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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
935 lines
37 KiB
Lua
935 lines
37 KiB
Lua
--- **AI** -- Perform Air Patrolling 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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--
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-- ===
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--
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-- AI PATROL classes makes AI Controllables execute an Patrol.
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--
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-- There are the following types of PATROL classes defined:
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--
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-- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone.
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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/PAT%20-%20Patrolling)
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--
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-- ===
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--
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-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
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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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-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
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-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
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--
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-- ===
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--
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-- @module AI.AI_Patrol
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-- @image AI_Air_Patrolling.JPG
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--- AI_PATROL_ZONE class
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-- @type AI_PATROL_ZONE
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-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
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-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
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-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
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-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
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-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
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-- @field DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
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-- @field Core.Spawn#SPAWN CoordTest
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-- @extends Core.Fsm#FSM_CONTROLLABLE
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--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
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--
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-- 
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--
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-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_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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---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
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-- use derived AI_ classes to model AI offensive or defensive behaviour.
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--
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-- 
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--
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-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
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-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
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--
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-- 
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--
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-- ## 1. AI_PATROL_ZONE constructor
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--
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-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
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--
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-- ## 2. AI_PATROL_ZONE is a FSM
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--
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-- 
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--
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-- ### 2.1. AI_PATROL_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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-- * **Returning** ( Group ): The AI is returning to Base.
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-- * **Stopped** ( Group ): The process is stopped.
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-- * **Crashed** ( Group ): The AI has crashed or is dead.
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--
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-- ### 2.2. AI_PATROL_ZONE Events
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--
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-- * **Start** ( Group ): Start the process.
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-- * **Stop** ( Group ): Stop the process.
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-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
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-- * **RTB** ( Group ): Route the AI to the home base.
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-- * **Detect** ( Group ): The AI is detecting targets.
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-- * **Detected** ( Group ): The AI has detected new targets.
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-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
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--
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-- ## 3. Set or Get the AI controllable
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--
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-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
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-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
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--
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-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
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--
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-- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
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-- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
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--
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-- ## 5. Manage the detection process of the AI controllable
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--
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-- The detection process of the AI controllable can be manipulated.
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-- Detection requires an amount of CPU power, which has an impact on your mission performance.
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-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
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--
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-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
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-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
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--
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-- The detection frequency can be set with @{#AI_PATROL_ZONE.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
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-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
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--
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-- The detection can be filtered to potential targets in a specific zone.
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-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
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-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
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-- according the weather conditions.
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--
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-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
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--
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-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
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-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
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-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
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-- while a new AI is targetted to the AI_PATROL_ZONE.
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-- Once the time is finished, the old AI will return to the base.
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-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
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--
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-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
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--
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-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
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-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
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-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
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--
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-- ===
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--
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-- @field #AI_PATROL_ZONE
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AI_PATROL_ZONE = {
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ClassName = "AI_PATROL_ZONE",
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}
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--- Creates a new AI_PATROL_ZONE object
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-- @param #AI_PATROL_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_PATROL_ZONE self
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-- @usage
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-- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
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-- PatrolZone = ZONE:New( 'PatrolZone' )
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-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
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-- PatrolArea = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 600, 900 )
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function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
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self.PatrolZone = PatrolZone
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self.PatrolFloorAltitude = PatrolFloorAltitude
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self.PatrolCeilingAltitude = PatrolCeilingAltitude
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self.PatrolMinSpeed = PatrolMinSpeed
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self.PatrolMaxSpeed = PatrolMaxSpeed
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-- defafult PatrolAltType to "BARO" if not specified
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self.PatrolAltType = PatrolAltType or "BARO"
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self:SetRefreshTimeInterval( 30 )
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self.CheckStatus = true
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self:ManageFuel( .2, 60 )
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self:ManageDamage( 1 )
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self.DetectedUnits = {} -- This table contains the targets detected during patrol.
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self:SetStartState( "None" )
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self:AddTransition( "*", "Stop", "Stopped" )
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--- OnLeave Transition Handler for State Stopped.
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-- @function [parent=#AI_PATROL_ZONE] OnLeaveStopped
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-- @param #AI_PATROL_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 Stopped.
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-- @function [parent=#AI_PATROL_ZONE] OnEnterStopped
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-- @param #AI_PATROL_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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--- OnBefore Transition Handler for Event Stop.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeStop
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-- @param #AI_PATROL_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 Stop.
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-- @function [parent=#AI_PATROL_ZONE] OnAfterStop
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-- @param #AI_PATROL_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 Stop.
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-- @function [parent=#AI_PATROL_ZONE] Stop
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-- @param #AI_PATROL_ZONE self
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--- Asynchronous Event Trigger for Event Stop.
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-- @function [parent=#AI_PATROL_ZONE] __Stop
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-- @param #AI_PATROL_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "None", "Start", "Patrolling" )
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--- OnBefore Transition Handler for Event Start.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeStart
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-- @param #AI_PATROL_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 Start.
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-- @function [parent=#AI_PATROL_ZONE] OnAfterStart
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-- @param #AI_PATROL_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 Start.
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-- @function [parent=#AI_PATROL_ZONE] Start
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-- @param #AI_PATROL_ZONE self
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--- Asynchronous Event Trigger for Event Start.
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-- @function [parent=#AI_PATROL_ZONE] __Start
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-- @param #AI_PATROL_ZONE 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_PATROL_ZONE] OnLeavePatrolling
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-- @param #AI_PATROL_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 Patrolling.
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-- @function [parent=#AI_PATROL_ZONE] OnEnterPatrolling
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-- @param #AI_PATROL_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( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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--- OnBefore Transition Handler for Event Route.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeRoute
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-- @param #AI_PATROL_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 Route.
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-- @function [parent=#AI_PATROL_ZONE] OnAfterRoute
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-- @param #AI_PATROL_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 Route.
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-- @function [parent=#AI_PATROL_ZONE] Route
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-- @param #AI_PATROL_ZONE self
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--- Asynchronous Event Trigger for Event Route.
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-- @function [parent=#AI_PATROL_ZONE] __Route
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-- @param #AI_PATROL_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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--- OnBefore Transition Handler for Event Status.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeStatus
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-- @param #AI_PATROL_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 Status.
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-- @function [parent=#AI_PATROL_ZONE] OnAfterStatus
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-- @param #AI_PATROL_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 Status.
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-- @function [parent=#AI_PATROL_ZONE] Status
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-- @param #AI_PATROL_ZONE self
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--- Asynchronous Event Trigger for Event Status.
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-- @function [parent=#AI_PATROL_ZONE] __Status
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-- @param #AI_PATROL_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Detect", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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--- OnBefore Transition Handler for Event Detect.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeDetect
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-- @param #AI_PATROL_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 Detect.
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-- @function [parent=#AI_PATROL_ZONE] OnAfterDetect
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-- @param #AI_PATROL_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 Detect.
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-- @function [parent=#AI_PATROL_ZONE] Detect
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-- @param #AI_PATROL_ZONE self
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--- Asynchronous Event Trigger for Event Detect.
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-- @function [parent=#AI_PATROL_ZONE] __Detect
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-- @param #AI_PATROL_ZONE self
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-- @param #number Delay The delay in seconds.
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self:AddTransition( "*", "Detected", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
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--- OnBefore Transition Handler for Event Detected.
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-- @function [parent=#AI_PATROL_ZONE] OnBeforeDetected
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-- @param #AI_PATROL_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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event Detected.
|
|
-- @function [parent=#AI_PATROL_ZONE] OnAfterDetected
|
|
-- @param #AI_PATROL_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.
|
|
|
|
--- Synchronous Event Trigger for Event Detected.
|
|
-- @function [parent=#AI_PATROL_ZONE] Detected
|
|
-- @param #AI_PATROL_ZONE self
|
|
|
|
--- Asynchronous Event Trigger for Event Detected.
|
|
-- @function [parent=#AI_PATROL_ZONE] __Detected
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
self:AddTransition( "*", "RTB", "Returning" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
|
|
|
--- OnBefore Transition Handler for Event RTB.
|
|
-- @function [parent=#AI_PATROL_ZONE] OnBeforeRTB
|
|
-- @param #AI_PATROL_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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnAfter Transition Handler for Event RTB.
|
|
-- @function [parent=#AI_PATROL_ZONE] OnAfterRTB
|
|
-- @param #AI_PATROL_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.
|
|
|
|
--- Synchronous Event Trigger for Event RTB.
|
|
-- @function [parent=#AI_PATROL_ZONE] RTB
|
|
-- @param #AI_PATROL_ZONE self
|
|
|
|
--- Asynchronous Event Trigger for Event RTB.
|
|
-- @function [parent=#AI_PATROL_ZONE] __RTB
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param #number Delay The delay in seconds.
|
|
|
|
--- OnLeave Transition Handler for State Returning.
|
|
-- @function [parent=#AI_PATROL_ZONE] OnLeaveReturning
|
|
-- @param #AI_PATROL_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.
|
|
-- @return #boolean Return false to cancel Transition.
|
|
|
|
--- OnEnter Transition Handler for State Returning.
|
|
-- @function [parent=#AI_PATROL_ZONE] OnEnterReturning
|
|
-- @param #AI_PATROL_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.
|
|
|
|
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
|
|
|
self:AddTransition( "*", "Eject", "*" )
|
|
self:AddTransition( "*", "Crash", "Crashed" )
|
|
self:AddTransition( "*", "PilotDead", "*" )
|
|
|
|
return self
|
|
end
|
|
|
|
|
|
|
|
|
|
--- Sets (modifies) the minimum and maximum speed of the patrol.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
|
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
|
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
|
|
|
self.PatrolMinSpeed = PatrolMinSpeed
|
|
self.PatrolMaxSpeed = PatrolMaxSpeed
|
|
end
|
|
|
|
|
|
|
|
--- Sets the floor and ceiling altitude of the patrol.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
|
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
|
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
|
|
|
self.PatrolFloorAltitude = PatrolFloorAltitude
|
|
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
|
end
|
|
|
|
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
|
|
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
|
|
|
|
--- Set the detection on. The AI will detect for targets.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetDetectionOn()
|
|
self:F2()
|
|
|
|
self.DetectOn = true
|
|
end
|
|
|
|
--- Set the detection off. The AI will NOT detect for targets.
|
|
-- However, the list of already detected targets will be kept and can be enquired!
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetDetectionOff()
|
|
self:F2()
|
|
|
|
self.DetectOn = false
|
|
end
|
|
|
|
--- Set the status checking off.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetStatusOff()
|
|
self:F2()
|
|
|
|
self.CheckStatus = false
|
|
end
|
|
|
|
--- Activate the detection. The AI will detect for targets if the Detection is switched On.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetDetectionActivated()
|
|
self:F2()
|
|
|
|
self:ClearDetectedUnits()
|
|
self.DetectActivated = true
|
|
self:__Detect( -self.DetectInterval )
|
|
end
|
|
|
|
--- Deactivate the detection. The AI will NOT detect for targets.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetDetectionDeactivated()
|
|
self:F2()
|
|
|
|
self:ClearDetectedUnits()
|
|
self.DetectActivated = false
|
|
end
|
|
|
|
--- Set the interval in seconds between each detection executed by the AI.
|
|
-- The list of already detected targets will be kept and updated.
|
|
-- Newly detected targets will be added, but already detected targets that were
|
|
-- not detected in this cycle, will NOT be removed!
|
|
-- The default interval is 30 seconds.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param #number Seconds The interval in seconds.
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetRefreshTimeInterval( Seconds )
|
|
self:F2()
|
|
|
|
if Seconds then
|
|
self.DetectInterval = Seconds
|
|
else
|
|
self.DetectInterval = 30
|
|
end
|
|
end
|
|
|
|
--- Set the detection zone where the AI is detecting targets.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param Core.Zone#ZONE DetectionZone The zone where to detect targets.
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
|
|
self:F2()
|
|
|
|
if DetectionZone then
|
|
self.DetectZone = DetectionZone
|
|
else
|
|
self.DetectZone = nil
|
|
end
|
|
end
|
|
|
|
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
|
-- No filtering is applied, so, ANY detected UNIT can be in this list.
|
|
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #table The list of @{Wrapper.Unit#UNIT}s
|
|
function AI_PATROL_ZONE:GetDetectedUnits()
|
|
self:F2()
|
|
|
|
return self.DetectedUnits
|
|
end
|
|
|
|
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
|
|
-- @param #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:ClearDetectedUnits()
|
|
self:F2()
|
|
self.DetectedUnits = {}
|
|
end
|
|
|
|
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
|
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
|
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
|
-- Once the time is finished, the old AI will return to the base.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
|
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
|
|
|
|
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
|
|
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
|
|
|
|
return self
|
|
end
|
|
|
|
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
|
|
-- However, damage cannot be foreseen early on.
|
|
-- Therefore, when the damage threshold is reached,
|
|
-- the AI will return immediately to the home base (RTB).
|
|
-- Note that for groups, the average damage of the complete group will be calculated.
|
|
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
|
-- @return #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
|
|
|
|
self.PatrolManageDamage = true
|
|
self.PatrolDamageThreshold = PatrolDamageThreshold
|
|
|
|
return self
|
|
end
|
|
|
|
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
|
-- @param #AI_PATROL_ZONE self
|
|
-- @return #AI_PATROL_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_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
|
|
self:F2()
|
|
|
|
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
|
|
self:__Status( 60 ) -- Check status status every 30 seconds.
|
|
self:SetDetectionActivated()
|
|
|
|
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
|
|
self:HandleEvent( EVENTS.Crash, self.OnCrash )
|
|
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
|
|
|
|
Controllable:OptionROEHoldFire()
|
|
Controllable:OptionROTVertical()
|
|
|
|
self.Controllable:OnReSpawn(
|
|
function( PatrolGroup )
|
|
self:T( "ReSpawn" )
|
|
self:__Reset( 1 )
|
|
self:__Route( 5 )
|
|
end
|
|
)
|
|
|
|
self:SetDetectionOn()
|
|
|
|
end
|
|
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
|
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
|
|
|
|
return self.DetectOn and self.DetectActivated
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
|
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
|
|
|
local Detected = false
|
|
|
|
local DetectedTargets = Controllable:GetDetectedTargets()
|
|
for TargetID, Target in pairs( DetectedTargets or {} ) do
|
|
local TargetObject = Target.object
|
|
|
|
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
|
|
|
|
local TargetUnit = UNIT:Find( TargetObject )
|
|
|
|
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
|
|
if TargetUnit and TargetUnit:IsAlive() then
|
|
|
|
local TargetUnitName = TargetUnit:GetName()
|
|
|
|
if self.DetectionZone then
|
|
if TargetUnit:IsInZone( self.DetectionZone ) then
|
|
self:T( {"Detected ", TargetUnit } )
|
|
if self.DetectedUnits[TargetUnit] == nil then
|
|
self.DetectedUnits[TargetUnit] = true
|
|
end
|
|
Detected = true
|
|
end
|
|
else
|
|
if self.DetectedUnits[TargetUnit] == nil then
|
|
self.DetectedUnits[TargetUnit] = true
|
|
end
|
|
Detected = true
|
|
end
|
|
|
|
end
|
|
end
|
|
end
|
|
|
|
self:__Detect( -self.DetectInterval )
|
|
|
|
if Detected == true then
|
|
self:__Detected( 1.5 )
|
|
end
|
|
|
|
end
|
|
|
|
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
|
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
|
|
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
|
|
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
|
|
|
|
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROL_ZONE
|
|
PatrolZone:__Route( 1 )
|
|
end
|
|
|
|
|
|
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
|
-- @param #AI_PATROL_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_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
|
|
|
self:F2()
|
|
|
|
-- When RTB, don't allow anymore the routing.
|
|
if From == "RTB" then
|
|
return
|
|
end
|
|
|
|
local life = self.Controllable:GetLife() or 0
|
|
if self.Controllable:IsAlive() and life > 1 then
|
|
-- Determine if the AIControllable is within the PatrolZone.
|
|
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
|
|
|
|
local PatrolRoute = {}
|
|
|
|
-- Calculate the current route point of the controllable as the start point of the route.
|
|
-- However, when the controllable is not in the air,
|
|
-- the controllable current waypoint is probably the airbase...
|
|
-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
|
|
-- immediately back to the airbase, and this is not correct.
|
|
-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
|
|
-- This will make the plane fly immediately to the patrol zone.
|
|
|
|
if self.Controllable:InAir() == false then
|
|
self:T( "Not in the air, finding route path within PatrolZone" )
|
|
local CurrentVec2 = self.Controllable:GetVec2()
|
|
if not CurrentVec2 then return end
|
|
--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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
|
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TakeOffParking,
|
|
POINT_VEC3.RoutePointAction.FromParkingArea,
|
|
ToPatrolZoneSpeed,
|
|
true
|
|
)
|
|
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
|
else
|
|
self:T( "In the air, finding route path within PatrolZone" )
|
|
local CurrentVec2 = self.Controllable:GetVec2()
|
|
if not CurrentVec2 then return end
|
|
--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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
|
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToPatrolZoneSpeed,
|
|
true
|
|
)
|
|
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
|
end
|
|
|
|
|
|
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
|
|
|
--- Find a random 2D point in PatrolZone.
|
|
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
|
self:T2( ToTargetVec2 )
|
|
|
|
--- Define Speed and Altitude.
|
|
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
|
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
|
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
|
|
|
--- 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 ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToTargetSpeed,
|
|
true
|
|
)
|
|
|
|
--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
|
|
|
|
--ToTargetPointVec3:SmokeRed()
|
|
|
|
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
|
|
|
|
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
|
self.Controllable:WayPointInitialize( PatrolRoute )
|
|
|
|
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
|
|
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
|
|
self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_PATROL_ZONE:_NewPatrolRoute" )
|
|
|
|
--- NOW ROUTE THE GROUP!
|
|
self.Controllable:WayPointExecute( 1, 2 )
|
|
end
|
|
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:onbeforeStatus()
|
|
|
|
return self.CheckStatus
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:onafterStatus()
|
|
self:F2()
|
|
|
|
if self.Controllable and self.Controllable:IsAlive() then
|
|
|
|
local RTB = false
|
|
|
|
local Fuel = self.Controllable:GetFuelMin()
|
|
if Fuel < self.PatrolFuelThresholdPercentage then
|
|
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
|
local OldAIControllable = self.Controllable
|
|
|
|
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
|
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
|
|
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
|
|
|
RTB = true
|
|
else
|
|
end
|
|
|
|
-- TODO: Check GROUP damage function.
|
|
local Damage = self.Controllable:GetLife()
|
|
if Damage <= self.PatrolDamageThreshold then
|
|
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
|
RTB = true
|
|
end
|
|
|
|
if RTB == true then
|
|
self:RTB()
|
|
else
|
|
self:__Status( 60 ) -- Execute the Patrol event after 30 seconds.
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:onafterRTB()
|
|
self:F2()
|
|
|
|
if self.Controllable and self.Controllable:IsAlive() then
|
|
|
|
self:SetDetectionOff()
|
|
self.CheckStatus = false
|
|
|
|
local PatrolRoute = {}
|
|
|
|
--- Calculate the current route point.
|
|
local CurrentVec2 = self.Controllable:GetVec2()
|
|
if not CurrentVec2 then return end
|
|
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
|
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
|
local CurrentAltitude = self.Controllable:GetAltitude()
|
|
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
|
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
|
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
|
self.PatrolAltType,
|
|
POINT_VEC3.RoutePointType.TurningPoint,
|
|
POINT_VEC3.RoutePointAction.TurningPoint,
|
|
ToPatrolZoneSpeed,
|
|
true
|
|
)
|
|
|
|
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
|
|
|
|
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
|
|
self.Controllable:WayPointInitialize( PatrolRoute )
|
|
|
|
--- NOW ROUTE THE GROUP!
|
|
self.Controllable:WayPointExecute( 1, 1 )
|
|
|
|
end
|
|
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
function AI_PATROL_ZONE:onafterDead()
|
|
self:SetDetectionOff()
|
|
self:SetStatusOff()
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_PATROL_ZONE:OnCrash( EventData )
|
|
|
|
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
|
if #self.Controllable:GetUnits() == 1 then
|
|
self:__Crash( 1, EventData )
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_PATROL_ZONE:OnEjection( EventData )
|
|
|
|
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
|
self:__Eject( 1, EventData )
|
|
end
|
|
end
|
|
|
|
--- @param #AI_PATROL_ZONE self
|
|
-- @param Core.Event#EVENTDATA EventData
|
|
function AI_PATROL_ZONE:OnPilotDead( EventData )
|
|
|
|
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
|
|
self:__PilotDead( 1, EventData )
|
|
end
|
|
end
|