MOOSE/Moose Development/Moose/AI/AI_Formation.lua
2017-05-10 10:33:23 +02:00

306 lines
11 KiB
Lua

--- **AI** -- (R2.1) Build large **formations** of AI @{Group}s flying together.
--
-- ![Banner Image](..\Presentations\AI_FORMATION\Dia1.JPG)
--
-- ===
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
--
-- There are the following types of classes defined:
--
-- * @{#AI_FORMATION}: Create a formation from several @{GROUP}s.
--
-- ====
--
-- # Demo Missions
--
-- ### [AI_FORMATION Demo Missions source code]()
--
-- ### [AI_FORMATION Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release]()
--
-- ====
--
-- # YouTube Channel
--
--- ### [AI_FORMATION YouTube Channel]()
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module AI_Follow
--- AI_FORMATION class
-- @type AI_FORMATION
-- @extends Fsm#FSM_SET
-- @field Unit#UNIT FollowUnit
-- @field Set#SET_GROUP FollowGroupSet
-- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field Menu#MENU_CLIENT FollowMenuResumeMission
--- # AI_FORMATION class, extends @{Fsm#FSM_SET}
--
-- The #AI_FORMATION class allows you to build large formations, make AI follow a @{Client#CLIENT} (player) leader or a @{Unit#UNIT} (AI) leader.
--
-- ## AI_FORMATION construction
--
-- Create a new SPAWN object with the @{#AI_FORMATION.New} method:
--
-- * @{Follow#AI_FORMATION.New}(): Creates a new AI_FORMATION object from a @{Group#GROUP} for a @{Client#CLIENT} or a @{Unit#UNIT}, with an optional briefing text.
--
-- ## Initialization methods
--
-- The following menus are created within the RADIO MENU of an active unit hosted by a player:
--
-- * @{Follow#AI_FORMATION.SetFormation}(): Set a Vec3 position for a GroupName within the GroupSet following.
--
-- @usage
-- -- Declare a new FollowPlanes object as follows:
--
-- -- First find the GROUP object and the CLIENT object.
-- local FollowUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local FollowGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Follow Client.
--
-- -- Now use these 2 objects to construct the new FollowPlanes object.
-- FollowPlanes = AI_FORMATION:New( FollowUnit, FollowGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
--
-- @field #AI_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
FollowName = nil, -- The Follow Name
FollowUnit = nil,
FollowGroupSet = nil,
FollowMode = 1,
MODE = {
FOLLOW = 1,
MISSION = 2,
},
FollowScheduler = nil,
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION,
}
--- AI_FORMATION.Mode class
-- @type AI_FORMATION.MODE
-- @field #number FOLLOW
-- @field #number MISSION
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self
-- @param Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
-- @param Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
-- @param #string FollowName Name of the escort.
-- @return #AI_FORMATION self
function AI_FORMATION:New( FollowUnit, FollowGroupSet, FollowName, FollowBriefing )
local self = BASE:Inherit( self, FSM_SET:New( FollowGroupSet ) )
self:F( { FollowUnit, FollowGroupSet, FollowName } )
self.FollowUnit = FollowUnit -- Unit#UNIT
self.FollowGroupSet = FollowGroupSet -- Set#SET_GROUP
self:SetStartState( "None" )
self:AddTransition( "*", "Stop", "Stopped" )
self:AddTransition( "None", "Start", "Following" )
self:AddTransition( "*", "Follow", "Following" )
FollowGroupSet:ForEachGroup(
--- @param Group#GROUP FollowGroup
function( FollowGroup, FollowName, FollowUnit )
local Vec3 = { x = math.random( -20, -150 ), y = math.random( -50, 50 ), z = math.random( -800, 800 ) }
FollowGroup:SetState( self, "Vec3", Vec3 )
FollowGroup:OptionROTPassiveDefense()
FollowGroup:OptionROEReturnFire()
--FollowGroup:MessageToClient( FollowGroup:GetCategoryName() .. " '" .. FollowName .. "' (" .. FollowGroup:GetCallsign() .. ") reporting! " ..
-- "We're following your flight. ",
-- 60, FollowUnit
--)
end,
FollowName, self.FollowUnit
)
self.FollowName = FollowName
self.FollowBriefing = FollowBriefing
self.CT1 = 0
self.GT1 = 0
self.FollowMode = AI_FORMATION.MODE.MISSION
return self
end
--- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to.
-- This allows to visualize where the escort is flying to.
-- @param #AI_FORMATION self
-- @param #boolean SmokeDirection If true, then the direction vector will be smoked.
function AI_FORMATION:TestSmokeDirectionVector( SmokeDirection )
self.SmokeDirectionVector = ( SmokeDirection == true ) and true or false
return self
end
--- @param Follow#AI_FORMATION self
function AI_FORMATION:onenterFollowing( FollowGroupSet )
self:F( )
self:T( { self.FollowUnit.UnitName, self.FollowUnit:IsAlive() } )
if self.FollowUnit:IsAlive() then
local ClientUnit = self.FollowUnit
self:T( {ClientUnit.UnitName } )
local CT1, CT2, CV1, CV2
CT1 = ClientUnit:GetState( self, "CT1" )
if CT1 == nil or CT1 == 0 then
ClientUnit:SetState( self, "CV1", ClientUnit:GetPointVec3() )
ClientUnit:SetState( self, "CT1", timer.getTime() )
else
CT1 = ClientUnit:GetState( self, "CT1" )
CT2 = timer.getTime()
CV1 = ClientUnit:GetState( self, "CV1" )
CV2 = ClientUnit:GetPointVec3()
ClientUnit:SetState( self, "CT1", CT2 )
ClientUnit:SetState( self, "CV1", CV2 )
end
FollowGroupSet:ForEachGroup(
--- @param Group#GROUP FollowGroup
-- @param Unit#UNIT ClientUnit
function( FollowGroup, ClientUnit, CT1, CV1, CT2, CV2 )
local GroupUnit = FollowGroup:GetUnit( 1 )
local FollowFormation = FollowGroup:GetState( self, "Vec3" )
self:T( FollowFormation )
local FollowDistance = FollowFormation.x
self:T( {ClientUnit.UnitName, GroupUnit.UnitName } )
local GT1 = GroupUnit:GetState( self, "GT1" )
if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then
GroupUnit:SetState( self, "GV1", GroupUnit:GetPointVec3() )
GroupUnit:SetState( self, "GT1", timer.getTime() )
else
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
local CT = CT2 - CT1
local CS = ( 3600 / CT ) * ( CD / 1000 )
self:T2( { "Client:", CS, CD, CT, CV2, CV1, CT2, CT1 } )
local GT1 = GroupUnit:GetState( self, "GT1" )
local GT2 = timer.getTime()
local GV1 = GroupUnit:GetState( self, "GV1" )
local GV2 = GroupUnit:GetPointVec3()
GroupUnit:SetState( self, "GT1", GT2 )
GroupUnit:SetState( self, "GV1", GV2 )
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
local GT = GT2 - GT1
local GS = ( 3600 / GT ) * ( GD / 1000 )
self:T2( { "Group:", GS, GD, GT, GV2, GV1, GT2, GT1 } )
-- Calculate the group direction vector
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
-- Calculate GH2, GH2 with the same height as CV2.
local GH2 = { x = GV2.x, y = CV2.y, z = GV2.z }
-- Calculate the angle of GV to the orthonormal plane
local alpha = math.atan2( GV.z, GV.x )
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
local CVI = { x = CV2.x + FollowDistance * math.cos(alpha),
y = GH2.y + FollowFormation.y,
z = CV2.z + FollowDistance * math.sin(alpha),
}
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
local DVu = { x = DV.x / FollowDistance, y = DV.y / FollowDistance, z = DV.z / FollowDistance }
-- Now we can calculate the group destination vector GDV.
local GDV = { x = DVu.x * CS * 8 + CVI.x, y = CVI.y, z = DVu.z * CS * 8 + CVI.z }
local GDV_Formation = {
x = GDV.x + ( FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha) ),
y = GDV.y,
z = GDV.z + ( FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha) )
}
if self.SmokeDirectionVector == true then
trigger.action.smoke( GDV, trigger.smokeColor.Green )
trigger.action.smoke( GDV_Formation, trigger.smokeColor.White )
end
self:T3( { "CV2:", CV2 } )
self:T3( { "CVI:", CVI } )
self:T2( { "GDV:", GDV } )
-- Measure distance between client and group
local CatchUpDistance = ( ( GDV_Formation.x - GV2.x )^2 + ( GDV_Formation.y - GV2.y )^2 + ( GDV_Formation.z - GV2.z )^2 ) ^ 0.5
-- The calculation of the Speed would simulate that the group would take 30 seconds to overcome
-- the requested Distance).
local Time = 20
local CatchUpSpeed = ( CatchUpDistance - ( CS * 9.5 ) ) / Time
local Speed = CS + CatchUpSpeed
if Speed < 0 then
Speed = 0
end
self:T({CatchUpDistance, CatchUpSpeed})
self:T3( { "Client Speed, Follow Speed, Speed, FollowDistance, Time:", CS, GS, Speed, FollowDistance, Time } )
-- Now route the escort to the desired point with the desired speed.
FollowGroup:RouteToVec3( GDV_Formation, Speed / 3.6 ) -- DCS models speed in Mps (Miles per second)
end
end,
ClientUnit, CT1, CV1, CT2, CV2
)
self:__Follow( -0.5 )
end
end