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https://github.com/FlightControl-Master/MOOSE.git
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Optimizations
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@@ -40,20 +40,6 @@ function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed )
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return self
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end
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--- onafter event handler for Start event.
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-- @param #AI_A2G_CAS self
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-- @param Wrapper.Group#GROUP AIGroup The AI group managed by the FSM.
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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function AI_A2G_CAS:onafterStart( AIGroup, From, Event, To )
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self:GetParent( self ).onafterStart( self, AIGroup, From, Event, To )
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AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
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end
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--- @param #AI_A2G_CAS self
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-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
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@@ -83,86 +69,63 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
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local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
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if TargetDistance >= 50000 then
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local EngageRoute = {}
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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--- Calculate the target route point.
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local FromWP = DefenderCoord:WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = FromWP
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local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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self:SetTargetDistance( ToCoord ) -- For RTB status check
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local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
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--- Create a route point of type air.
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local ToWP = ToCoord:Translate( 50000, FromEngageAngle ):WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "Engage Unit evaluation:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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local HasRadar = AttackUnit:HasSEAD()
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if HasRadar then
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self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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end
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end
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if #AttackTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( 0.5 )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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end
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DefenderGroup:Route( EngageRoute, 0 )
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local EngageRoute = {}
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local ToTargetSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
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else
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local AttackTasks = {}
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--local AttackUnit = self.AttackSetUnit:GetRandom() -- Wrapper.Unit#UNIT
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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local HasRadar = AttackUnit:HasSEAD()
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if HasRadar then
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self:T( { "Eliminating Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsGround() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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end
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--- Calculate the target route point.
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local FromWP = DefenderCoord:WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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EngageRoute[#EngageRoute+1] = FromWP
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local ToCoord = self.AttackSetUnit:GetFirst():GetCoordinate()
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self:SetTargetDistance( ToCoord ) -- For RTB status check
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local FromEngageAngle = ToCoord:GetAngleDegrees( ToCoord:GetDirectionVec3( DefenderCoord ) )
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--- Create a route point of type air.
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local ToWP = ToCoord:Translate( 10000, FromEngageAngle ):WaypointAir(
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self.PatrolAltType,
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POINT_VEC3.RoutePointType.TurningPoint,
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POINT_VEC3.RoutePointAction.TurningPoint,
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ToTargetSpeed,
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true
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)
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self:F( { Angle = FromEngageAngle, ToTargetSpeed = ToTargetSpeed } )
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self:F( { self.EngageMinSpeed, self.EngageMaxSpeed, ToTargetSpeed } )
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EngageRoute[#EngageRoute+1] = ToWP
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local AttackTasks = {}
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for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
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if AttackUnit:IsAlive() and AttackUnit:IsGround() then
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self:T( { "Eliminating Unit:", AttackUnit:GetName() } )
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
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end
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end
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if #AttackTasks == 0 then
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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self:Return()
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self:__RTB( 0.5 )
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else
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DefenderGroup:OptionROEOpenFire()
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DefenderGroup:OptionROTEvadeFire()
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AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self )
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local DefenderTask = DefenderGroup:TaskCombo( AttackTasks )
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DefenderGroup:SetTask( DefenderTask, 0 )
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end
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EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
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end
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DefenderGroup:Route( EngageRoute, 0.5 )
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end
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else
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self:E( DefenderGroupName .. ": No targets found -> Going RTB")
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