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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
648 lines
27 KiB
Lua
648 lines
27 KiB
Lua
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
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--
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-- **Features:**
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--
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-- * Hold and standby within a patrol zone.
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-- * Engage upon command the assigned targets within an engagement zone.
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-- * Loop the zone until all targets are eliminated.
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-- * Trigger different events upon the results achieved.
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-- * After combat, return to the patrol zone and hold.
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-- * RTB when commanded or after out of fuel.
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--
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-- ===
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--
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-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
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--
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-- ===
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--
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-- ### [YouTube Playlist]()
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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-- ### Contributions:
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--
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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--
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-- ===
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--
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-- @module AI.AI_Bai
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-- @image AI_Battlefield_Air_Interdiction.JPG
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--- AI_BAI_ZONE class
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-- @type AI_BAI_ZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
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-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
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-- @extends AI.AI_Patrol#AI_PATROL_ZONE
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--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
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--
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-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
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--
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-- 
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--
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-- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
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--
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-- 
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--
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-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
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-- 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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-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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--
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-- 
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--
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-- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
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-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
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--
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-- 
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--
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-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
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--
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-- 
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--
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-- Every target that is destroyed, is reported< by the AI.
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--
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-- 
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--
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-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
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--
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-- 
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--
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-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
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--
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-- * a FAC
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-- * a timed event
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-- * a menu option selected by a human
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-- * a condition
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-- * others ...
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--
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-- 
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--
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-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
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--
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-- 
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--
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-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
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-- It can be notified to go RTB through the **RTB** event.
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--
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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_BAI_ZONE constructor
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--
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-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
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--
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-- ## 2. AI_BAI_ZONE is a FSM
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--
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-- 
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--
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-- ### 2.1. AI_BAI_ZONE 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 targets in the Engage Zone, executing BOMB.
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-- * **Returning** ( Group ): The AI is returning to Base..
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--
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-- ### 2.2. AI_BAI_ZONE 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.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
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-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
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-- * **@{#AI_BAI_ZONE.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_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
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-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
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-- * **Status**: 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. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
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--
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-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone
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-- is the point where a map object is to be destroyed (like a bridge).
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--
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-- Example:
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--
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-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
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-- AIBAIZone:SearchOff()
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--
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-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
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--
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-- ===
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--
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-- @field #AI_BAI_ZONE
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AI_BAI_ZONE = {
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ClassName = "AI_BAI_ZONE",
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}
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--- Creates a new AI_BAI_ZONE object
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-- @param #AI_BAI_ZONE self
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-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @param DCS#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.Controllable} in km/h.
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-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
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-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
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-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
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-- @return #AI_BAI_ZONE self
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function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
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self.EngageZone = EngageZone
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self.Accomplished = false
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self:SetDetectionZone( self.EngageZone )
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self:SearchOn()
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self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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--- OnBefore Transition Handler for Event Engage.
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-- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Engage.
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-- @function [parent=#AI_BAI_ZONE] OnAfterEngage
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Engage.
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-- @function [parent=#AI_BAI_ZONE] Engage
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-- @param #AI_BAI_ZONE self
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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--- Asynchronous Event Trigger for Event Engage.
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-- @function [parent=#AI_BAI_ZONE] __Engage
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-- @param #AI_BAI_ZONE self
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-- @param #number Delay The delay in seconds.
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-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
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-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
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-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
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-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
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-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
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-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
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-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
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--- OnLeave Transition Handler for State Engaging.
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-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnEnter Transition Handler for State Engaging.
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-- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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--- OnBefore Transition Handler for Event Fired.
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-- @function [parent=#AI_BAI_ZONE] OnBeforeFired
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Fired.
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-- @function [parent=#AI_BAI_ZONE] OnAfterFired
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Fired.
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-- @function [parent=#AI_BAI_ZONE] Fired
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-- @param #AI_BAI_ZONE self
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--- Asynchronous Event Trigger for Event Fired.
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-- @function [parent=#AI_BAI_ZONE] __Fired
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-- @param #AI_BAI_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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--- OnBefore Transition Handler for Event Destroy.
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-- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Destroy.
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-- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Destroy.
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-- @function [parent=#AI_BAI_ZONE] Destroy
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-- @param #AI_BAI_ZONE self
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--- Asynchronous Event Trigger for Event Destroy.
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-- @function [parent=#AI_BAI_ZONE] __Destroy
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-- @param #AI_BAI_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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--- OnBefore Transition Handler for Event Abort.
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-- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Abort.
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-- @function [parent=#AI_BAI_ZONE] OnAfterAbort
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Abort.
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-- @function [parent=#AI_BAI_ZONE] Abort
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-- @param #AI_BAI_ZONE self
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--- Asynchronous Event Trigger for Event Abort.
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-- @function [parent=#AI_BAI_ZONE] __Abort
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-- @param #AI_BAI_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
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--- OnBefore Transition Handler for Event Accomplish.
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-- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @return #boolean Return false to cancel Transition.
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--- OnAfter Transition Handler for Event Accomplish.
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-- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
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-- @param #AI_BAI_ZONE self
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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--- Synchronous Event Trigger for Event Accomplish.
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-- @function [parent=#AI_BAI_ZONE] Accomplish
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-- @param #AI_BAI_ZONE self
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--- Asynchronous Event Trigger for Event Accomplish.
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-- @function [parent=#AI_BAI_ZONE] __Accomplish
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-- @param #AI_BAI_ZONE self
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-- @param #number Delay The delay in seconds.
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return self
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end
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--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
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-- @param #AI_BAI_ZONE self
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-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
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-- @return #AI_BAI_ZONE self
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function AI_BAI_ZONE:SetEngageZone( EngageZone )
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self:F2()
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if EngageZone then
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self.EngageZone = EngageZone
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else
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self.EngageZone = nil
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end
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end
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--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
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-- AI_BAI_ZONE will search for potential targets by default.
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-- @param #AI_BAI_ZONE self
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-- @return #AI_BAI_ZONE
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function AI_BAI_ZONE:SearchOnOff( Search )
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self.Search = Search
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return self
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end
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|
|
|
--- If Search is Off, the current zone coordinate will be the center of the bombing.
|
|
-- @param #AI_BAI_ZONE self
|
|
-- @return #AI_BAI_ZONE
|
|
function AI_BAI_ZONE:SearchOff()
|
|
|
|
self:SearchOnOff( false )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- If Search is On, BAI will search for potential targets in the zone.
|
|
-- @param #AI_BAI_ZONE self
|
|
-- @return #AI_BAI_ZONE
|
|
function AI_BAI_ZONE:SearchOn()
|
|
|
|
self:SearchOnOff( true )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
--- onafter State Transition for Event Start.
|
|
-- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
|
|
|
|
-- Call the parent Start event handler
|
|
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
|
|
self:HandleEvent( EVENTS.Dead )
|
|
|
|
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
|
|
end
|
|
|
|
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
|
function _NewEngageRoute( AIControllable )
|
|
|
|
AIControllable:T( "NewEngageRoute" )
|
|
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
|
|
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
|
|
end
|
|
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
|
|
|
|
if self.Accomplished == true then
|
|
return false
|
|
end
|
|
end
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
|
|
self:F({"onafterTarget",self.Search,Controllable:IsAlive()})
|
|
|
|
|
|
|
|
if Controllable:IsAlive() then
|
|
|
|
local AttackTasks = {}
|
|
|
|
if self.Search == true then
|
|
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
|
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
|
if DetectedUnit:IsAlive() then
|
|
if DetectedUnit:IsInZone( self.EngageZone ) then
|
|
if Detected == true then
|
|
self:F( {"Target: ", DetectedUnit } )
|
|
self.DetectedUnits[DetectedUnit] = false
|
|
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
|
|
self.Controllable:PushTask( AttackTask, 1 )
|
|
end
|
|
end
|
|
else
|
|
self.DetectedUnits[DetectedUnit] = nil
|
|
end
|
|
end
|
|
else
|
|
self:F("Attack zone")
|
|
local AttackTask = Controllable:TaskAttackMapObject(
|
|
self.EngageZone:GetPointVec2():GetVec2(),
|
|
true,
|
|
self.EngageWeaponExpend,
|
|
self.EngageAttackQty,
|
|
self.EngageDirection,
|
|
self.EngageAltitude
|
|
)
|
|
self.Controllable:PushTask( AttackTask, 1 )
|
|
end
|
|
|
|
self:__Target( -10 )
|
|
|
|
end
|
|
end
|
|
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
|
|
Controllable:ClearTasks()
|
|
self:__Route( 1 )
|
|
end
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
|
|
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
|
|
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
|
|
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
|
|
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
|
|
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
|
EngageSpeed,
|
|
EngageAltitude,
|
|
EngageWeaponExpend,
|
|
EngageAttackQty,
|
|
EngageDirection )
|
|
|
|
self:F("onafterEngage")
|
|
|
|
self.EngageSpeed = EngageSpeed or 400
|
|
self.EngageAltitude = EngageAltitude or 2000
|
|
self.EngageWeaponExpend = EngageWeaponExpend
|
|
self.EngageAttackQty = EngageAttackQty
|
|
self.EngageDirection = EngageDirection
|
|
|
|
if Controllable:IsAlive() then
|
|
|
|
local EngageRoute = {}
|
|
|
|
--- Calculate the current route point.
|
|
local CurrentVec2 = self.Controllable:GetVec2()
|
|
|
|
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
|
local CurrentAltitude = self.Controllable:GetAltitude()
|
|
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
|
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
|
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
self.EngageSpeed,
|
|
true
|
|
)
|
|
|
|
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
|
|
|
|
local AttackTasks = {}
|
|
|
|
if self.Search == true then
|
|
|
|
for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
|
|
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
|
|
self:T( DetectedUnit )
|
|
if DetectedUnit:IsAlive() then
|
|
if DetectedUnit:IsInZone( self.EngageZone ) then
|
|
self:F( {"Engaging ", DetectedUnit } )
|
|
AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
|
|
DetectedUnit:GetPointVec2():GetVec2(),
|
|
true,
|
|
EngageWeaponExpend,
|
|
EngageAttackQty,
|
|
EngageDirection,
|
|
EngageAltitude
|
|
)
|
|
end
|
|
else
|
|
self.DetectedUnits[DetectedUnit] = nil
|
|
end
|
|
end
|
|
else
|
|
self:F("Attack zone")
|
|
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject(
|
|
self.EngageZone:GetPointVec2():GetVec2(),
|
|
true,
|
|
EngageWeaponExpend,
|
|
EngageAttackQty,
|
|
EngageDirection,
|
|
EngageAltitude
|
|
)
|
|
end
|
|
|
|
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
|
|
|
|
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
|
|
|
--- Find a random 2D point in EngageZone.
|
|
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
|
|
self:T2( ToTargetVec2 )
|
|
|
|
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
|
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
|
|
|
--- Create a route point of type air.
|
|
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
self.EngageSpeed,
|
|
true
|
|
)
|
|
|
|
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
|
|
|
|
Controllable:OptionROEOpenFire()
|
|
Controllable:OptionROTVertical()
|
|
|
|
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
|
Controllable:WayPointInitialize( EngageRoute )
|
|
|
|
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
|
|
Controllable:SetState( Controllable, "EngageZone", self )
|
|
|
|
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
|
|
|
|
--- NOW ROUTE THE GROUP!
|
|
Controllable:WayPointExecute( 1 )
|
|
|
|
self:SetRefreshTimeInterval( 2 )
|
|
self:SetDetectionActivated()
|
|
self:__Target( -2 ) -- Start targeting
|
|
end
|
|
end
|
|
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
|
self.Accomplished = true
|
|
self:SetDetectionDeactivated()
|
|
end
|
|
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
|
-- @param #string From The From State string.
|
|
-- @param #string Event The Event string.
|
|
-- @param #string To The To State string.
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
|
|
|
if EventData.IniUnit then
|
|
self.DetectedUnits[EventData.IniUnit] = nil
|
|
end
|
|
end
|
|
|
|
|
|
--- @param #AI_BAI_ZONE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_BAI_ZONE:OnEventDead( EventData )
|
|
self:F( { "EventDead", EventData } )
|
|
|
|
if EventData.IniDCSUnit then
|
|
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
|
|
self:__Destroy( 1, EventData )
|
|
end
|
|
end
|
|
end
|
|
|
|
|