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443 lines
15 KiB
Lua
443 lines
15 KiB
Lua
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
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--
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-- ===
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--
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-- ### Author: **FlightControl**
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--
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-- ===
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--
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-- @module AI.AI_Cargo_APC
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-- @image AI_Cargo_Dispatching_For_APC.JPG
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--- @type AI_CARGO_APC
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-- @extends AI.AI_Cargo#AI_CARGO
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--- Brings a dynamic cargo handling capability for an AI vehicle group.
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--
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-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
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--
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-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
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-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_APC object recognize the cargo.
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-- Please consult the @{Cargo.Cargo} module for more information.
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--
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-- ## Cargo loading.
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--
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-- The module will load automatically cargo when the APCs are within boarding or loading range.
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-- The boarding or loading range is specified when the cargo is created in the simulation, and therefore, this range depends on the type of cargo
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-- and the specified boarding range.
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--
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-- ## Enemies nearby.
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--
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-- When the APCs are approaching enemy units, something special is happening.
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-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
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-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs,
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-- to ensure that the APCs are not too far away from the following running infantry.
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-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
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--
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-- A combat range needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
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-- This combat range will trigger the unboarding of troops when enemies are within the combat range around the APCs.
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-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit range (effectiveness) versus
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-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
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-- A combat range of 350 meters to 500 meters has been proven to be the most effective and efficient.
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--
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-- ## Infantry health.
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--
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-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
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-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
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-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
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-- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed.
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-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
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-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
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-- time is not so much of an issue ...
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--
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-- ## Control the APCs on the map.
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--
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-- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map.
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-- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch!
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-- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up.
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-- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
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-- No workaround is possible on this.
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--
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-- ## Cargo deployment.
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--
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-- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
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-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
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--
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-- ## Cargo pickup.
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--
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-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
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-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
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--
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--
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--
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-- @field #AI_CARGO_APC
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AI_CARGO_APC = {
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ClassName = "AI_CARGO_APC",
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Coordinate = nil, -- Core.Point#COORDINATE,
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}
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--- Creates a new AI_CARGO_APC object.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @param Core.Set#SET_CARGO CargoSet
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-- @param #number CombatRadius
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-- @return #AI_CARGO_APC
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function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
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local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC
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self.CombatRadius = CombatRadius
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self:AddTransition( "*", "Monitor", "*" )
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self:AddTransition( "*", "Follow", "Following" )
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self:AddTransition( "*", "Guard", "Unloaded" )
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self:AddTransition( "*", "Home", "*" )
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self:AddTransition( "*", "Destroyed", "Destroyed" )
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self:__Monitor( 1 )
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self:SetCarrier( APC )
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return self
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end
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--- Set the Carrier.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP CargoCarrier
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-- @return #AI_CARGO_APC
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function AI_CARGO_APC:SetCarrier( CargoCarrier )
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self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
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self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
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CargoCarrier:HandleEvent( EVENTS.Dead )
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CargoCarrier:HandleEvent( EVENTS.Hit )
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function CargoCarrier:OnEventDead( EventData )
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self:F({"dead"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
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self:F({AICargoTroops=AICargoTroops})
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if AICargoTroops then
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self:F({})
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if not AICargoTroops:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Destroyed()
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end
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end
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end
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function CargoCarrier:OnEventHit( EventData )
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self:F({"hit"})
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local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
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if AICargoTroops then
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self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
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if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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AICargoTroops:Unload( false )
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end
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end
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end
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self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
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self.Coalition = self.CargoCarrier:GetCoalition()
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self:SetControllable( CargoCarrier )
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self:Guard()
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return self
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end
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--- Find a free Carrier within a range.
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-- @param #AI_CARGO_APC self
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-- @param Core.Point#COORDINATE Coordinate
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-- @param #number Radius
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-- @return Wrapper.Group#GROUP NewCarrier
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function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
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local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
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CoordinateZone:Scan( { Object.Category.UNIT } )
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for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
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local NearUnit = UNIT:Find( DCSUnit )
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self:F({NearUnit=NearUnit})
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if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
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local Attributes = NearUnit:GetDesc()
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self:F({Desc=Attributes})
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if NearUnit:HasAttribute( "Trucks" ) then
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return NearUnit:GetGroup()
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end
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end
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end
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return nil
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end
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--- Follow Infantry to the Carrier.
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-- @param #AI_CARGO_APC self
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-- @param #AI_CARGO_APC Me
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-- @param Wrapper.Unit#UNIT APCUnit
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-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
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-- @return #AI_CARGO_APC
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function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup )
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local InfantryGroup = CargoGroup:GetGroup()
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self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
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--if self:Is( "Following" ) then
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if APCUnit:IsAlive() then
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-- We check if the Cargo is near to the CargoCarrier.
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if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then
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-- The Cargo does not need to follow the Carrier.
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Me:Guard()
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else
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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if InfantryGroup:IsAlive() then
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self:F( { InfantryGroup = InfantryGroup:GetName() } )
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local Waypoints = {}
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-- Calculate the new Route.
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local FromCoord = InfantryGroup:GetCoordinate()
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local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
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self:F({FromGround=FromGround})
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table.insert( Waypoints, FromGround )
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local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
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local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
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self:F({ToGround=ToGround})
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table.insert( Waypoints, ToGround )
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local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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end
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end
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--- On after Monitor event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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if APC and APC:IsAlive() then
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if self.CarrierCoordinate then
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if self:IsTransporting() == true then
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local Coordinate = APC:GetCoordinate()
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self.Zone:Scan( { Object.Category.UNIT } )
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if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
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if self:Is( "Unloaded" ) or self:Is( "Following" ) then
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-- There are no enemies within combat range. Load the CargoCarrier.
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self:Load()
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end
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else
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if self:Is( "Loaded" ) then
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-- There are enemies within combat range. Unload the CargoCarrier.
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self:__Unload( 1 )
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else
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if self:Is( "Unloaded" ) then
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self:Follow()
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end
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if self:Is( "Following" ) then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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local APCUnit = APCUnit -- Wrapper.Unit#UNIT
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if Cargo:IsAlive() then
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if not Cargo:IsNear( APCUnit, 40 ) then
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APCUnit:RouteStop()
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self.CarrierStopped = true
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else
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if self.CarrierStopped then
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if Cargo:IsNear( APCUnit, 25 ) then
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APCUnit:RouteResume()
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self.CarrierStopped = nil
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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self.CarrierCoordinate = APC:GetCoordinate()
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end
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self:__Monitor( -5 )
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end
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--- On after Follow event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
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self:F( { APC, From, Event, To } )
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self:F( "Follow" )
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if APC and APC:IsAlive() then
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for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
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local Cargo = Cargo -- Cargo.Cargo#CARGO
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if Cargo:IsUnLoaded() then
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self:FollowToCarrier( self, APCUnit, Cargo )
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APCUnit:RouteResume()
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end
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end
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end
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end
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--- @param #AI_CARGO_APC
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-- @param Wrapper.Group#GROUP APC
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function AI_CARGO_APC._Pickup( APC, self, PickupZone )
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APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
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if APC:IsAlive() then
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self:Load( PickupZone)
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self.Relocating = false
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self.Transporting = true
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end
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end
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function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
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APC:F( { "AI_CARGO_APC._Deploy:", APC } )
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if APC:IsAlive() then
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self:Unload( DeployZone )
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self.Transporting = false
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self.Relocating = false
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end
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end
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--- On after Pickup event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate of the pickup point.
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-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
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function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, PickupZone )
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if APC and APC:IsAlive() then
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if Coordinate then
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self.RoutePickup = true
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local _speed=Speed or APC:GetSpeedMax()*0.5
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local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
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local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, PickupZone )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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else
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AI_CARGO_APC._Pickup( APC, self, PickupZone )
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end
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self.Relocating = true
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self.Transporting = false
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end
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end
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--- On after Deploy event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate Deploy place.
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-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
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function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, DeployZone )
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if APC and APC:IsAlive() then
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self.RouteDeploy = true
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local _speed=Speed or APC:GetSpeedMax()*0.5
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local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
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local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
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APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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self.Relocating = false
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self.Transporting = true
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end
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end
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--- On after Home event.
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-- @param #AI_CARGO_APC self
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-- @param Wrapper.Group#GROUP APC
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-- @param From
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-- @param Event
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-- @param To
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-- @param Core.Point#COORDINATE Coordinate Home place.
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-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
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function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed )
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if APC and APC:IsAlive() ~= nil then
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self.RouteHome = true
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local _speed=Speed or APC:GetSpeedMax()*0.5
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local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
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self:F({Waypoints = Waypoints})
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local Waypoint = Waypoints[#Waypoints]
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APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
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end
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end
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