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First version
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@ -631,8 +631,8 @@ end
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-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
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-- @{#ZONE_RADIUS.
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-- @param #ZONE_RADIUS self
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-- @param ObjectCategories
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-- @param UnitCategories
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-- @param ObjectCategories An array of categories of the objects to find in the zone.
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-- @param UnitCategories An array of unit categories of the objects to find in the zone.
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-- @usage
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-- self.Zone:Scan()
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-- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition )
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@ -305,9 +305,9 @@ do -- DETECTION_BASE
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--- DETECTION constructor.
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-- @param #DETECTION_BASE self
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-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
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-- @param Core.Set#SET_BASE DetectionSet The @{Set} that is used to detect the units.
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-- @return #DETECTION_BASE self
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function DETECTION_BASE:New( DetectionSetGroup )
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function DETECTION_BASE:New( DetectionSet )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_BASE
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@ -316,7 +316,7 @@ do -- DETECTION_BASE
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self.DetectedItemMax = 0
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self.DetectedItems = {}
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self.DetectionSetGroup = DetectionSetGroup
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self.DetectionSet = DetectionSet
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self.RefreshTimeInterval = 30
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@ -398,7 +398,7 @@ do -- DETECTION_BASE
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-- @param #string To The To State string.
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self:AddTransition( "Detecting", "Detect", "Detecting" )
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self:AddTransition( "Detecting", "DetectionGroup", "Detecting" )
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self:AddTransition( "Detecting", "Detection", "Detecting" )
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--- OnBefore Transition Handler for Event Detect.
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-- @function [parent=#DETECTION_BASE] OnBeforeDetect
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@ -540,10 +540,11 @@ do -- DETECTION_BASE
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self.DetectedObjects[DetectionObjectName].Distance = 10000000
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end
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for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
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for DetectionID, DetectionData in pairs( self.DetectionSet:GetSet() ) do
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--self:F( { DetectionGroupData } )
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self:F( { DetectionGroup = DetectionGroupData:GetName() } )
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self:__DetectionGroup( DetectDelay, DetectionGroupData, DetectionTimeStamp ) -- Process each detection asynchronously.
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self:F( { DetectionGroup = DetectionData:GetName() } )
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self:__Detection( DetectDelay, DetectionData, DetectionTimeStamp ) -- Process each detection asynchronously.
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self.DetectionCount = self.DetectionCount + 1
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DetectDelay = DetectDelay + 1
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end
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@ -555,7 +556,7 @@ do -- DETECTION_BASE
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-- @param #string To The To State string.
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-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting.
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-- @param #number DetectionTimeStamp Time stamp of detection event.
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function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp )
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function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
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--self:F( { DetectedObjects = self.DetectedObjects } )
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@ -563,16 +564,16 @@ do -- DETECTION_BASE
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local HasDetectedObjects = false
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if DetectionGroup:IsAlive() then
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if Detection:IsAlive() then
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--self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
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local DetectionGroupName = DetectionGroup:GetName()
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local DetectionUnit = DetectionGroup:GetUnit(1)
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local DetectionGroupName = Detection:GetName()
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local DetectionUnit = Detection:GetUnit(1)
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local DetectedUnits = {}
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local DetectedTargets = DetectionGroup:GetDetectedTargets(
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local DetectedTargets = Detection:GetDetectedTargets(
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self.DetectVisual,
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self.DetectOptical,
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self.DetectRadar,
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@ -624,7 +625,7 @@ do -- DETECTION_BASE
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local DetectedObjectVec3 = DetectedObject:getPoint()
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local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z }
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local DetectionGroupVec3 = DetectionGroup:GetVec3()
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local DetectionGroupVec3 = Detection:GetVec3()
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local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z }
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local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 +
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@ -2819,3 +2820,623 @@ do -- DETECTION_AREAS
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end
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end
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do -- DETECTION_ZONES
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--- @type DETECTION_ZONES
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-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
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-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
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-- @extends Functional.Detection#DETECTION_BASE
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--- Detect units within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s),
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-- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.Unit#UNIT}s detected.
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-- The class is group the detected units within zones given a DetectedZoneRange parameter.
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-- A set with multiple detected zones will be created as there are groups of units detected.
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--
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-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
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--
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-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
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-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_ZONES}.
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--
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-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
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--
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-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
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-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
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-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
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--
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-- ## 4.4) Flare or Smoke detected units
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--
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-- Use the methods @{Functional.Detection#DETECTION_ZONES.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_ZONES.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
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--
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-- ## 4.5) Flare or Smoke or Bound detected zones
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--
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-- Use the methods:
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--
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-- * @{Functional.Detection#DETECTION_ZONES.FlareDetectedZones}() to flare in a color
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-- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to smoke in a color
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-- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to bound with a tire with a white flag
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--
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-- the detected zones when a new detection has taken place.
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--
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-- @field #DETECTION_ZONES
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DETECTION_ZONES = {
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ClassName = "DETECTION_ZONES",
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DetectionZoneRange = nil,
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}
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--- DETECTION_ZONES constructor.
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-- @param #DETECTION_ZONES self
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-- @param Core.Set#SET_ZONE_RADIUS DetectionSetZoneRadius The @{Set} of ZONE_RADIUS.
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-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
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-- @return #DETECTION_ZONES
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function DETECTION_ZONES:New( DetectionSetZoneRadius, DetectionCoalition )
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-- Inherits from DETECTION_BASE
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local self = BASE:Inherit( self, DETECTION_BASE:New() )
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self.DetectionSetZoneRadius = DetectionSetZoneRadius
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self.DetectionCoalition = DetectionCoalition
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self._SmokeDetectedUnits = false
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self._FlareDetectedUnits = false
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self._SmokeDetectedZones = false
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self._FlareDetectedZones = false
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self._BoundDetectedZones = false
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return self
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end
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--- Report summary of a detected item using a given numeric index.
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-- @param #DETECTION_ZONES self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
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-- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for.
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-- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use.
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-- @return Core.Report#REPORT The report of the detection items.
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function DETECTION_ZONES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
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self:F( { DetectedItem = DetectedItem } )
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local DetectedItemID = self:GetDetectedItemID( DetectedItem )
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if DetectedItem then
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local DetectedSet = self:GetDetectedSet( DetectedItem )
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local ReportSummaryItem
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local DetectedZone = self:GetDetectedItemZone( DetectedItem )
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local DetectedItemCoordinate = DetectedZone:GetCoordinate()
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local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings )
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local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
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local DetectedItemsCount = DetectedSet:Count()
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local DetectedItemsTypes = DetectedSet:GetTypeNames()
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local Report = REPORT:New()
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Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText)
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Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) )
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Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) )
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Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
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return Report
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end
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return nil
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end
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--- Report detailed of a detection result.
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-- @param #DETECTION_ZONES self
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-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
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-- @return #string
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function DETECTION_ZONES:DetectedReportDetailed( AttackGroup ) --R2.1 Fixed missing report
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self:F()
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local Report = REPORT:New()
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for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do
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local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem
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local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup )
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Report:SetTitle( "Detected areas:" )
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Report:Add( ReportSummary:Text() )
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end
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local ReportText = Report:Text()
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return ReportText
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end
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--- Calculate the optimal intercept point of the DetectedItem.
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-- @param #DETECTION_ZONES self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem
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function DETECTION_ZONES:CalculateIntercept( DetectedItem )
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local DetectedCoord = DetectedItem.Coordinate
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local DetectedSpeed = DetectedCoord:GetVelocity()
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local DetectedHeading = DetectedCoord:GetHeading()
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if self.Intercept then
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local DetectedSet = DetectedItem.Set
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-- todo: speed
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local TranslateDistance = DetectedSpeed * self.InterceptDelay
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local InterceptCoord = DetectedCoord:Translate( TranslateDistance, DetectedHeading )
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DetectedItem.InterceptCoord = InterceptCoord
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else
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DetectedItem.InterceptCoord = DetectedCoord
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end
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end
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--- Smoke the detected units
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-- @param #DETECTION_ZONES self
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-- @return #DETECTION_ZONES self
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function DETECTION_ZONES:SmokeDetectedUnits()
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self:F2()
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self._SmokeDetectedUnits = true
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return self
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end
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--- Flare the detected units
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-- @param #DETECTION_ZONES self
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-- @return #DETECTION_ZONES self
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function DETECTION_ZONES:FlareDetectedUnits()
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self:F2()
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self._FlareDetectedUnits = true
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return self
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end
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--- Smoke the detected zones
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-- @param #DETECTION_ZONES self
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-- @return #DETECTION_ZONES self
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function DETECTION_ZONES:SmokeDetectedZones()
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self:F2()
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self._SmokeDetectedZones = true
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return self
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end
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--- Flare the detected zones
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-- @param #DETECTION_ZONES self
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-- @return #DETECTION_ZONES self
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function DETECTION_ZONES:FlareDetectedZones()
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self:F2()
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self._FlareDetectedZones = true
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return self
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end
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--- Bound the detected zones
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-- @param #DETECTION_ZONES self
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-- @return #DETECTION_ZONES self
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function DETECTION_ZONES:BoundDetectedZones()
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self:F2()
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self._BoundDetectedZones = true
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return self
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end
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--- Make text documenting the changes of the detected zone.
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-- @param #DETECTION_ZONES self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem
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-- @return #string The Changes text
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function DETECTION_ZONES:GetChangeText( DetectedItem )
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self:F( DetectedItem )
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local MT = {}
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for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do
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if ChangeCode == "AA" then
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MT[#MT+1] = "Detected new area " .. ChangeData.ID .. ". The center target is a " .. ChangeData.ItemUnitType .. "."
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end
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if ChangeCode == "RAU" then
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MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". Removed the center target."
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end
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if ChangeCode == "AAU" then
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MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". The new center target is a " .. ChangeData.ItemUnitType .. "."
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end
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if ChangeCode == "RA" then
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MT[#MT+1] = "Removed old area " .. ChangeData.ID .. ". No more targets in this area."
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end
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if ChangeCode == "AU" then
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local MTUT = {}
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for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
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if ChangeUnitType ~= "ID" then
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MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
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end
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end
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MT[#MT+1] = "Detected for area " .. ChangeData.ID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "."
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end
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if ChangeCode == "RU" then
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local MTUT = {}
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for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
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if ChangeUnitType ~= "ID" then
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MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
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end
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end
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MT[#MT+1] = "Removed for area " .. ChangeData.ID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "."
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end
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end
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return table.concat( MT, "\n" )
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end
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--- Make a DetectionSet table. This function will be overridden in the derived clsses.
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-- @param #DETECTION_ZONES self
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-- @return #DETECTION_ZONES self
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function DETECTION_ZONES:CreateDetectionItems()
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self:F( "Checking Detected Items for new Detected Units ..." )
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--self:F( { DetectedObjects = self.DetectedObjects } )
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-- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units.
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-- Regroup when needed, split groups when needed.
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for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
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local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
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if DetectedItem then
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self:T2( { "Detected Item ID: ", DetectedItemID } )
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local Zone = DetectedItem.Zone -- Core.Zone#ZONE_RADIUS
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-- Scan the zone
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Zone:Scan( { Object.Category.UNIT }, { Unit.Category.GROUND_UNIT } )
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local ZoneUnits = Zone:GetScannedUnits()
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for DCSUnitID, DCSUnit in pairs( ZoneUnits ) do
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local UnitName = DCSUnit:getName()
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local ZoneUnit = UNIT:FindByName( UnitName )
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local ZoneUnitCoalition = ZoneUnit:GetCoalition()
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if ZoneUnitCoalition == self.DetectionCoalition then
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DetectedItem.Set:AddUnit( ZoneUnit )
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end
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end
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end
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end
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-- Now all the tests should have been build, now make some smoke and flares...
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-- We also report here the friendlies within the detected areas.
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for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
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local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set
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local DetectedFirstUnit = DetectedSet:GetFirst()
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local DetectedZone = DetectedItem.Zone
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-- Set the last known coordinate to the detection item.
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local DetectedZoneCoord = DetectedZone:GetCoordinate()
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self:SetDetectedItemCoordinate( DetectedItem, DetectedZoneCoord, DetectedFirstUnit )
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self:CalculateIntercept( DetectedItem )
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-- We search for friendlies nearby.
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-- If there weren't any friendlies nearby, and now there are friendlies nearby, we flag the area as "changed".
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-- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed".
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-- This is for the A2G dispatcher to detect if there is a change in the tactical situation.
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local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
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self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
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local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT )
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if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then
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DetectedItem.Changed = true
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end
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self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level
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self:NearestRecce( DetectedItem )
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if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then
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DetectedZone.ZoneUNIT:SmokeRed()
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end
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--DetectedSet:Flush( self )
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DetectedSet:ForEachUnit(
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--- @param Wrapper.Unit#UNIT DetectedUnit
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function( DetectedUnit )
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if DetectedUnit:IsAlive() then
|
||||
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
|
||||
if DETECTION_ZONES._FlareDetectedUnits or self._FlareDetectedUnits then
|
||||
DetectedUnit:FlareGreen()
|
||||
end
|
||||
if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then
|
||||
DetectedUnit:SmokeGreen()
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
if DETECTION_ZONES._FlareDetectedZones or self._FlareDetectedZones then
|
||||
DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0,90 ) )
|
||||
end
|
||||
if DETECTION_ZONES._SmokeDetectedZones or self._SmokeDetectedZones then
|
||||
DetectedZone:SmokeZone( SMOKECOLOR.White, 30 )
|
||||
end
|
||||
|
||||
if DETECTION_ZONES._BoundDetectedZones or self._BoundDetectedZones then
|
||||
self.CountryID = DetectedSet:GetFirst():GetCountry()
|
||||
DetectedZone:BoundZone( 12, self.CountryID )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #DETECTION_ZONES self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Detection The element on which the detection is based.
|
||||
-- @param #number DetectionTimeStamp Time stamp of detection event.
|
||||
function DETECTION_ZONES:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
|
||||
|
||||
--self:F( { DetectedObjects = self.DetectedObjects } )
|
||||
|
||||
self.DetectionRun = self.DetectionRun + 1
|
||||
|
||||
local HasDetectedObjects = false
|
||||
|
||||
if Detection:IsAlive() then
|
||||
|
||||
--self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
|
||||
|
||||
local DetectionGroupName = Detection:GetName()
|
||||
local DetectionUnit = Detection:GetUnit(1)
|
||||
|
||||
local DetectedUnits = {}
|
||||
|
||||
local DetectedTargets = Detection:GetDetectedTargets(
|
||||
self.DetectVisual,
|
||||
self.DetectOptical,
|
||||
self.DetectRadar,
|
||||
self.DetectIRST,
|
||||
self.DetectRWR,
|
||||
self.DetectDLINK
|
||||
)
|
||||
|
||||
self:F( { DetectedTargets = DetectedTargets } )
|
||||
|
||||
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
|
||||
local DetectedObject = Detection.object -- DCS#Object
|
||||
|
||||
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
|
||||
local DetectedObjectName = DetectedObject:getName()
|
||||
if not self.DetectedObjects[DetectedObjectName] then
|
||||
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
|
||||
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
|
||||
self.DetectedObjects[DetectedObjectName].Object = DetectedObject
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
|
||||
|
||||
local DetectedObject = DetectedObjectData.Object
|
||||
|
||||
if DetectedObject:isExist() then
|
||||
|
||||
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
|
||||
DetectedObject,
|
||||
self.DetectVisual,
|
||||
self.DetectOptical,
|
||||
self.DetectRadar,
|
||||
self.DetectIRST,
|
||||
self.DetectRWR,
|
||||
self.DetectDLINK
|
||||
)
|
||||
|
||||
--self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } )
|
||||
|
||||
-- Only process if the target is visible. Detection also returns invisible units.
|
||||
--if Detection.visible == true then
|
||||
|
||||
local DetectionAccepted = true
|
||||
|
||||
local DetectedObjectName = DetectedObject:getName()
|
||||
local DetectedObjectType = DetectedObject:getTypeName()
|
||||
|
||||
local DetectedObjectVec3 = DetectedObject:getPoint()
|
||||
local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z }
|
||||
local DetectionGroupVec3 = Detection:GetVec3()
|
||||
local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z }
|
||||
|
||||
local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 +
|
||||
( DetectedObjectVec3.y - DetectionGroupVec3.y )^2 +
|
||||
( DetectedObjectVec3.z - DetectionGroupVec3.z )^2
|
||||
) ^ 0.5 / 1000
|
||||
|
||||
local DetectedUnitCategory = DetectedObject:getDesc().category
|
||||
|
||||
--self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } )
|
||||
|
||||
-- Calculate Acceptance
|
||||
|
||||
DetectionAccepted = self._.FilterCategories[DetectedUnitCategory] ~= nil and DetectionAccepted or false
|
||||
|
||||
-- if Distance > 15000 then
|
||||
-- if DetectedUnitCategory == Unit.Category.GROUND_UNIT or DetectedUnitCategory == Unit.Category.SHIP then
|
||||
-- if DetectedObject:hasSensors( Unit.SensorType.RADAR, Unit.RadarType.AS ) == false then
|
||||
-- DetectionAccepted = false
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
|
||||
if self.AcceptRange and Distance * 1000 > self.AcceptRange then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
|
||||
if self.AcceptZones then
|
||||
local AnyZoneDetection = false
|
||||
for AcceptZoneID, AcceptZone in pairs( self.AcceptZones ) do
|
||||
local AcceptZone = AcceptZone -- Core.Zone#ZONE_BASE
|
||||
if AcceptZone:IsVec2InZone( DetectedObjectVec2 ) then
|
||||
AnyZoneDetection = true
|
||||
end
|
||||
end
|
||||
if not AnyZoneDetection then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
end
|
||||
|
||||
if self.RejectZones then
|
||||
for RejectZoneID, RejectZone in pairs( self.RejectZones ) do
|
||||
local RejectZone = RejectZone -- Core.Zone#ZONE_BASE
|
||||
if RejectZone:IsPointVec2InZone( DetectedObjectVec2 ) == true then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Calculate additional probabilities
|
||||
|
||||
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
|
||||
local DistanceFactor = Distance / 4
|
||||
local DistanceProbabilityReversed = ( 1 - self.DistanceProbability ) * DistanceFactor
|
||||
local DistanceProbability = 1 - DistanceProbabilityReversed
|
||||
DistanceProbability = DistanceProbability * 30 / 300
|
||||
local Probability = math.random() -- Selects a number between 0 and 1
|
||||
--self:T( { Probability, DistanceProbability } )
|
||||
if Probability > DistanceProbability then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
end
|
||||
|
||||
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.AlphaAngleProbability then
|
||||
local NormalVec2 = { x = DetectedObjectVec2.x - DetectionGroupVec2.x, y = DetectedObjectVec2.y - DetectionGroupVec2.y }
|
||||
local AlphaAngle = math.atan2( NormalVec2.y, NormalVec2.x )
|
||||
local Sinus = math.sin( AlphaAngle )
|
||||
local AlphaAngleProbabilityReversed = ( 1 - self.AlphaAngleProbability ) * ( 1 - Sinus )
|
||||
local AlphaAngleProbability = 1 - AlphaAngleProbabilityReversed
|
||||
|
||||
AlphaAngleProbability = AlphaAngleProbability * 30 / 300
|
||||
|
||||
local Probability = math.random() -- Selects a number between 0 and 1
|
||||
--self:T( { Probability, AlphaAngleProbability } )
|
||||
if Probability > AlphaAngleProbability then
|
||||
DetectionAccepted = false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.ZoneProbability then
|
||||
|
||||
for ZoneDataID, ZoneData in pairs( self.ZoneProbability ) do
|
||||
self:F({ZoneData})
|
||||
local ZoneObject = ZoneData[1] -- Core.Zone#ZONE_BASE
|
||||
local ZoneProbability = ZoneData[2] -- #number
|
||||
ZoneProbability = ZoneProbability * 30 / 300
|
||||
|
||||
if ZoneObject:IsPointVec2InZone( DetectedObjectVec2 ) == true then
|
||||
local Probability = math.random() -- Selects a number between 0 and 1
|
||||
--self:T( { Probability, ZoneProbability } )
|
||||
if Probability > ZoneProbability then
|
||||
DetectionAccepted = false
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if DetectionAccepted then
|
||||
|
||||
HasDetectedObjects = true
|
||||
|
||||
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
|
||||
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
|
||||
|
||||
if TargetIsDetected and TargetIsDetected == true then
|
||||
self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected
|
||||
end
|
||||
|
||||
if TargetIsDetected and TargetIsVisible and TargetIsVisible == true then
|
||||
self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsDetected and TargetIsVisible
|
||||
end
|
||||
|
||||
if TargetIsDetected and not self.DetectedObjects[DetectedObjectName].KnowType then
|
||||
self.DetectedObjects[DetectedObjectName].KnowType = TargetIsDetected and TargetKnowType
|
||||
end
|
||||
self.DetectedObjects[DetectedObjectName].KnowDistance = TargetKnowDistance -- Detection.distance -- TargetKnowDistance
|
||||
self.DetectedObjects[DetectedObjectName].LastTime = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastTime
|
||||
self.DetectedObjects[DetectedObjectName].LastPos = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastPos
|
||||
self.DetectedObjects[DetectedObjectName].LastVelocity = ( TargetIsDetected and TargetIsVisible == false ) and TargetLastVelocity
|
||||
|
||||
if not self.DetectedObjects[DetectedObjectName].Distance or ( Distance and self.DetectedObjects[DetectedObjectName].Distance > Distance ) then
|
||||
self.DetectedObjects[DetectedObjectName].Distance = Distance
|
||||
end
|
||||
|
||||
self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp
|
||||
|
||||
self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } )
|
||||
|
||||
local DetectedUnit = UNIT:FindByName( DetectedObjectName )
|
||||
|
||||
DetectedUnits[DetectedObjectName] = DetectedUnit
|
||||
else
|
||||
-- if beyond the DetectionRange then nullify...
|
||||
self:F( { DetectedObject = "No more detection for " .. DetectedObjectName } )
|
||||
if self.DetectedObjects[DetectedObjectName] then
|
||||
self.DetectedObjects[DetectedObjectName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
--self:T2( self.DetectedObjects )
|
||||
else
|
||||
-- The previously detected object does not exist anymore, delete from the cache.
|
||||
self:F( "Removing from DetectedObjects: " .. DetectionObjectName )
|
||||
self.DetectedObjects[DetectionObjectName] = nil
|
||||
end
|
||||
end
|
||||
|
||||
if HasDetectedObjects then
|
||||
self:__Detected( 0.1, DetectedUnits )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
|
||||
|
||||
-- First check if all DetectedObjects were detected.
|
||||
-- This is important. When there are DetectedObjects in the list, but were not detected,
|
||||
-- And these remain undetected for more than 60 seconds, then these DetectedObjects will be flagged as not Detected.
|
||||
-- IsDetected = false!
|
||||
-- This is used in A2A_TASK_DISPATCHER to initiate fighter sweeping! The TASK_A2A_INTERCEPT tasks will be replaced with TASK_A2A_SWEEP tasks.
|
||||
for DetectedObjectName, DetectedObject in pairs( self.DetectedObjects ) do
|
||||
if self.DetectedObjects[DetectedObjectName].IsDetected == true and self.DetectedObjects[DetectedObjectName].DetectionTimeStamp + 300 <= DetectionTimeStamp then
|
||||
self.DetectedObjects[DetectedObjectName].IsDetected = false
|
||||
end
|
||||
end
|
||||
|
||||
self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method.
|
||||
for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
|
||||
self:UpdateDetectedItemDetection( DetectedItem )
|
||||
self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list.
|
||||
if DetectedItem then
|
||||
self:__DetectedItem( 0.1, DetectedItem )
|
||||
end
|
||||
end
|
||||
|
||||
self:__Detect( self.RefreshTimeInterval )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user