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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
552 lines
20 KiB
Lua
552 lines
20 KiB
Lua
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
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--
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-- **Features:**
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--
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-- * Patrol AI airplanes within a given zone.
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-- * Trigger detected events when enemy airplanes are detected.
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-- * Manage a fuel threshold to RTB on time.
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-- * Engage the enemy when detected.
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--
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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/CAP%20-%20Combat%20Air%20Patrol)
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--
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-- ===
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--
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-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
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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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-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
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-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
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-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
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-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
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--
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-- ===
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--
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-- @module AI.AI_Cap
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-- @image AI_Combat_Air_Patrol.JPG
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--- @type AI_CAP_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 patrol a @{Zone} by an AI @{Wrapper.Controllable} 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_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE 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_CAP_ZONE constructor
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--
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-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
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--
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-- ## 2. AI_CAP_ZONE is a FSM
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--
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-- 
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--
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-- ### 2.1 AI_CAP_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 bogeys.
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-- * **Returning** ( Group ): The AI is returning to Base..
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--
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-- ### 2.2 AI_CAP_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_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
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-- * **@{#AI_CAP_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_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
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-- * **@{#AI_CAP_ZONE.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_CAP_ZONE.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_CAP_ZONE.SetEngageZone}() to define that Zone.
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--
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-- ===
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--
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-- @field #AI_CAP_ZONE
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AI_CAP_ZONE = {
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ClassName = "AI_CAP_ZONE",
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}
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--- Creates a new AI_CAP_ZONE object
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-- @param #AI_CAP_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 DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
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-- @return #AI_CAP_ZONE self
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function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, 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_CAP_ZONE
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self.Accomplished = false
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self.Engaging = false
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self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
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--- OnBefore Transition Handler for Event Engage.
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-- @function [parent=#AI_CAP_ZONE] OnBeforeEngage
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-- @param #AI_CAP_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_CAP_ZONE] OnAfterEngage
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-- @param #AI_CAP_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_CAP_ZONE] Engage
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-- @param #AI_CAP_ZONE self
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--- Asynchronous Event Trigger for Event Engage.
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-- @function [parent=#AI_CAP_ZONE] __Engage
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-- @param #AI_CAP_ZONE self
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-- @param #number Delay The delay in seconds.
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--- OnLeave Transition Handler for State Engaging.
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-- @function [parent=#AI_CAP_ZONE] OnLeaveEngaging
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-- @param #AI_CAP_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_CAP_ZONE] OnEnterEngaging
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-- @param #AI_CAP_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", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
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--- OnBefore Transition Handler for Event Fired.
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-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
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-- @param #AI_CAP_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_CAP_ZONE] OnAfterFired
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-- @param #AI_CAP_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_CAP_ZONE] Fired
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-- @param #AI_CAP_ZONE self
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--- Asynchronous Event Trigger for Event Fired.
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-- @function [parent=#AI_CAP_ZONE] __Fired
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-- @param #AI_CAP_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_CAP_ZONE.
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--- OnBefore Transition Handler for Event Destroy.
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-- @function [parent=#AI_CAP_ZONE] OnBeforeDestroy
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-- @param #AI_CAP_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_CAP_ZONE] OnAfterDestroy
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-- @param #AI_CAP_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_CAP_ZONE] Destroy
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-- @param #AI_CAP_ZONE self
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--- Asynchronous Event Trigger for Event Destroy.
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-- @function [parent=#AI_CAP_ZONE] __Destroy
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-- @param #AI_CAP_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_CAP_ZONE.
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--- OnBefore Transition Handler for Event Abort.
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-- @function [parent=#AI_CAP_ZONE] OnBeforeAbort
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-- @param #AI_CAP_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_CAP_ZONE] OnAfterAbort
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-- @param #AI_CAP_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_CAP_ZONE] Abort
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-- @param #AI_CAP_ZONE self
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--- Asynchronous Event Trigger for Event Abort.
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-- @function [parent=#AI_CAP_ZONE] __Abort
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-- @param #AI_CAP_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_CAP_ZONE.
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--- OnBefore Transition Handler for Event Accomplish.
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-- @function [parent=#AI_CAP_ZONE] OnBeforeAccomplish
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-- @param #AI_CAP_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_CAP_ZONE] OnAfterAccomplish
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-- @param #AI_CAP_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_CAP_ZONE] Accomplish
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-- @param #AI_CAP_ZONE self
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--- Asynchronous Event Trigger for Event Accomplish.
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-- @function [parent=#AI_CAP_ZONE] __Accomplish
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-- @param #AI_CAP_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 which defines where the AI will engage bogies.
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-- @param #AI_CAP_ZONE self
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-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
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-- @return #AI_CAP_ZONE self
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function AI_CAP_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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--- Set the Engage Range when the AI will engage with airborne enemies.
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-- @param #AI_CAP_ZONE self
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-- @param #number EngageRange The Engage Range.
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-- @return #AI_CAP_ZONE self
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function AI_CAP_ZONE: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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--- onafter State Transition for Event Start.
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-- @param #AI_CAP_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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function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
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-- Call the parent Start event handler
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self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
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self:HandleEvent( EVENTS.Dead )
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end
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--- @param AI.AI_CAP#AI_CAP_ZONE
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-- @param Wrapper.Group#GROUP EngageGroup
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function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
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EngageGroup:F( { "AI_CAP_ZONE.EngageRoute:", EngageGroup:GetName() } )
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if EngageGroup:IsAlive() then
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Fsm:__Engage( 1 )
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end
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end
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--- @param #AI_CAP_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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function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
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if self.Accomplished == true then
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return false
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end
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end
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--- @param #AI_CAP_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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function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
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if From ~= "Engaging" then
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local Engage = false
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for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
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self:T( DetectedUnit )
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if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
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Engage = true
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break
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end
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end
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if Engage == true then
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self:F( 'Detected -> Engaging' )
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self:__Engage( 1 )
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end
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end
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end
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--- @param #AI_CAP_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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function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
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Controllable:ClearTasks()
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self:__Route( 1 )
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end
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|
|
|
|
|
|
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--- @param #AI_CAP_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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function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
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if Controllable and Controllable:IsAlive() then
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local EngageRoute = {}
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|
|
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--- Calculate the current route point.
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local CurrentVec2 = self.Controllable:GetVec2()
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|
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if not CurrentVec2 then return self end
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|
|
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--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
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local CurrentAltitude = self.Controllable:GetAltitude()
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local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
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local ToEngageZoneSpeed = self.PatrolMaxSpeed
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local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
|
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ToEngageZoneSpeed,
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true
|
|
)
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|
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EngageRoute[#EngageRoute+1] = CurrentRoutePoint
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|
|
|
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--- Find a random 2D point in PatrolZone.
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|
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
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self:T2( ToTargetVec2 )
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|
|
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--- Define Speed and Altitude.
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local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
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local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
|
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
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|
|
|
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
|
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
|
|
|
--- Create a route point of type air.
|
|
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToTargetSpeed,
|
|
true
|
|
)
|
|
|
|
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
|
|
|
Controllable:OptionROEOpenFire()
|
|
Controllable:OptionROTEvadeFire()
|
|
|
|
local AttackTasks = {}
|
|
|
|
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
|
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
|
self:T( { DetectedUnit, DetectedUnit:IsAlive(), DetectedUnit:IsAir() } )
|
|
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
|
|
if self.EngageZone then
|
|
if DetectedUnit:IsInZone( self.EngageZone ) then
|
|
self:F( {"Within Zone and Engaging ", DetectedUnit } )
|
|
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
|
end
|
|
else
|
|
if self.EngageRange then
|
|
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
|
|
self:F( {"Within Range and Engaging", DetectedUnit } )
|
|
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
|
end
|
|
else
|
|
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
|
end
|
|
end
|
|
else
|
|
self.DetectedUnits[DetectedUnit] = nil
|
|
end
|
|
end
|
|
|
|
if #AttackTasks == 0 then
|
|
self:F("No targets found -> Going back to Patrolling")
|
|
self:__Abort( 1 )
|
|
self:__Route( 1 )
|
|
self:SetDetectionActivated()
|
|
else
|
|
|
|
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
|
|
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
|
|
|
|
self:SetDetectionDeactivated()
|
|
end
|
|
|
|
Controllable:Route( EngageRoute, 0.5 )
|
|
|
|
end
|
|
end
|
|
|
|
--- @param #AI_CAP_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_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
|
|
self.Accomplished = true
|
|
self:SetDetectionOff()
|
|
end
|
|
|
|
--- @param #AI_CAP_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_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
|
|
|
|
if EventData.IniUnit then
|
|
self.DetectedUnits[EventData.IniUnit] = nil
|
|
end
|
|
end
|
|
|
|
--- @param #AI_CAP_ZONE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_CAP_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
|