RTB**: The AIControllable reports it wants to return to the base.
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-- * **Dead**: The AIControllable is dead ...
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-- * **End**: The process has come to an end.
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--
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-- ### 1.2.3) AI_PATROLZONE 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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-- An example how to manage a state transition for an AI_PATROLZONE object **Patrol** for the state **RTB**:
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--
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-- local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone" )
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-- local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
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--
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-- local PatrolSpawn = SPAWN:New( "Patrol Group" )
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-- local PatrolGroup = PatrolSpawn:Spawn()
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--
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-- local Patrol = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
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-- Patrol:SetControllable( PatrolGroup )
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-- Patrol:ManageFuel( 0.2, 60 )
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--
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-- **OnBefore**RTB( AIGroup ) will be called by the AI_PATROLZONE object when the AIGroup reports RTB, but **before** the RTB default action is processed by the AI_PATROLZONE object.
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--
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-- --- State transition function for the AI_PATROLZONE **Patrol** object
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-- -- @param #AI_PATROLZONE self
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-- -- @param Wrapper.Controllable#CONTROLLABLE AIGroup
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-- -- @return #boolean If false is returned, then the OnAfter state transition method will not be called.
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-- function Patrol:OnBeforeRTB( AIGroup )
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-- AIGroup:MessageToRed( "Returning to base", 20 )
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-- end
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--
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-- **OnAfter**RTB( AIGroup ) will be called by the AI_PATROLZONE object when the AIGroup reports RTB, but **after** the RTB default action was processed by the AI_PATROLZONE object.
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--
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-- --- State transition function for the AI_PATROLZONE **Patrol** object
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-- -- @param #AI_PATROLZONE self
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-- -- @param Wrapper.Controllable#CONTROLLABLE AIGroup
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-- -- @return #Wrapper.Controllable#CONTROLLABLE The new AIGroup object that is set to be patrolling the zone.
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-- function Patrol:OnAfterRTB( AIGroup )
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-- return PatrolSpawn:Spawn()
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-- end
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--
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-- 1.3) Manage the AI_PATROLZONE parameters:
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-- ------------------------------------------
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-- The following methods are available to modify the parameters of a AI_PATROLZONE object:
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--
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-- * @{#AI_PATROLZONE.SetControllable}(): Set the AIControllable.
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-- * @{#AI_PATROLZONE.GetControllable}(): Get the AIControllable.
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-- * @{#AI_PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
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-- * @{#AI_PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
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--
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-- 1.3) Manage the out of fuel in the AI_PATROLZONE:
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-- ----------------------------------------------
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-- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
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-- Once the time is finished, the old AIControllable will return to the base.
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-- Use the method @{#AI_PATROLZONE.ManageFuel}() to have this proces in place.
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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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--
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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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-- 2016-09-01: 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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--
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-- ### Contributions:
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--
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-- * **DutchBaron**: Testing.
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-- * **Pikey**: Testing and API concept review.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming.
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--
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--
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-- @module AI_Patrol
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--- AI_PATROLZONE class
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-- @type AI_PATROLZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
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-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @field Dcs.DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @field Dcs.DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @field Dcs.DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
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-- @field Dcs.DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
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-- @field Functional.Spawn#SPAWN CoordTest
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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AI_PATROLZONE = {
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ClassName = "AI_PATROLZONE",
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}
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--- Creates a new AI_PATROLZONE object
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-- @param #AI_PATROLZONE 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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-- @return #AI_PATROLZONE self
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-- @usage
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-- -- Define a new AI_PATROLZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
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-- PatrolZone = ZONE:New( 'PatrolZone' )
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-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
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-- PatrolArea = AI_PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )
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function AI_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_CONTROLLABLE
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude
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self.PatrolCeilingAltitude = PatrolCeilingAltitude
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self.PatrolMinSpeed = PatrolMinSpeed
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self.PatrolMaxSpeed = PatrolMaxSpeed
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self.DetectUnits = true
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self.CheckStatus = true
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self.DetectedUnits = {} -- This table contains the targets detected during patrol.
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self.PatrolFuelTresholdPercentage = 0.2
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self:SetStartState( "None" )
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self:AddTransition( "None", "Start", "Patrolling" )
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--- OnBefore Transition Handler for Event Start.
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-- @function [parent=#AI_PATROLZONE] OnBeforeStart
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-- @param #AI_PATROLZONE 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 Start.
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-- @function [parent=#AI_PATROLZONE] OnAfterStart
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-- @param #AI_PATROLZONE 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 Start.
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-- @function [parent=#AI_PATROLZONE] Start
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-- @param #AI_PATROLZONE self
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--- Asynchronous Event Trigger for Event Start.
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-- @function [parent=#AI_PATROLZONE] __Start
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-- @param #AI_PATROLZONE self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Patrolling.
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-- @function [parent=#AI_PATROLZONE] OnLeavePatrolling
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-- @param #AI_PATROLZONE 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 Patrolling.
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-- @function [parent=#AI_PATROLZONE] OnEnterPatrolling
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROLZONE.
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--- OnBefore Transition Handler for Event Route.
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-- @function [parent=#AI_PATROLZONE] OnBeforeRoute
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-- @param #AI_PATROLZONE 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 Route.
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-- @function [parent=#AI_PATROLZONE] OnAfterRoute
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-- @param #AI_PATROLZONE 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 Route.
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-- @function [parent=#AI_PATROLZONE] Route
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-- @param #AI_PATROLZONE self
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--- Asynchronous Event Trigger for Event Route.
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-- @function [parent=#AI_PATROLZONE] __Route
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-- @param #AI_PATROLZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROLZONE.
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--- OnBefore Transition Handler for Event Status.
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-- @function [parent=#AI_PATROLZONE] OnBeforeStatus
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Status.
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-- @function [parent=#AI_PATROLZONE] OnAfterStatus
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Status.
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-- @function [parent=#AI_PATROLZONE] Status
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-- @param #AI_PATROLZONE self
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--- Asynchronous Event Trigger for Event Status.
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-- @function [parent=#AI_PATROLZONE] __Status
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-- @param #AI_PATROLZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Detect", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROLZONE.
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--- OnBefore Transition Handler for Event Detect.
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-- @function [parent=#AI_PATROLZONE] OnBeforeDetect
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-- @param #AI_PATROLZONE 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 Detect.
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-- @function [parent=#AI_PATROLZONE] OnAfterDetect
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-- @param #AI_PATROLZONE 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 Detect.
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-- @function [parent=#AI_PATROLZONE] Detect
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-- @param #AI_PATROLZONE self
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--- Asynchronous Event Trigger for Event Detect.
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-- @function [parent=#AI_PATROLZONE] __Detect
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-- @param #AI_PATROLZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "RTB", "RTB" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROLZONE.
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--- OnBefore Transition Handler for Event RTB.
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-- @function [parent=#AI_PATROLZONE] OnBeforeRTB
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event RTB.
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-- @function [parent=#AI_PATROLZONE] OnAfterRTB
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event RTB.
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-- @function [parent=#AI_PATROLZONE] RTB
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-- @param #AI_PATROLZONE self
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--- Asynchronous Event Trigger for Event RTB.
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-- @function [parent=#AI_PATROLZONE] __RTB
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-- @param #AI_PATROLZONE self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Returning.
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-- @function [parent=#AI_PATROLZONE] OnLeaveReturning
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-- @param #AI_PATROLZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnEnter Transition Handler for State Returning.
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-- @function [parent=#AI_PATROLZONE] OnEnterReturning
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-- @param #AI_PATROLZONE 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 self
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end
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--- Sets (modifies) the minimum and maximum speed of the patrol.
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-- @param #AI_PATROLZONE self
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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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-- @return #AI_PATROLZONE self
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function AI_PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
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self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
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self.PatrolMinSpeed = PatrolMinSpeed
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self.PatrolMaxSpeed = PatrolMaxSpeed
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end
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--- Sets the floor and ceiling altitude of the patrol.
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-- @param #AI_PATROLZONE self
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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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-- @return #AI_PATROLZONE self
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function AI_PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
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self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
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self.PatrolFloorAltitude = PatrolFloorAltitude
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self.PatrolCeilingAltitude = PatrolCeilingAltitude
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end
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--- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
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-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROLZONE.
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-- Once the time is finished, the old AIControllable will return to the base.
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-- @param #AI_PATROLZONE self
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-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
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-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
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-- @return #AI_PATROLZONE self
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function AI_PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
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self.PatrolManageFuel = true
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self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
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self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
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|
|
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return self
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end
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|
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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-- @param #AI_PATROLZONE self
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-- @return #AI_PATROLZONE 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_PATROLZONE:onafterStart( Controllable, From, Event, To )
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self:F2()
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|
|
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self:Route() -- Route to the patrol point.
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self:__Status( 30 ) -- Check status status every 30 seconds.
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self:__Detect( 30 ) -- Detect for new targets every 30 seconds.
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|
|
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Controllable:OptionROEHoldFire()
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Controllable:OptionROTVertical()
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|
|
|
end
|
|
|
|
|
|
--- @param #AI_PATROLZONE self
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|
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
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function AI_PATROLZONE:onbeforeDetect( Controllable, From, Event, To, DetectZone )
|
|
|
|
return self.DetectUnits
|
|
end
|
|
|
|
--- @param #AI_PATROLZONE self
|
|
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
|
function AI_PATROLZONE:onafterDetect( Controllable, From, Event, To, DetectZone )
|
|
|
|
local DetectedTargets = Controllable:GetDetectedTargets()
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for TargetID, Target in pairs( DetectedTargets ) do
|
|
local TargetObject = Target.object
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|
self:T( TargetObject )
|
|
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
|
|
|
|
local TargetUnit = UNIT:Find( TargetObject )
|
|
local TargetUnitName = TargetUnit:GetName()
|
|
|
|
if DetectZone then
|
|
if TargetUnit:IsInZone( DetectZone ) then
|
|
self:T( {"Detected ", TargetUnit } )
|
|
self.DetectedUnits[TargetUnit] = TargetUnit
|
|
end
|
|
else
|
|
self.DetectedUnits[TargetUnit] = TargetUnit
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
|
function _NewPatrolRoute( AIControllable )
|
|
|
|
AIControllable:T( "NewPatrolRoute" )
|
|
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROLZONE
|
|
PatrolZone:Route()
|
|
end
|
|
|
|
|
|
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
|
-- @param #AI_PATROLZONE 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_PATROLZONE:onafterRoute( Controllable, From, Event, To )
|
|
|
|
self:F2()
|
|
|
|
-- When RTB, don't allow anymore the routing.
|
|
if From == "RTB" then
|
|
return
|
|
end
|
|
|
|
local PatrolRoute = {}
|
|
|
|
if self.Controllable:IsAlive() then
|
|
--- Determine if the AIControllable is within the PatrolZone.
|
|
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
|
|
|
|
--- Calculate the current route point.
|
|
local CurrentVec2 = self.Controllable:GetVec2()
|
|
|
|
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
|
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
|
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
|
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
|
local CurrentRoutePoint = CurrentPointVec3:RoutePointAir(
|
|
POINT_VEC3.RoutePointAltType.BARO,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToPatrolZoneSpeed,
|
|
true
|
|
)
|
|
|
|
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
|
|
|
self:T2( PatrolRoute )
|
|
|
|
if self.Controllable:IsNotInZone( self.PatrolZone ) then
|
|
--- Find a random 2D point in PatrolZone.
|
|
local ToPatrolZoneVec2 = self.PatrolZone:GetRandomVec2()
|
|
self:T2( ToPatrolZoneVec2 )
|
|
|
|
--- Define Speed and Altitude.
|
|
local ToPatrolZoneAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
|
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
|
self:T2( ToPatrolZoneSpeed )
|
|
|
|
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
|
local ToPatrolZonePointVec3 = POINT_VEC3:New( ToPatrolZoneVec2.x, ToPatrolZoneAltitude, ToPatrolZoneVec2.y )
|
|
|
|
--- Create a route point of type air.
|
|
local ToPatrolZoneRoutePoint = ToPatrolZonePointVec3:RoutePointAir(
|
|
POINT_VEC3.RoutePointAltType.BARO,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToPatrolZoneSpeed,
|
|
true
|
|
)
|
|
|
|
PatrolRoute[#PatrolRoute+1] = ToPatrolZoneRoutePoint
|
|
|
|
end
|
|
|
|
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
|
|
|
--- Find a random 2D point in PatrolZone.
|
|
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
|
self:T2( ToTargetVec2 )
|
|
|
|
--- Define Speed and Altitude.
|
|
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
|
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
|
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
|
|
|
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
|
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
|
|
|
--- Create a route point of type air.
|
|
local ToTargetRoutePoint = ToTargetPointVec3:RoutePointAir(
|
|
POINT_VEC3.RoutePointAltType.BARO,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToTargetSpeed,
|
|
true
|
|
)
|
|
|
|
--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
|
|
|
|
ToTargetPointVec3:SmokeRed()
|
|
|
|
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
|
|
|
|
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
|
self.Controllable:WayPointInitialize( PatrolRoute )
|
|
|
|
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
|
|
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
|
|
self.Controllable:WayPointFunction( #PatrolRoute, 1, "_NewPatrolRoute" )
|
|
|
|
--- NOW ROUTE THE GROUP!
|
|
self.Controllable:WayPointExecute( 1, 2 )
|
|
end
|
|
|
|
end
|
|
|
|
--- @param #AI_PATROLZONE self
|
|
function AI_PATROLZONE:onbeforeStatus()
|
|
|
|
return self.CheckStatus
|
|
end
|
|
|
|
--- @param #AI_PATROLZONE self
|
|
function AI_PATROLZONE:onafterStatus()
|
|
self:F2()
|
|
|
|
if self.Controllable and self.Controllable:IsAlive() then
|
|
|
|
local Fuel = self.Controllable:GetUnit(1):GetFuel()
|
|
if Fuel < self.PatrolFuelTresholdPercentage then
|
|
local OldAIControllable = self.Controllable
|
|
local AIControllableTemplate = self.Controllable:GetTemplate()
|
|
|
|
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
|
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
|
|
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
|
|
|
self:RTB()
|
|
else
|
|
self:__Status( 30 ) -- Execute the Patrol event after 30 seconds.
|
|
end
|
|
|
|
self:__Detect( 30 ) -- Detect for new targets every 30 seconds.
|
|
end
|
|
|
|
end
|