MOOSE/Moose Development/Moose/AI/AI_A2G_CAS.lua
FlightControl c1b240857f - Remove unnecessary trace lines
- Implement Scheduled Trace - Now source and line number are shown for scheduled calls.
- Info lines are now shown where appropriate.
- The width of trace for the class name is now 25 characters instead of 20.
2019-08-26 08:26:14 +02:00

162 lines
6.1 KiB
Lua

--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_A2G_PATROL
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ===
--
-- @field #AI_A2G_CAS
AI_A2G_CAS = {
ClassName = "AI_A2G_CAS",
}
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @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.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_CAS
function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_CAS
local RTBSpeedMax = AIGroup:GetSpeedMax() or 9999
self:SetRTBSpeed( RTBSpeedMax * 0.50, RTBSpeedMax * 0.75 )
return self
end
--- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup 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_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:Count()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 )
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToWP
if TargetDistance <= EngageDistance * 3 then
local AttackUnitTasks = {}
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "CAS Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
end
end
end
if #AttackUnitTasks == 0 then
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
end
end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___Engage", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:Route( EngageRoute, self.TaskDelay )
end
else
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
end
end
--- @param Wrapper.Group#GROUP AIEngage
function AI_A2G_CAS.Resume( AIEngage, Fsm )
AIEngage:F( { "AI_A2G_CAS.Resume:", AIEngage:GetName() } )
if AIEngage:IsAlive() then
Fsm:__Reset( Fsm.TaskDelay )
Fsm:__EngageRoute( Fsm.TaskDelay, Fsm.AttackSetUnit )
end
end