mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
646 lines
23 KiB
Lua
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
|