MOOSE/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
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2017-06-06 21:46:51 +02:00

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--- **Tasking** - The AI_A2A_DISPATCHER creates and manages AI_A2A tasks based on detected targets.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module AI_A2A_Dispatcher
BASE:TraceClass("AI_A2A_DISPATCHER")
do -- AI_A2A_DISPATCHER
--- AI_A2A_DISPATCHER class.
-- @type AI_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # AI_A2A_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
--
-- The @{#AI_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
-- The EWR will detect units, will group them, and will dispatch AI_A2A tasks to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **INTERCEPT**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **CAP**: Is created during the mission. Targets are patrolling the zones outlined.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne patrolling and in range, that will receive this task.
--
-- Other task types will follow...
--
-- # AI_A2A_DISPATCHER constructor:
-- --------------------------------------
-- The @{#AI_A2A_DISPATCHER.New}() method creates a new AI_A2A_DISPATCHER instance.
--
-- @field #AI_A2A_DISPATCHER
AI_A2A_DISPATCHER = {
ClassName = "AI_A2A_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
SweepZones = {},
}
--- AI_A2A_DISPATCHER constructor.
-- @param #AI_A2A_DISPATCHER self
-- @param #string The Squadron Name. This name is used to control the squadron settings in the A2A dispatcher, and also in communication to human players.
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of group objects that will setup the Early Warning Radar network.
-- @param #number GroupingRadius The radius in meters wherein detected planes are being grouped as one target area.
-- For airplanes, 6000 (6km) is recommended, and is also the default value of this parameter.
-- @return #AI_A2A_DISPATCHER self
-- @usage
--
-- -- Set a new AI A2A Dispatcher object, based on an EWR network with a 6 km grouping radius.
--
--
function AI_A2A_DISPATCHER:New( DetectionSetGroup, GroupingRadius )
local Detection = DETECTION_AREAS:New( DetectionSetGroup, GroupingRadius )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( nil, Detection ) ) -- #AI_A2A_DISPATCHER
self.Detection = Detection -- Functional.Detection#DETECTION_AREAS
-- This table models the DefenderSquadron templates.
self.DefenderSquadrons = {} -- The Defender Squadrons.
self.DefenderSpawns = {}
self.DefenderTasks = {} -- The Defenders Tasks.
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
--self.Detection:InitDetectRadar( true )
self.Detection:SetDetectionInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterAssign
-- @param #AI_A2A_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2A#AI_A2A Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:AddTransition( "*", "CAP", "*" )
--- CAP Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- CAP Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterCAP
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- CAP Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] CAP
-- @param #AI_A2A_DISPATCHER self
--- CAP Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __CAP
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
self:AddTransition( "*", "INTERCEPT", "*" )
--- INTERCEPT Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeINTERCEPT
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- INTERCEPT Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterINTERCEPT
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- INTERCEPT Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] INTERCEPT
-- @param #AI_A2A_DISPATCHER self
--- INTERCEPT Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __INTERCEPT
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
self:AddTransition( "*", "ENGAGE", "*" )
--- ENGAGE Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeENGAGE
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterENGAGE
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- ENGAGE Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] ENGAGE
-- @param #AI_A2A_DISPATCHER self
--- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
-- Subscribe to the CRASH event so that when planes are shot
-- by a Unit from the dispatcher, they will be removed from the detection...
-- This will avoid the detection to still "know" the shot unit until the next detection.
-- Otherwise, a new intercept or engage may happen for an already shot plane!
self:HandleEvent( EVENTS.Crash, self.OnEventCrashOrDead )
self:HandleEvent( EVENTS.Dead, self.OnEventCrashOrDead )
self:__Start( 5 )
return self
end
--- @param #AI_A2A_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
--- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
-- will be considered to receive the command to engage that target area.
-- You need to evaluate the value of this parameter carefully.
-- If too small, more intercept missions may be triggered upon detected target areas.
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
-- @param #AI_A2A_DISPATCHER self
-- @param #number FriendliesRadius The radius to report friendlies near the target.
-- @return #AI_A2A_DISPATCHER
-- @usage
--
-- -- Set 100km as the radius to engage any target by airborne friendlies.
-- Dispatcher:InitDetectionFriendiesRadius( 100000 )
--
function AI_A2A_DISPATCHER:InitEngageRadius( FriendliesRadius )
self.Detection:SetFriendliesRange( FriendliesRadius )
return self
end
--- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where CAP aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where CAP aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send CAP and GCI aircraft to attack it.
-- If its a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_A2A_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, that defines a zone between
-- @return #AI_A2A_DISPATCHER
-- @usage
--
-- -- Set a polygon zone as the border for the A2A dispatcher.
-- local BorderZone = ZONE_POLYGON( "CCCP Border", GROUP:FindByName( "CCCP Border" ) ) -- The GROUP object is a late activate helicopter unit.
-- Dispatcher:InitBorderZone( BorderZone )
--
function AI_A2A_DISPATCHER:InitBorderZone( BorderZone )
self.Detection:SetAcceptZones( BorderZone )
return self
end
--- Calculates which AI friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
local FriendliesNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
return FriendliesNearBy
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:GetDefenderTasks()
return self.DefenderTasks or {}
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:GetDefenderTask( AIGroup )
return self.DefenderTasks[AIGroup]
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:GetDefenderTaskFsm( AIGroup )
return self:GetDefenderTask( AIGroup ).Fsm
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:GetDefenderTaskTarget( AIGroup )
return self:GetDefenderTask( AIGroup ).Target
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:ClearDefenderTask( AIGroup )
if AIGroup:IsAlive() then
local Target = self.DefenderTasks[AIGroup].Target
local Message = "Clearing (" .. self.DefenderTasks[AIGroup].Type .. ") "
Message = Message .. AIGroup:GetName()
if Target then
Message = Message .. ( Target and ( " from " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
end
self:F( { Target = Message } )
end
self.DefenderTasks[AIGroup] = nil
return self
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:SetDefenderTask( AIGroup, Type, Fsm, Target )
self.DefenderTasks[AIGroup] = self.DefenderTasks[AIGroup] or {}
self.DefenderTasks[AIGroup].Type = Type
self.DefenderTasks[AIGroup].Fsm = Fsm
if Target then
self:SetDefenderTaskTarget( AIGroup, Target )
end
return self
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param Wrapper.Group#GROUP AIGroup
function AI_A2A_DISPATCHER:SetDefenderTaskTarget( AIGroup, Target )
local Message = "(" .. self.DefenderTasks[AIGroup].Type .. ") "
Message = Message .. AIGroup:GetName()
Message = Message .. ( Target and ( " target " .. Target.Index .. " [" .. Target.Set:Count() .. "]" ) ) or ""
self:F( { Target = Message } )
if Target then
AIGroup:MessageToAll( Message, 1200 )
self.DefenderTasks[AIGroup].Target = Target
end
return self
end
---
-- @param #AI_A2A_DISPATCHER self
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, SpawnTemplates, Resources )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
self:E( { AirbaseName = AirbaseName } )
DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName )
self:E( { Airbase = DefenderSquadron.Airbase } )
self:E( { AirbaseObject = DefenderSquadron.Airbase:GetDCSObject() } )
DefenderSquadron.Spawn = {}
if type( SpawnTemplates ) == "string" then
local SpawnTemplate = SpawnTemplates
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate )
DefenderSquadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate]
else
for TemplateID, SpawnTemplate in pairs( SpawnTemplates ) do
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate )
DefenderSquadron.Spawn[#DefenderSquadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
end
end
DefenderSquadron.Resources = Resources
self:SetSquadronOverhead( SquadronName, 1 )
return self
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param Core.Zone#ZONE_BASE Zone The @{Zone} object derived from @{Zone#ZONE_BASE} that defines the zone wherein the CAP will be executed.
-- @param #number FloorAltitude The minimum altitude at which the cap can be executed.
-- @param #number CeilingAltitude the maximum altitude at which the cap can be executed.
-- @param #number MinSpeed The minimum speed at which the cap can be executed.
-- @param #number MaxSpeed The maximum speed at which the cap can be executed.
-- @param #number AltType The altitude type, which is a string "BARO" defining Barometric or "RADIO" defining radio controlled altitude.
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadronCap( SquadronName, Zone, FloorAltitude, CeilingAltitude, MinSpeed, MaxSpeed, AltType )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
local Cap = self.DefenderSquadrons[SquadronName].Cap
Cap.Name = SquadronName
Cap.Zone = Zone
Cap.FloorAltitude = FloorAltitude
Cap.CeilingAltitude = CeilingAltitude
Cap.MinSpeed = MinSpeed
Cap.MaxSpeed = MaxSpeed
Cap.AltType = AltType
self:SetSquadronCapInterval( SquadronName, 2, 180, 600, 1 )
return self
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadronCapInterval( SquadronName, CapLimit, LowInterval, HighInterval, Probability )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
local Cap = self.DefenderSquadrons[SquadronName].Cap
if Cap then
Cap.LowInterval = LowInterval
Cap.HighInterval = HighInterval
Cap.Probability = Probability
Cap.CapLimit = CapLimit
Cap.Scheduler = Cap.Scheduler or SCHEDULER:New( self )
local Scheduler = Cap.Scheduler -- Core.Scheduler#SCHEDULER
local Variance = ( HighInterval - LowInterval ) / 2
local Median = LowInterval + Variance
local Randomization = Variance / Median
Scheduler:Schedule(self, self.SchedulerCAP, { SquadronName }, Median, Median, Randomization )
else
error( "This squadron does not exist:" .. SquadronName )
end
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:GetCAPDelay( SquadronName )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
local Cap = self.DefenderSquadrons[SquadronName].Cap
if Cap then
return math.random( Cap.LowInterval, Cap.HighInterval )
else
error( "This squadron does not exist:" .. SquadronName )
end
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
function AI_A2A_DISPATCHER:CanCAP( SquadronName )
self:F({SquadronName = SquadronName})
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
local Cap = DefenderSquadron.Cap
if Cap then
local CapCount = self:CountCapAirborne( SquadronName )
if CapCount < Cap.CapLimit then
local Probability = math.random()
if Probability <= Cap.Probability then
return true
end
end
return false
else
error( "This squadron does not exist:" .. SquadronName )
end
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @param #number MinSpeed The minimum speed at which the gci can be executed.
-- @param #number MaxSpeed The maximum speed at which the gci can be executed.
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadronGci( SquadronName, MinSpeed, MaxSpeed )
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName].Intercept = self.DefenderSquadrons[SquadronName].Intercept or {}
local Intercept = self.DefenderSquadrons[SquadronName].Intercept
Intercept.Name = SquadronName
Intercept.MinSpeed = MinSpeed
Intercept.MaxSpeed = MaxSpeed
end
--- Defines the amount of extra planes that will take-off as part of the defense system.
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_A2A_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance A2A missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
-- The overhead must be given as a decimal value with 1 as the neutral value, which means that Overhead values:
--
-- * Higher than 1, will increase the defense unit amounts.
-- * Lower than 1, will decrease the defense unit amounts.
--
-- The amount of defending units is calculated by multiplying the amount of detected attacking planes as part of the detected group
-- multiplied by the Overhead and rounded up to the smallest integer.
--
-- The Overhead value set for a Squadron, can be programmatically adjusted (by using this SetOverhead method), to adjust the defense overhead during mission execution.
--
-- See example below.
--
-- @usage:
--
-- local Dispatcher = AI_A2A_DISPATCHER:New( ... )
--
-- -- An overhead of 1,5 with 1 planes detected, will allocate 2 planes ( 1 * 1,5 ) = 1,5 => rounded up gives 2.
-- -- An overhead of 1,5 with 2 planes detected, will allocate 3 planes ( 2 * 1,5 ) = 3 => rounded up gives 3.
-- -- An overhead of 1,5 with 3 planes detected, will allocate 5 planes ( 3 * 1,5 ) = 4,5 => rounded up gives 5 planes.
-- -- An overhead of 1,5 with 4 planes detected, will allocate 6 planes ( 4 * 1,5 ) = 6 => rounded up gives 6 planes.
--
-- Dispatcher:SetSquadronOverhead( 1,5 )
--
--
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadronOverhead( SquadronName, Overhead )
self.Overhead = Overhead
return self
end
---
-- @param #AI_A2A_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number Grouping The level of grouping that will be applied of the CAP or GCI defenders.
-- @usage:
--
-- local Dispatcher = AI_A2A_DISPATCHER:New( ... )
-- Dispatcher:SetSquadronGrouping( 2 )
--
--
-- @return #AI_A2A_DISPATCHER
function AI_A2A_DISPATCHER:SetSquadronGrouping( SquadronName, Grouping )
self.Grouping = Grouping
return self
end
--- Creates an SWEEP task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
if DetectedItem.IsDetected == false then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:CountCapAirborne( SquadronName )
local CapCount = 0
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
if DefenderSquadron then
for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
if DefenderTask.Type == "CAP" then
if AIGroup:IsAlive() then
CapCount = CapCount + 1
end
end
end
end
return CapCount
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:CountDefendersEngaged( Target )
-- First, count the active AIGroups Units, targetting the DetectedSet
local AIUnitCount = 0
local DefenderTasks = self:GetDefenderTasks()
for AIGroup, DefenderTask in pairs( DefenderTasks ) do
local AIGroup = AIGroup -- Wrapper.Group#GROUP
local DefenderTask = self:GetDefenderTaskTarget( AIGroup )
if DefenderTask and DefenderTask.Index == Target.Index then
AIUnitCount = AIUnitCount + AIGroup:GetSize()
end
end
return AIUnitCount
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
local Friendlies = nil
local DetectedSet = DetectedItem.Set
local DetectedCount = DetectedSet:Count()
local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
for AIName, AIFriendly in pairs( AIFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if DetectedCount > DefenderCount then
local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
if Friendly and Friendly:IsAlive() then
-- Ok, so we have a friendly near the potential target.
-- Now we need to check if the AIGroup has a Task.
local DefenderTask = self:GetDefenderTask( Friendly )
if DefenderTask then
-- The Task should be CAP or INTERCEPT
if DefenderTask.Type == "CAP" or DefenderTask.Type == "INTERCEPT" then
-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet
if DefenderTask.Target == nil then
Friendlies = Friendlies or {}
Friendlies[Friendly] = Friendly
DefenderCount = DefenderCount + Friendly:GetSize()
self:F( { Friendly = Friendly:GetName() } )
end
end
end
end
else
break
end
end
return Friendlies
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterCAP( From, Event, To, SquadronName )
self:F({SquadronName = SquadronName})
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName].Cap = self.DefenderSquadrons[SquadronName].Cap or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
local Cap = DefenderSquadron.Cap
if Cap then
if self:CanCAP( SquadronName ) then
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
local AIGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase )
self:F( { AIGroup = AIGroup:GetName() } )
if AIGroup then
local Fsm = AI_A2A_CAP:New( AIGroup, Cap.Zone, Cap.FloorAltitude, Cap.CeilingAltitude, Cap.MinSpeed, Cap.MaxSpeed, Cap.AltType )
Fsm:SetDispatcher( self )
Fsm:Start()
Fsm:__Patrol( 1 )
self:SetDefenderTask( AIGroup, "CAP", Fsm )
end
end
else
error( "This squadron does not exist:" .. SquadronName )
end
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, Target, AIGroups )
self:F( { AIGroups = AIGroups } )
if AIGroups then
for AIGroupID, AIGroup in pairs( AIGroups ) do
local Fsm = self:GetDefenderTaskFsm( AIGroup )
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
self:SetDefenderTaskTarget( AIGroup, Target )
end
end
end
---
-- @param #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, Target, DefendersMissing, AIGroups )
local ClosestDistance = 0
local ClosestDefenderSquadronName = nil
local AttackerCount = Target.Set:Count()
local DefendersCount = 0
for AIGroupID, AIGroup in pairs( AIGroups or {} ) do
local Fsm = self:GetDefenderTaskFsm( AIGroup )
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
self:SetDefenderTaskTarget( AIGroup, Target )
DefendersCount = DefendersCount + AIGroup:GetSize()
end
while( DefendersCount < DefendersMissing ) do
for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons or {} ) do
for InterceptID, Intercept in pairs( DefenderSquadron.Intercept or {} ) do
local SpawnCoord = DefenderSquadron.Airbase:GetCoordinate() -- Core.Point#COORDINATE
local TargetCoord = Target.Set:GetFirst():GetCoordinate()
local Distance = SpawnCoord:Get2DDistance( TargetCoord )
if ClosestDistance == 0 or Distance < ClosestDistance then
ClosestDistance = Distance
ClosestDefenderSquadronName = SquadronName
end
end
end
if ClosestDefenderSquadronName then
local DefenderSquadron = self.DefenderSquadrons[ClosestDefenderSquadronName]
local Intercept = self.DefenderSquadrons[ClosestDefenderSquadronName].Intercept
local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ]
local AIGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase )
self:F( { AIGroup = AIGroup:GetName() } )
if AIGroup then
DefendersCount = DefendersCount + AIGroup:GetSize()
local Fsm = AI_A2A_INTERCEPT:New( AIGroup, Intercept.MinSpeed, Intercept.MaxSpeed )
Fsm:SetDispatcher( self )
Fsm:Start()
Fsm:__Engage( 1, Target.Set ) -- Engage on the TargetSetUnit
self:SetDefenderTask( AIGroup, "INTERCEPT", Fsm, Target )
function Fsm:onafterRTB()
self:F({"RTB"})
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local AIGroup = self:GetControllable()
Dispatcher:ClearDefenderTask( AIGroup )
end
end
end
end
end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
-- First, count the active AIGroups Units, targetting the DetectedSet
local DefenderCount = self:CountDefendersEngaged( DetectedItem )
local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
-- Only allow ENGAGE when:
-- 1. There are friendly units near the detected attackers.
-- 2. There is sufficient fuel
-- 3. There is sufficient ammo
-- 4. The plane is not damaged
if DefenderGroups and DetectedItem.IsDetected == true then
return DefenderGroups
end
return nil, nil
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateINTERCEPT( Target )
self:F( { Target.ItemID } )
local AttackerSet = Target.Set
local AttackerCount = AttackerSet:Count()
-- First, count the active AIGroups Units, targetting the DetectedSet
local DefenderCount = self:CountDefendersEngaged( Target )
local DefendersMissing = math.ceil( ( AttackerCount - DefenderCount ) * self.Overhead )
local Friendlies = self:CountDefendersToBeEngaged( Target, DefenderCount )
if Target.IsDetected == true then
return DefendersMissing, Friendlies
end
return nil, nil
end
--- Assigns A2A AI Tasks in relation to the detected items.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function AI_A2A_DISPATCHER:ProcessDetected( Detection )
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local TaskReport = REPORT:New()
for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do
local AIGroup = AIGroup -- Wrapper.Group#GROUP
if not AIGroup:IsAlive() then
self:ClearDefenderTask( AIGroup )
end
end
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone
self:F( { "Target ID", DetectedItem.ItemID } )
DetectedSet:Flush()
local DetectedID = DetectedItem.ID
local DetectionIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
do
local Friendlies = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if Friendlies then
self:F( { AIGroups = Friendlies } )
self:ENGAGE( DetectedItem, Friendlies )
end
end
do
local DefendersMissing, Friendlies = self:EvaluateINTERCEPT( DetectedItem )
if DefendersMissing then
self:F( { DefendersMissing = DefendersMissing } )
self:INTERCEPT( DetectedItem, DefendersMissing, Friendlies )
end
end
end
-- Show tactical situation
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
local Defender = Defender -- Wrapper.Group#GROUP
local Message = string.format( "%s, %s", Defender:GetName(), DefenderTask.Type )
if DefenderTask.Target then
Message = Message .. " => " .. DefenderTask.Target.Index
end
self:F( { Tactical = Message } )
end
return true
end
end
do
--- Calculates which HUMAN friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
if PlayersNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
local PlayerType = PlayerUnit:GetTypeName()
PlayerTypes[PlayerName] = PlayerType
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { PlayersCount = PlayersCount } )
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
--- Calculates which friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetFriendliesNearBy( Target )
local DetectedSet = Target.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( Target )
local FriendlyTypes = {}
local FriendliesCount = 0
if FriendlyUnitsNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do
local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT
if FriendlyUnit:IsAirPlane() then
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
end
else
FriendlyTypesReport:Add( "-" )
end
return FriendliesCount, FriendlyTypesReport
end
---
-- @param AI_A2A_DISPATCHER
-- @param #string SquadronName The squadron name.
function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
self:CAP( SquadronName )
end
end