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# Conflicts: # Moose Development/Moose/AI/AI_A2A_Dispatcher.lua # Moose Development/Moose/AI/AI_A2G_Dispatcher.lua # Moose Development/Moose/AI/AI_CAP.lua # Moose Development/Moose/AI/AI_CAS.lua # Moose Development/Moose/AI/AI_Patrol.lua # Moose Development/Moose/Core/Base.lua # Moose Development/Moose/Core/Beacon.lua # Moose Development/Moose/Core/Database.lua # Moose Development/Moose/Core/Fsm.lua # Moose Development/Moose/Core/MarkerOps_Base.lua # Moose Development/Moose/Core/Menu.lua # Moose Development/Moose/Core/Message.lua # Moose Development/Moose/Core/Point.lua # Moose Development/Moose/Core/ScheduleDispatcher.lua # Moose Development/Moose/Core/Scheduler.lua # Moose Development/Moose/Core/Set.lua # Moose Development/Moose/Core/Spawn.lua # Moose Development/Moose/Core/Zone.lua # Moose Development/Moose/DCS.lua # Moose Development/Moose/Functional/Detection.lua # Moose Development/Moose/Functional/Mantis.lua # Moose Development/Moose/Functional/Range.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Functional/Sead.lua # Moose Development/Moose/Modules.lua # Moose Development/Moose/Ops/ATIS.lua # Moose Development/Moose/Ops/Airboss.lua # Moose Development/Moose/Sound/UserSound.lua # Moose Development/Moose/Utilities/Enums.lua # Moose Development/Moose/Utilities/FiFo.lua # Moose Development/Moose/Utilities/Profiler.lua # Moose Development/Moose/Utilities/Routines.lua # Moose Development/Moose/Utilities/STTS.lua # Moose Development/Moose/Utilities/Utils.lua # Moose Development/Moose/Wrapper/Airbase.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Development/Moose/Wrapper/Group.lua # Moose Development/Moose/Wrapper/Marker.lua # Moose Development/Moose/Wrapper/Positionable.lua # Moose Development/Moose/Wrapper/Unit.lua # Moose Setup/Moose.files
405 lines
16 KiB
Lua
405 lines
16 KiB
Lua
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_A2A_Patrol
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-- @image AI_Air_Patrolling.JPG
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--- @type AI_A2A_PATROL
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-- @extends AI.AI_A2A#AI_A2A
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--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
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--
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-- 
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--
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-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
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--
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-- 
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--
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-- The AI 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 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
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--
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-- 
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--
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-- This cycle will continue.
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--
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-- 
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--
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-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
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--
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-- 
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--
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---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
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-- use derived AI_ classes to model AI offensive or defensive behaviour.
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--
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-- 
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--
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-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- ## 1. AI_A2A_PATROL constructor
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--
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-- * @{#AI_A2A_PATROL.New}(): Creates a new AI_A2A_PATROL object.
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--
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-- ## 2. AI_A2A_PATROL is a FSM
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--
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-- 
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--
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-- ### 2.1. AI_A2A_PATROL States
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--
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-- * **None** ( Group ): The process is not started yet.
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-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
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-- * **Returning** ( Group ): The AI is returning to Base.
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-- * **Stopped** ( Group ): The process is stopped.
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-- * **Crashed** ( Group ): The AI has crashed or is dead.
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--
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-- ### 2.2. AI_A2A_PATROL Events
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--
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-- * **Start** ( Group ): Start the process.
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-- * **Stop** ( Group ): Stop the process.
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-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
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-- * **RTB** ( Group ): Route the AI to the home base.
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-- * **Detect** ( Group ): The AI is detecting targets.
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-- * **Detected** ( Group ): The AI has detected new targets.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
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--
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-- ## 3. Set or Get the AI controllable
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--
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-- * @{#AI_A2A_PATROL.SetControllable}(): Set the AIControllable.
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-- * @{#AI_A2A_PATROL.GetControllable}(): Get the AIControllable.
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--
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-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
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--
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-- * @{#AI_A2A_PATROL.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
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-- * @{#AI_A2A_PATROL.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
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--
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-- ## 5. Manage the detection process of the AI controllable
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--
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-- The detection process of the AI controllable can be manipulated.
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-- Detection requires an amount of CPU power, which has an impact on your mission performance.
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-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
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--
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-- * @{#AI_A2A_PATROL.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
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-- * @{#AI_A2A_PATROL.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
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--
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-- The detection frequency can be set with @{#AI_A2A_PATROL.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
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-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
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--
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-- The detection can be filtered to potential targets in a specific zone.
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-- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected.
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-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
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-- according the weather conditions.
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--
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-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
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--
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-- When the AI is out of fuel, it is required that a new AI is started, before the old AI 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 threshold is calculated.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
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-- while a new AI is targetted to the AI_A2A_PATROL.
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-- Once the time is finished, the old AI will return to the base.
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-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
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--
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-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
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--
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-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
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-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
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-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
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--
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-- ===
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--
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-- @field #AI_A2A_PATROL
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AI_A2A_PATROL = {
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ClassName = "AI_A2A_PATROL",
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}
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--- Creates a new AI_A2A_PATROL object
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
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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#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to BARO
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-- @return #AI_A2A_PATROL self
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-- @usage
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-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group 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_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
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function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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local AI_Air = AI_AIR:New( AIPatrol )
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local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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local self = BASE:Inherit( self, AI_Air_Patrol ) -- #AI_A2A_PATROL
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self:SetFuelThreshold( .2, 60 )
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self:SetDamageThreshold( 0.4 )
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self:SetDisengageRadius( 70000 )
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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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-- defafult PatrolAltType to "BARO" if not specified
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self.PatrolAltType = PatrolAltType or "BARO"
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self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
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--- OnBefore Transition Handler for Event Patrol.
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-- @function [parent=#AI_A2A_PATROL] OnBeforePatrol
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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 Patrol.
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-- @function [parent=#AI_A2A_PATROL] OnAfterPatrol
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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 Patrol.
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-- @function [parent=#AI_A2A_PATROL] Patrol
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-- @param #AI_A2A_PATROL self
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--- Asynchronous Event Trigger for Event Patrol.
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-- @function [parent=#AI_A2A_PATROL] __Patrol
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-- @param #AI_A2A_PATROL 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_A2A_PATROL] OnLeavePatrolling
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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_A2A_PATROL] OnEnterPatrolling
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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_A2A_PATROL.
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--- OnBefore Transition Handler for Event Route.
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-- @function [parent=#AI_A2A_PATROL] OnBeforeRoute
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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_A2A_PATROL] OnAfterRoute
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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_A2A_PATROL] Route
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-- @param #AI_A2A_PATROL self
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--- Asynchronous Event Trigger for Event Route.
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-- @function [parent=#AI_A2A_PATROL] __Route
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-- @param #AI_A2A_PATROL self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL.
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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_A2A_PATROL self
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-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
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-- @return #AI_A2A_PATROL self
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function AI_A2A_PATROL: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_A2A_PATROL self
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-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @return #AI_A2A_PATROL self
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function AI_A2A_PATROL: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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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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-- @param #AI_A2A_PATROL self
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-- @return #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
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self:F2()
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self:ClearTargetDistance()
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self:__Route( 1 )
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AIPatrol:OnReSpawn(
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function( PatrolGroup )
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self:__Reset( 1 )
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self:__Route( 5 )
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end
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)
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end
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--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
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-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
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-- @param Wrapper.Group#GROUP AIPatrol The AI group.
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-- @param #AI_A2A_PATROL Fsm The FSM.
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function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
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AIPatrol:F( { "AI_A2A_PATROL.PatrolRoute:", AIPatrol:GetName() } )
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if AIPatrol and AIPatrol:IsAlive() then
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Fsm:Route()
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end
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end
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--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
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-- @param #AI_A2A_PATROL self
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-- @param Wrapper.Group#GROUP AIPatrol The Group 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_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
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self:F2()
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-- When RTB, don't allow anymore the routing.
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if From == "RTB" then
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return
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end
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if AIPatrol and AIPatrol:IsAlive() then
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local PatrolRoute = {}
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--- Calculate the target route point.
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local CurrentCoord = AIPatrol:GetCoordinate()
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-- Random altitude.
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local altitude=math.random(self.PatrolFloorAltitude, self.PatrolCeilingAltitude)
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-- Random speed in km/h.
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local speedkmh = math.random(self.PatrolMinSpeed, self.PatrolMaxSpeed)
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-- First waypoint is current position.
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PatrolRoute[1]=CurrentCoord:WaypointAirTurningPoint(nil, speedkmh, {}, "Current")
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if self.racetrack then
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-- Random heading.
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local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
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-- Random leg length.
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local leg=math.random(self.racetracklegmin, self.racetracklegmax)
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-- Random duration if any.
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local duration = self.racetrackdurationmin
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if self.racetrackdurationmax then
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duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
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end
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-- CAP coordinate.
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local c0=self.PatrolZone:GetRandomCoordinate()
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if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
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c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
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end
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-- Race track points.
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local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
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local c2=c1:Translate(leg, heading):SetAltitude(altitude)
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self:SetTargetDistance(c0) -- For RTB status check
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-- Debug:
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self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
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--c1:MarkToAll("Race track c1")
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--c2:MarkToAll("Race track c2")
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-- Task to orbit.
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local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
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-- Task function to redo the patrol at other random position.
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local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self)
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-- Controlled task with task condition.
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local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
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local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
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-- Second waypoint
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PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
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else
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-- Target coordinate.
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local ToTargetCoord=self.PatrolZone:GetRandomCoordinate() --Core.Point#COORDINATE
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ToTargetCoord:SetAltitude(altitude)
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self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
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local taskReRoute=AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self )
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PatrolRoute[2]=ToTargetCoord:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskReRoute}, "Patrol Point")
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end
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-- ROE
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AIPatrol:OptionROEReturnFire()
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AIPatrol:OptionROTEvadeFire()
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-- Patrol.
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AIPatrol:Route( PatrolRoute, 0.5)
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|
end
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end
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