MOOSE/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
FlightControl a3289205e6 Progress
2017-05-31 18:58:34 +02:00

646 lines
23 KiB
Lua

--- **Tasking** - The AI_A2A_DISPATCHER creates and manages AI_A2A tasks based on detected targets.
--
-- ====
--
-- ### Author: **Sven Van de Velde (FlightControl)**
--
-- ### Contributions:
--
-- ====
--
-- @module AI_A2A_Dispatcher
do -- AI_A2A_DISPATCHER
--- AI_A2A_DISPATCHER class.
-- @type AI_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- # AI_A2A_DISPATCHER class, extends @{Tasking#DETECTION_MANAGER}
--
-- The @{#AI_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
-- The EWR will detect units, will group them, and will dispatch AI_A2A tasks to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **INTERCEPT**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **CAP**: Is created during the mission. Targets are patrolling the zones outlined.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne patrolling and in range, that will receive this task.
--
-- Other task types will follow...
--
-- # AI_A2A_DISPATCHER constructor:
-- --------------------------------------
-- The @{#AI_A2A_DISPATCHER.New}() method creates a new AI_A2A_DISPATCHER instance.
--
-- @field #AI_A2A_DISPATCHER
AI_A2A_DISPATCHER = {
ClassName = "AI_A2A_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
SweepZones = {},
}
--- AI_A2A_DISPATCHER constructor.
-- @param #AI_A2A_DISPATCHER self
-- @param #string The Squadron Name. This name is used to control the squadron settings in the A2A dispatcher, and also in communication to human players.
-- @param Functional.Spawn#SPAWN SpawnA2A The SPAWN object to create groups that will receive the dispatched A2A Tasks. These spawn objects MUST contain all AI units.
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks.
-- @return #AI_A2A_DISPATCHER self
function AI_A2A_DISPATCHER:New( Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( nil, Detection ) ) -- #AI_A2A_DISPATCHER
self.Detection = Detection
-- This table models the currently alive AI_A2A processes.
self.AI_A2A = self.AI_A2A or {}
-- These two tables model the AIGroups having an assignment and the Targets having an AIGroup.
self.A2A_Targets = self.A2A_Targets or {}
self.A2A_Tasks = self.A2A_Tasks or {}
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
--self.Detection:InitDetectRadar( true )
self.Detection:SetDetectionInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterAssign
-- @param #AI_A2A_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2A#AI_A2A Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:AddTransition( "*", "CAP", "*" )
--- CAP Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeCAP
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- CAP Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterCAP
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- CAP Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] CAP
-- @param #AI_A2A_DISPATCHER self
--- CAP Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __CAP
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
self:AddTransition( "*", "INTERCEPT", "*" )
--- INTERCEPT Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeINTERCEPT
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- INTERCEPT Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterINTERCEPT
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- INTERCEPT Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] INTERCEPT
-- @param #AI_A2A_DISPATCHER self
--- INTERCEPT Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __INTERCEPT
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
self:AddTransition( "*", "ENGAGE", "*" )
--- ENGAGE Handler OnBefore for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnBeforeENGAGE
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] OnAfterENGAGE
-- @param #AI_A2A_DISPATCHER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- ENGAGE Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] ENGAGE
-- @param #AI_A2A_DISPATCHER self
--- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER
-- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE
-- @param #AI_A2A_DISPATCHER self
-- @param #number Delay
self:__Start( 5 )
return self
end
function AI_A2A_DISPATCHER:onafterCAP()
local A2AType = "CAP"
for CAPName, CAP in pairs( self.AI_A2A[A2AType] or {} ) do
local AIGroup = CAP.Spawn:Spawn()
self:F( { AIGroup = AIGroup:GetName() } )
if AIGroup then
local Fsm = AI_A2A_CAP:New( AIGroup, CAP.Zone, CAP.FloorAltitude, CAP.CeilingAltitude, CAP.MinSpeed, CAP.MaxSpeed, CAP.AltType )
Fsm:__Patrol( 1 )
self.A2A_Tasks = self.A2A_Tasks or {}
self.A2A_Tasks[AIGroup] = self.A2A_Tasks[AIGroup] or {}
self.A2A_Tasks[AIGroup].Type = A2AType
self.A2A_Tasks[AIGroup].Fsm = Fsm
end
end
end
function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, TargetSetUnit, TargetReference, AIGroups )
local A2AType = "CAP"
self:F( { AIGroups = AIGroups } )
if AIGroups then
for AIGroupID, AIGroup in pairs( AIGroups ) do
local Fsm = self.A2A_Tasks[AIGroup].Fsm
Fsm:__Engage( 1, TargetSetUnit ) -- Engage on the TargetSetUnit
self.A2A_Tasks[AIGroup].Target = TargetReference
self.A2A_Targets[TargetReference] = self.A2A_Targets[TargetReference] or {}
self.A2A_Targets[TargetReference].Set = TargetSetUnit
self.A2A_Targets[TargetReference].Groups = self.A2A_Targets[TargetReference].Groups or {}
local Groups = self.A2A_Targets[TargetReference].Groups
local GroupName = AIGroup:GetName()
Groups[GroupName] = AIGroup
end
end
end
function AI_A2A_DISPATCHER:onafterINTERCEPT( From, Event, To, TargetSetUnit, TargetReference, DefendersMissing )
local A2AType = "INTERCEPT"
local ClosestDistance = 0
local ClosestINTERCEPTName = nil
local AttackerCount = TargetSetUnit:Count()
DefendersMissing = AttackerCount - DefendersMissing
while( DefendersMissing < AttackerCount ) do
for INTERCEPTName, INTERCEPT in pairs( self.AI_A2A[A2AType] or {} ) do
local SpawnCoord = INTERCEPT.Spawn:GetCoordinate() -- Core.Point#COORDINATE
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
local Distance = SpawnCoord:Get2DDistance( TargetCoord )
if ClosestDistance == 0 or Distance < ClosestDistance then
ClosestDistance = Distance
ClosestINTERCEPTName = INTERCEPTName
end
end
if ClosestINTERCEPTName then
local INTERCEPT = self.AI_A2A[A2AType][ClosestINTERCEPTName]
local AIGroup = INTERCEPT.Spawn:Spawn()
self:F( { AIGroup = AIGroup:GetName() } )
if AIGroup then
DefendersMissing = DefendersMissing + AIGroup:GetSize()
local Fsm = AI_A2A_INTERCEPT:New( AIGroup )
Fsm:__Engage( 1, TargetSetUnit ) -- Engage on the TargetSetUnit
self.A2A_Tasks = self.A2A_Tasks or {}
self.A2A_Tasks[AIGroup] = self.A2A_Tasks[AIGroup] or {}
self.A2A_Tasks[AIGroup].Type = A2AType
self.A2A_Tasks[AIGroup].Fsm = Fsm
self.A2A_Tasks[AIGroup].Target = TargetReference
self.A2A_Targets[TargetReference] = self.A2A_Targets[TargetReference] or {}
self.A2A_Targets[TargetReference].Set = TargetSetUnit
self.A2A_Targets[TargetReference].Groups = self.A2A_Targets[TargetReference].Groups or {}
local Groups = self.A2A_Targets[TargetReference].Groups
local GroupName = AIGroup:GetName()
Groups[GroupName] = AIGroup
end
end
end
end
function AI_A2A_DISPATCHER:SetCAP( CAPName, CAPSpawn, CAPZone, CAPFloorAltitude, CAPCeilingAltitude, CAPMinSpeed, CAPMaxSpeed, CAPAltType )
self.AI_A2A["CAP"] = self.AI_A2A["CAP"] or {}
self.AI_A2A["CAP"][CAPName] = self.AI_A2A["CAP"][CAPName] or {}
local CAP = self.AI_A2A["CAP"][CAPName]
CAP.Name = CAPName
CAP.Spawn = CAPSpawn -- Funtional.Spawn#SPAWN
CAP.Zone = CAPZone
CAP.FloorAltitude = CAPFloorAltitude
CAP.CeilingAltitude = CAPCeilingAltitude
CAP.MinSpeed = CAPMinSpeed
CAP.MaxSpeed = CAPMaxSpeed
CAP.AltType = CAPAltType
end
function AI_A2A_DISPATCHER:SetINTERCEPT( Name, Spawn, MinSpeed, MaxSpeed )
self.AI_A2A["INTERCEPT"] = self.AI_A2A["INTERCEPT"] or {}
self.AI_A2A["INTERCEPT"][Name] = self.AI_A2A["INTERCEPT"][Name] or {}
local INTERCEPT = self.AI_A2A["INTERCEPT"][Name]
INTERCEPT.Name = Name
INTERCEPT.Spawn = Spawn
INTERCEPT.MinSpeed = MinSpeed
INTERCEPT.MaxSpeed = MaxSpeed
end
--- Creates an SWEEP task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
if DetectedItem.IsDetected == false then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
function AI_A2A_DISPATCHER:CountDefendersEngaged( DetectedItem )
-- First, count the active AIGroups Units, targetting the DetectedSet
local AIUnitCount = 0
for AIGroupName, AIGroup in pairs( ( self.A2A_Targets[DetectedItem] and self.A2A_Targets[DetectedItem].Groups ) or {} ) do
local AIGroup = AIGroup -- Wrapper.Group#GROUP
if AIGroup:IsAlive() then
AIUnitCount = AIUnitCount + AIGroup:GetSize()
end
end
return AIUnitCount
end
function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
local ResultAIGroups = nil
local DetectedSet = DetectedItem.Set
local DetectedCount = DetectedSet:Count()
local AIFriendlies = self:GetAIFriendliesNearBy( DetectedItem )
for AIName, AIFriendly in pairs( AIFriendlies ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if DetectedCount > DefenderCount then
local AIGroup = AIFriendly :GetGroup() -- Wrapper.Group#GROUP
self:F( { AIFriendly = AIGroup } )
if AIGroup:IsAlive() then
-- Ok, so we have a friendly near the potential target.
-- Now we need to check if the AIGroup has a Task.
local AIGroupTask = self.A2A_Tasks[AIGroup]
self:F({AIGroupTask = AIGroupTask})
if AIGroupTask then
-- The Task should be CAP
self:F( { Type = AIGroupTask.Type } )
if AIGroupTask.Type == "CAP" then
-- If there is no target, then add the AIGroup to the ResultAIGroups for Engagement to the TargetSet
self:F( { Target = AIGroupTask.Target } )
if AIGroupTask.Target == nil then
ResultAIGroups = ResultAIGroups or {}
ResultAIGroups[AIGroup] = AIGroup
DefenderCount = DefenderCount + AIGroup:GetSize()
end
end
end
end
else
break
end
end
return ResultAIGroups
end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
-- First, count the active AIGroups Units, targetting the DetectedSet
local DefenderCount = self:CountDefendersEngaged( DetectedItem )
local DefenderGroups = self:CountDefendersToBeEngaged( DetectedItem, DefenderCount )
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if DefenderGroups and DetectedItem.IsDetected == true then
return DetectedSet, DefenderGroups
end
return nil, nil
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function AI_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } )
local AttackerSet = DetectedItem.Set
AttackerSet:Flush()
local AttackerCount = AttackerSet:Count()
-- First, count the active AIGroups Units, targetting the DetectedSet
local DefenderCount = self:CountDefendersEngaged( DetectedItem )
local DefendersMissing = AttackerCount - DefenderCount
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if DetectedItem.IsDetected == true then
return DetectedItem.Set, DefendersMissing
end
return nil, nil
end
--- Calculates which friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
local FriendlyTypes = {}
local FriendliesCount = 0
if FriendlyUnitsNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do
local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT
if FriendlyUnit:IsAirPlane() then
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
end
else
FriendlyTypesReport:Add( "-" )
end
return FriendliesCount, FriendlyTypesReport
end
--- Calculates which HUMAN friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
if PlayersNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
--self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
local PlayerType = PlayerUnit:GetTypeName()
PlayerTypes[PlayerName] = PlayerType
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:E( { PlayersCount = PlayersCount } )
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
--- Calculates which AI friendlies are nearby the area
-- @param #AI_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem )
local FriendliesNearBy = self.Detection:GetFriendliesNearBy( DetectedItem )
return FriendliesNearBy
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #AI_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function AI_A2A_DISPATCHER:EvaluateRemoveTask( DetectedItem, A2A_Index )
local A2A_Target = self.A2A_Targets[A2A_Index]
if A2A_Target then
for AIGroupName, AIGroup in pairs( A2A_Target.Groups ) do
local AIGroup = AIGroup -- Wrapper.Group#GROUP
if not AIGroup:IsAlive() then
self.A2A_Tasks[AIGroup] = nil
self.A2A_Targets[A2A_Index].Groups[AIGroupName] = nil
end
end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
DetectedSet:Flush()
self:E( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then
self.A2A_Targets[A2A_Index] = nil
end
end
return self.A2A_Targets[A2A_Index]
end
--- Assigns A2A AI Tasks in relation to the detected items.
-- @param #AI_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function AI_A2A_DISPATCHER:ProcessDetected( Detection )
self:E()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local TaskReport = REPORT:New()
-- -- Checking the Process queue for the dispatcher, and removing any obsolete task!
-- for AI_A2A_Index, AI_A2A_Process in pairs( self.AI_A2A_Processes ) do
--
-- local AI_A2A_Process = AI_A2A_Process
-- if AI_A2A_Process:IsStatePlanned() then
-- local DetectedItem = Detection:GetDetectedItem( AI_A2A_Index )
-- if not DetectedItem then
-- self.AI_A2A_Process[AI_A2A_Index] = nil
-- end
-- end
-- end
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone
self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count() } )
DetectedSet:Flush()
local DetectedID = DetectedItem.ID
local A2A_Index = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
self:E( { A2A_Index = A2A_Index } )
local A2A_Target = self:EvaluateRemoveTask( DetectedItem, A2A_Index )
self:E( { A2A_Index = A2A_Index, A2A_Target = A2A_Target } )
DetectedSet:Flush()
-- Evaluate A2A_Action
if not A2A_Target then
local TargetSetUnit, AIGroups = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
self:F( { AIGroups = AIGroups } )
if TargetSetUnit then
self:ENGAGE( TargetSetUnit, A2A_Index, AIGroups )
else
do
local AttackerSet, DefendersMissing = self:EvaluateINTERCEPT( DetectedItem )
self:F( { DefendersMissing = DefendersMissing } )
AttackerSet:Flush()
if AttackerSet then
self:INTERCEPT( AttackerSet, A2A_Index, DefendersMissing )
end
end
end
end
end
return true
end
end