Got ENGAGE A2A task type working.

This commit is contained in:
FlightControl 2017-05-23 13:51:47 +02:00
parent 96f7a79f3a
commit 30ae32e539
7 changed files with 230 additions and 50 deletions

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@ -56,6 +56,7 @@ DATABASE = {
GROUPS = {}, GROUPS = {},
PLAYERS = {}, PLAYERS = {},
PLAYERSJOINED = {}, PLAYERSJOINED = {},
PLAYERUNITS = {},
CLIENTS = {}, CLIENTS = {},
CARGOS = {}, CARGOS = {},
AIRBASES = {}, AIRBASES = {},
@ -319,17 +320,19 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
if PlayerName then if PlayerName then
self:E( { "Add player for unit:", UnitName, PlayerName } ) self:E( { "Add player for unit:", UnitName, PlayerName } )
self.PLAYERS[PlayerName] = UnitName self.PLAYERS[PlayerName] = UnitName
self.PLAYERUNITS[UnitName] = PlayerName
self.PLAYERSJOINED[PlayerName] = PlayerName self.PLAYERSJOINED[PlayerName] = PlayerName
end end
end end
--- Deletes a player from the DATABASE based on the Player Name. --- Deletes a player from the DATABASE based on the Player Name.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:DeletePlayer( PlayerName ) function DATABASE:DeletePlayer( UnitName, PlayerName )
if PlayerName then if PlayerName then
self:E( { "Clean player:", PlayerName } ) self:E( { "Clean player:", PlayerName } )
self.PLAYERS[PlayerName] = nil self.PLAYERS[PlayerName] = nil
self.PLAYERUNITS[UnitName] = PlayerName
end end
end end
@ -734,7 +737,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if self.PLAYERS[PlayerName] then if self.PLAYERS[PlayerName] then
local Settings = SETTINGS:Set( PlayerName ) local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit ) Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( PlayerName ) self:DeletePlayer( Event.IniUnit, PlayerName )
end end
end end
end end
@ -819,10 +822,10 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:ForEachGroup( IteratorFunction, ... ) function DATABASE:ForEachGroup( IteratorFunction, FinalizeFunction, ... )
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self.GROUPS ) self:ForEach( IteratorFunction, FinalizeFunction, arg, self.GROUPS )
return self return self
end end
@ -832,10 +835,10 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:ForEachPlayer( IteratorFunction, ... ) function DATABASE:ForEachPlayer( IteratorFunction, FinalizeFunction, ... )
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self.PLAYERS ) self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERS )
return self return self
end end
@ -845,14 +848,27 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter. -- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
-- @return #DATABASE self -- @return #DATABASE self
function DATABASE:ForEachPlayerJoined( IteratorFunction, ... ) function DATABASE:ForEachPlayerJoined( IteratorFunction, FinalizeFunction, ... )
self:F2( arg ) self:F2( arg )
self:ForEach( IteratorFunction, arg, self.PLAYERSJOINED ) self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERSJOINED )
return self return self
end end
--- Iterate the DATABASE and call an iterator function for each **ALIVE** player UNIT, providing the player UNIT and optional parameters.
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept the player name.
-- @return #DATABASE self
function DATABASE:ForEachPlayerUnit( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.PLAYERUNITS )
return self
end
--- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters. --- Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter. -- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.

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@ -1083,6 +1083,22 @@ do -- DETECTION_BASE
return DetectedItem.FriendliesNearBy return DetectedItem.FriendliesNearBy
end end
--- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @return #boolean trhe if there are friendlies nearby
function DETECTION_BASE:IsPlayersNearBy( DetectedItem )
return DetectedItem.PlayersNearBy ~= nil or false
end
--- Returns friendly units nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
function DETECTION_BASE:GetPlayersNearBy( DetectedItem )
return DetectedItem.PlayersNearBy
end
--- Background worker function to determine if there are friendlies nearby ... --- Background worker function to determine if there are friendlies nearby ...
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
function DETECTION_BASE:ReportFriendliesNearBy( ReportGroupData ) function DETECTION_BASE:ReportFriendliesNearBy( ReportGroupData )
@ -1106,36 +1122,52 @@ do -- DETECTION_BASE
} }
--- @param Dcs.DCSWrapper.Unit#Unit FoundDCSUnit --- @param Dcs.DCSWrapper.Unit#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup -- @param Wrapper.Group#GROUP ReportGroup
-- @param Set#SET_GROUP ReportSetGroup -- @param Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData ) local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = ReportGroupData.DetectedItem.Set local DetectedSet = ReportGroupData.DetectedItem.Set
local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT
local ReportSetGroup = ReportGroupData.ReportSetGroup local ReportSetGroup = ReportGroupData.ReportSetGroup
local EnemyCoalition = DetectedUnit:GetCoalition() local EnemyCoalition = DetectedUnit:GetCoalition()
local FoundUnitCoalition = FoundDCSUnit:getCoalition() local FoundUnitCoalition = FoundDCSUnit:getCoalition()
local FoundUnitName = FoundDCSUnit:getName() local FoundUnitName = FoundDCSUnit:getName()
local FoundUnitGroupName = FoundDCSUnit:getGroup():getName() local FoundUnitGroupName = FoundDCSUnit:getGroup():getName()
local EnemyUnitName = DetectedUnit:GetName() local EnemyUnitName = DetectedUnit:GetName()
local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil
self:T3( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } ) self:T3( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {} DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
DetectedItem.FriendliesNearBy[FoundUnitName] = UNIT:Find( FoundDCSUnit ) DetectedItem.FriendliesNearBy[FoundUnitName] = UNIT:Find( FoundDCSUnit )
return false return false
end end
return true return true
end end
world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, ReportGroupData ) world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, ReportGroupData )
DetectedItem.PlayersNearBy = nil
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
local DetectionZone = ZONE_UNIT:New( "DetectionPlayers", DetectedUnit, self.FriendliesRange )
_DATABASE:ForEachPlayer(
--- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName )
if PlayerUnit:IsInZone(DetectionZone) then
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
local PlayerUnitName = PlayerUnit:GetName()
DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit
end
end
)
end end
end end

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@ -7,7 +7,7 @@ _EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
_SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.Timer#SCHEDULEDISPATCHER
--- Declare the main database object, which is used internally by the MOOSE classes. --- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Database#DATABASE _DATABASE = DATABASE:New() -- Core.Database#DATABASE
_SETTINGS = SETTINGS:Set() _SETTINGS = SETTINGS:Set()
_SETTINGS:SetSystemMenu( nil ) _SETTINGS:SetSystemMenu( nil )

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@ -77,7 +77,7 @@ do -- DETECTION MANAGER
self:SetReportDisplayTime( 25 ) self:SetReportDisplayTime( 25 )
self:E( { Detection = Detection } ) self:E( { Detection = Detection } )
Detection:__Start( 1 ) Detection:__Start( 3 )
return self return self
end end

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@ -339,28 +339,28 @@ do -- TASK_A2A
end end
do -- TASK_INTERCEPT do -- TASK_A2A_INTERCEPT
--- The TASK_INTERCEPT class --- The TASK_A2A_INTERCEPT class
-- @type TASK_INTERCEPT -- @type TASK_A2A_INTERCEPT
-- @field Set#SET_UNIT TargetSetUnit -- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK -- @extends Tasking.Task#TASK
TASK_INTERCEPT = { TASK_A2A_INTERCEPT = {
ClassName = "TASK_INTERCEPT", ClassName = "TASK_A2A_INTERCEPT",
} }
--- Instantiates a new TASK_INTERCEPT. --- Instantiates a new TASK_A2A_INTERCEPT.
-- @param #TASK_INTERCEPT self -- @param #TASK_A2A_INTERCEPT self
-- @param Tasking.Mission#MISSION Mission -- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task. -- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit -- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task. -- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_INTERCEPT self -- @return #TASK_A2A_INTERCEPT self
function TASK_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_INTERCEPT local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT
self:F() self:F()
Mission:AddTask( self ) Mission:AddTask( self )
@ -386,3 +386,51 @@ do -- TASK_INTERCEPT
end end
do -- TASK_A2A_ENGAGE
--- The TASK_A2A_ENGAGE class
-- @type TASK_A2A_ENGAGE
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
TASK_A2A_ENGAGE = {
ClassName = "TASK_A2A_ENGAGE",
}
--- Instantiates a new TASK_A2A_ENGAGE.
-- @param #TASK_A2A_ENGAGE self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_ENGAGE self
function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE
self:F()
Mission:AddTask( self )
--TODO: Add BR, Altitude, type of planes...
self:SetBriefing(
TaskBriefing or
"Bogeys are nearby! Those players who are near to the intruders are requested to ENGAGE!\n"
)
local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
TargetCoordinate:SetModeA2A()
self:SetInfo( "Coordinates", TargetCoordinate )
self:SetInfo( "ThreatLevel", "[" .. string.rep( "", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
local DetectedItemsCount = TargetSetUnit:Count()
local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
return self
end
end

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@ -104,6 +104,7 @@ do -- TASK_A2A_DISPATCHER
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
if true then if true then
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it. -- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
@ -117,6 +118,34 @@ do -- TASK_A2A_DISPATCHER
return nil return nil
end end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
if PlayersCount > 0 then
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Evaluates the removal of the Task from the Mission. --- Evaluates the removal of the Task from the Mission.
@ -187,6 +216,53 @@ do -- TASK_A2A_DISPATCHER
return FriendliesCount, FriendlyTypesReport return FriendliesCount, FriendlyTypesReport
end end
--- Calculates which HUMAN friendlies are nearby the area
-- @param #TASK_A2A_DISPATCHER self
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
if PlayersNearBy then
local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G()
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
local PlayerType = PlayerUnit:GetTypeName()
PlayerTypes[PlayerName] = PlayerType
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
self:E( { PlayersCount = PlayersCount } )
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}. --- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
@ -222,10 +298,14 @@ do -- TASK_A2A_DISPATCHER
-- Evaluate INTERCEPT -- Evaluate INTERCEPT
if not Task then if not Task then
local TaskName = string.format( "INTERCEPT.%03d", DetectedID ) local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if TargetSetUnit then if TargetSetUnit then
Task = TASK_INTERCEPT:New( Mission, self.SetGroup, TaskName, TargetSetUnit ) Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit )
else
local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if TargetSetUnit then
Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
end
end end
if Task then if Task then
@ -244,6 +324,9 @@ do -- TASK_A2A_DISPATCHER
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem ) local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem )
Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ) ) Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ) )
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
Task:SetInfo( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ) )
-- OK, so the tasking has been done, now delete the changes reported for the area. -- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem ) Detection:AcceptChanges( DetectedItem )
end end

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@ -315,7 +315,8 @@ function UNIT:GetPlayerName()
return PlayerName return PlayerName
end end
return nil return nil
end end
--- Returns the unit's number in the group. --- Returns the unit's number in the group.