MOOSE/Moose Development/Moose/AI/AI_A2G_SEAD.lua
2018-12-17 19:39:23 +01:00

227 lines
8.6 KiB
Lua

--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_SEAD
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Engage#AI_A2G_Engage
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor
--
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_A2G_SEAD
AI_A2G_SEAD = {
ClassName = "AI_A2G_SEAD",
}
--- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD 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 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_SEAD
function AI_A2G_SEAD:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_A2G_SEAD
return self
end
--- @param #AI_A2G_SEAD 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_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit or self.AttackSetUnit -- Core.Set#SET_UNIT
local AttackCount = self.AttackSetUnit:Count()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
-- Determine the distance to the target.
-- If it is less than 50km, then attack without a route.
-- Otherwise perform a route attack.
local DefenderCoord = DefenderGroup:GetCoordinate()
local TargetCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
-- if TargetDistance >= 50000 then
local EngageRoute = {}
local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromWP
local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
self:SetTargetDistance( ToCoord ) -- For RTB status check
local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
--- Create a route point of type air, 50km from the center of the attack point.
local ToWP = ToCoord:Translate( 50000, FromEngageAngle ):WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
EngageRoute[#EngageRoute+1] = ToWP
local AttackTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
local HasRadar = AttackUnit:HasSEAD()
if HasRadar then
self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
end
if #AttackTasks == 0 then
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTVertical()
DefenderGroup:OptionKeepWeaponsOnThreat()
--DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
end
DefenderGroup:Route( EngageRoute, 2 )
-- else
-- local AttackTasks = {}
-- --local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
-- for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
-- if AttackUnit:IsAlive() and AttackUnit:IsGround() then
-- local HasRadar = AttackUnit:HasSEAD()
-- if HasRadar then
-- self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
-- AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
-- end
-- end
-- end
-- local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
--
-- DefenderGroup:OptionROEOpenFire()
-- DefenderGroup:OptionROTVertical()
-- DefenderGroup:OptionKeepWeaponsOnThreat()
-- DefenderGroup:OptionRTBAmmo( Weapon.flag.AnyASM )
--
-- DefenderGroup:SetTask( DefenderTask, 0 )
-- end
end
else
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( 0.5 )
end
end