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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
399 lines
16 KiB
Lua
399 lines
16 KiB
Lua
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
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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_Air_Patrol
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-- @image AI_Air_To_Ground_Patrol.JPG
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--- @type AI_AIR_PATROL
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-- @extends AI.AI_Air#AI_AIR
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--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
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-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
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--
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-- 
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--
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-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_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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-- When enemies are detected, the AI will automatically engage the enemy.
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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_AIR_PATROL constructor
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--
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-- * @{#AI_AIR_PATROL.New}(): Creates a new AI_AIR_PATROL object.
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--
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-- ## 2. AI_AIR_PATROL is a FSM
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--
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-- 
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--
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-- ### 2.1 AI_AIR_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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-- * **Engaging** ( Group ): The AI is engaging the bogeys.
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-- * **Returning** ( Group ): The AI is returning to Base..
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--
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-- ### 2.2 AI_AIR_PATROL Events
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--
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_AIR_PATROL.Engage}**: Let the AI engage the bogeys.
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-- * **@{#AI_AIR_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
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-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
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-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
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-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
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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 the Range of Engagement
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--
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-- 
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--
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-- An optional range can be set in meters,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- The range can be beyond or smaller than the range of the Patrol Zone.
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-- The range is applied at the position of the AI.
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-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
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--
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-- ## 4. Set the Zone of Engagement
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--
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-- 
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--
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-- An optional @{Zone} can be set,
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-- that will define when the AI will engage with the detected airborne enemy targets.
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-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
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--
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-- ===
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--
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-- @field #AI_AIR_PATROL
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AI_AIR_PATROL = {
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ClassName = "AI_AIR_PATROL",
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}
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--- Creates a new AI_AIR_PATROL object
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-- @param #AI_AIR_PATROL self
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-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
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-- @param Wrapper.Group#GROUP AIGroup The AI group.
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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 (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
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-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
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-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) 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 RADIO.
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-- @return #AI_AIR_PATROL
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function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
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local SpeedMax = AIGroup:GetSpeedMax()
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
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self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
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self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
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self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
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-- defafult PatrolAltType to "RADIO" if not specified
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self.PatrolAltType = PatrolAltType or "RADIO"
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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_AIR_PATROL] OnBeforePatrol
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-- @param #AI_AIR_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_AIR_PATROL] OnAfterPatrol
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-- @param #AI_AIR_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_AIR_PATROL] Patrol
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-- @param #AI_AIR_PATROL self
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--- Asynchronous Event Trigger for Event Patrol.
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-- @function [parent=#AI_AIR_PATROL] __Patrol
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-- @param #AI_AIR_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_AIR_PATROL] OnLeavePatrolling
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-- @param #AI_AIR_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_AIR_PATROL] OnEnterPatrolling
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-- @param #AI_AIR_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", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
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--- OnBefore Transition Handler for Event PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
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-- @param #AI_AIR_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 PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
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-- @param #AI_AIR_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 PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] PatrolRoute
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-- @param #AI_AIR_PATROL self
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--- Asynchronous Event Trigger for Event PatrolRoute.
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-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
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-- @param #AI_AIR_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_AIR_PATROL.
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return self
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end
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--- Set the Engage Range when the AI will engage with airborne enemies.
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-- @param #AI_AIR_PATROL self
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-- @param #number EngageRange The Engage Range.
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-- @return #AI_AIR_PATROL self
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function AI_AIR_PATROL:SetEngageRange( EngageRange )
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self:F2()
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if EngageRange then
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self.EngageRange = EngageRange
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else
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self.EngageRange = nil
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end
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end
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--- Set race track parameters. CAP flights will perform race track patterns rather than randomly patrolling the zone.
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-- @param #AI_AIR_PATROL self
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-- @param #number LegMin Min Length of the race track leg in meters. Default 10,000 m.
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-- @param #number LegMax Max length of the race track leg in meters. Default 15,000 m.
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-- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.
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-- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.
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-- @param #number DurationMin (Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.
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-- @param #number DurationMax (Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.
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-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
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-- @return #AI_AIR_PATROL self
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function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
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self.racetrack=true
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self.racetracklegmin=LegMin or 10000
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self.racetracklegmax=LegMax or 15000
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self.racetrackheadingmin=HeadingMin or 0
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self.racetrackheadingmax=HeadingMax or 180
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self.racetrackdurationmin=DurationMin
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self.racetrackdurationmax=DurationMax
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if self.racetrackdurationmax and not self.racetrackdurationmin then
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self.racetrackdurationmin=self.racetrackdurationmax
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end
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self.racetrackcapcoordinates=CapCoordinates
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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_AIR_PATROL self
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-- @return #AI_AIR_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_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
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self:F2()
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self:ClearTargetDistance()
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self:__PatrolRoute( self.TaskDelay )
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AIPatrol:OnReSpawn(
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function( PatrolGroup )
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self:__Reset( self.TaskDelay )
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self:__PatrolRoute( self.TaskDelay )
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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_AIR_PATROL Fsm The FSM.
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function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
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AIPatrol:F( { "AI_AIR_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
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if AIPatrol and AIPatrol:IsAlive() then
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Fsm:PatrolRoute()
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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_AIR_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_AIR_PATROL:onafterPatrolRoute( 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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local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
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local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
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ToTargetCoord:SetAlt( altitude )
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self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
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local speedkmh=ToTargetSpeed
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local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
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PatrolRoute[#PatrolRoute+1] = FromWP
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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_AIR_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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--- Create a route point of type air.
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local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
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PatrolRoute[#PatrolRoute+1] = ToWP
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local Tasks = {}
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Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
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PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
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end
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AIPatrol:OptionROEReturnFire()
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AIPatrol:OptionROTEvadeFire()
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AIPatrol:Route( PatrolRoute, self.TaskDelay )
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end
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end
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--- @param Wrapper.Group#GROUP AIPatrol
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function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
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AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
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if AIPatrol and AIPatrol:IsAlive() then
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Fsm:__Reset( Fsm.TaskDelay )
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Fsm:__PatrolRoute( Fsm.TaskDelay )
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end
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end
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