Fixes accounting of destroy and updated documentation

Destroy events were not correctly accounted for in the new tasking
system. this is now fixed.
This commit is contained in:
FlightControl
2017-03-19 15:02:49 +01:00
parent bf489f6679
commit 4dde14eba6
54 changed files with 1149 additions and 1013 deletions

View File

@@ -1,238 +1,6 @@
--- This module contains the DETECTION classes.
--- **Functional** - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
--
-- ===
--
-- # 1) @{#DETECTION_BASE} class, extends @{Fsm#FSM}
--
-- The @{#DETECTION_BASE} class defines the core functions to administer detected objects.
-- The @{#DETECTION_BASE} class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
--
-- ## 1.1) DETECTION_BASE constructor
--
-- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method.
--
-- ## 1.2) DETECTION_BASE initialization
--
-- By default, detection will return detected objects with all the detection sensors available.
-- However, you can ask how the objects were found with specific detection methods.
-- If you use one of the below methods, the detection will work with the detection method specified.
-- You can specify to apply multiple detection methods.
--
-- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
--
-- * @{#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
-- * @{#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
-- * @{#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
-- * @{#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
-- * @{#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
-- * @{#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
--
-- ## 1.3) DETECTION_BASE derived classes group the detected units into a DetectedItems[] list
--
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
-- of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
-- a SET_UNIT object that contains the detected units that belong to that group.
--
-- Derived classes will apply different methods to group the detected units.
-- Examples are per area, per quadrant, per distance, per type.
-- See further the derived DETECTION classes on which grouping methods are currently supported.
--
-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
--
-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
--
-- ## 1.4) Apply additional Filters to fine-tune the detected objects
--
-- By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
-- That being said, the DCS World detection algorithm can sometimes be unrealistic.
-- Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities.
-- Additionally, trees and other obstacles are not accounted during the DCS World detection.
--
-- Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units.
-- For electronic detection, this filtering is not applied, only for visually detected targets.
--
-- The following additional filtering can be applied for visual filtering:
--
-- * A probability factor per kilometer distance.
-- * A probability factor based on the alpha angle between the detected object and the unit detecting.
-- A detection from a higher altitude allows for better detection than when on the ground.
-- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult.
-- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone.
--
-- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
-- Only when you experience unrealistic behaviour in your missions, these filters could be applied.
--
-- ### 1.4.1 ) Distance visual detection probability
--
-- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly.
-- Also, the speed of accurate detection plays a role.
--
-- A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.
--
-- For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like:
-- 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.
--
-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
--
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
--
-- ### 1.4.2 ) Alpha Angle visual detection probability
--
-- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
--
-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
--
-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
--
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
--
-- ### 1.4.3 ) Cloudy Zones detection probability
--
-- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
--
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
--
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
-- Expecially for ZONE_POLYGON, try to limit the amount of nodes of the polygon!
--
-- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for
-- AI not to detect so easily targets within a forrest or village rich area.
--
-- ## 1.5 ) Accept / Reject detected units
--
-- DETECTION_BASE can accept or reject successful detections based on the location of the detected object,
-- if it is located in range or located inside or outside of specific zones.
--
-- ### 1.5.1 ) Detection acceptance of within range limit
--
-- A range can be set that will limit a successful detection for a unit.
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
-- -- Build a detect object.
-- local Detection = DETECTION_BASE:New( SetGroup )
--
-- -- This will accept detected units if the range is below 5000 meters.
-- Detection:SetAcceptRange( 5000 )
--
-- -- Start the Detection.
-- Detection:Start()
--
--
-- ### 1.5.2 ) Detection acceptance if within zone(s).
--
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
-- -- Search fo the zones where units are to be accepted.
-- local ZoneAccept1 = ZONE:New( "AcceptZone1" )
-- local ZoneAccept2 = ZONE:New( "AcceptZone2" )
--
-- -- Build a detect object.
-- local Detection = DETECTION_BASE:New( SetGroup )
--
-- -- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2.
-- Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } )
--
-- -- Start the Detection.
-- Detection:Start()
--
-- ### 1.5.3 ) Detection rejectance if within zone(s).
--
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
-- An example of how to use the method is shown below.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
-- -- Search fo the zones where units are to be rejected.
-- local ZoneReject1 = ZONE:New( "RejectZone1" )
-- local ZoneReject2 = ZONE:New( "RejectZone2" )
--
-- -- Build a detect object.
-- local Detection = DETECTION_BASE:New( SetGroup )
--
-- -- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2.
-- Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } )
--
-- -- Start the Detection.
-- Detection:Start()
--
-- ## 1.6) DETECTION_BASE is a Finite State Machine
--
-- Various Events and State Transitions can be tailored using DETECTION_BASE.
--
-- ### 1.6.1) DETECTION_BASE States
--
-- * **Detecting**: The detection is running.
-- * **Stopped**: The detection is stopped.
--
-- ### 1.6.2) DETECTION_BASE Events
--
-- * **Start**: Start the detection process.
-- * **Detect**: Detect new units.
-- * **Detected**: New units have been detected.
-- * **Stop**: Stop the detection process.
--
-- ===
--
-- # 2) @{Detection#DETECTION_UNITS} class, extends @{Detection#DETECTION_BASE}
--
-- The @{Detection#DETECTION_UNITS} class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
--
-- # 3) @{Detection#DETECTION_TYPES} class, extends @{Detection#DETECTION_BASE}
--
-- The @{Detection#DETECTION_TYPES} class will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
--
-- # 4) @{Detection#DETECTION_AREAS} class, extends @{Detection#DETECTION_BASE}
--
-- The @{Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
--
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- ## 4.5) Flare or Smoke or Bound detected zones
--
-- Use the methods:
--
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
--
-- the detected zones when a new detection has taken place.
-- ![Banner Image](..\Presentations\DETECTION\Dia1.JPG)
--
-- ===
--
@@ -249,7 +17,191 @@
do -- DETECTION_BASE
--- DETECTION_BASE class
--- # 1) DETECTION_BASE class, extends @{Fsm#FSM}
--
-- The DETECTION_BASE class defines the core functions to administer detected objects.
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
--
-- ## 1.1) DETECTION_BASE constructor
--
-- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method.
--
-- ## 1.2) DETECTION_BASE initialization
--
-- By default, detection will return detected objects with all the detection sensors available.
-- However, you can ask how the objects were found with specific detection methods.
-- If you use one of the below methods, the detection will work with the detection method specified.
-- You can specify to apply multiple detection methods.
--
-- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
--
-- * @{#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
-- * @{#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
-- * @{#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
-- * @{#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
-- * @{#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
-- * @{#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
--
-- ## 1.3) DETECTION_BASE derived classes group the detected units into a DetectedItems[] list
--
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
-- of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
-- a SET_UNIT object that contains the detected units that belong to that group.
--
-- Derived classes will apply different methods to group the detected units.
-- Examples are per area, per quadrant, per distance, per type.
-- See further the derived DETECTION classes on which grouping methods are currently supported.
--
-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
--
-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
--
-- ## 1.4) Apply additional Filters to fine-tune the detected objects
--
-- By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
-- That being said, the DCS World detection algorithm can sometimes be unrealistic.
-- Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities.
-- Additionally, trees and other obstacles are not accounted during the DCS World detection.
--
-- Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units.
-- For electronic detection, this filtering is not applied, only for visually detected targets.
--
-- The following additional filtering can be applied for visual filtering:
--
-- * A probability factor per kilometer distance.
-- * A probability factor based on the alpha angle between the detected object and the unit detecting.
-- A detection from a higher altitude allows for better detection than when on the ground.
-- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult.
-- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone.
--
-- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
-- Only when you experience unrealistic behaviour in your missions, these filters could be applied.
--
-- ### 1.4.1 ) Distance visual detection probability
--
-- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly.
-- Also, the speed of accurate detection plays a role.
--
-- A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.
--
-- For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like:
-- 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.
--
-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
--
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
--
-- ### 1.4.2 ) Alpha Angle visual detection probability
--
-- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
--
-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
--
-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
--
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
--
-- ### 1.4.3 ) Cloudy Zones detection probability
--
-- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
--
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
--
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
-- Expecially for ZONE_POLYGON, try to limit the amount of nodes of the polygon!
--
-- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for
-- AI not to detect so easily targets within a forrest or village rich area.
--
-- ## 1.5 ) Accept / Reject detected units
--
-- DETECTION_BASE can accept or reject successful detections based on the location of the detected object,
-- if it is located in range or located inside or outside of specific zones.
--
-- ### 1.5.1 ) Detection acceptance of within range limit
--
-- A range can be set that will limit a successful detection for a unit.
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
-- -- Build a detect object.
-- local Detection = DETECTION_BASE:New( SetGroup )
--
-- -- This will accept detected units if the range is below 5000 meters.
-- Detection:SetAcceptRange( 5000 )
--
-- -- Start the Detection.
-- Detection:Start()
--
--
-- ### 1.5.2 ) Detection acceptance if within zone(s).
--
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
-- -- Search fo the zones where units are to be accepted.
-- local ZoneAccept1 = ZONE:New( "AcceptZone1" )
-- local ZoneAccept2 = ZONE:New( "AcceptZone2" )
--
-- -- Build a detect object.
-- local Detection = DETECTION_BASE:New( SetGroup )
--
-- -- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2.
-- Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } )
--
-- -- Start the Detection.
-- Detection:Start()
--
-- ### 1.5.3 ) Detection rejectance if within zone(s).
--
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
-- An example of how to use the method is shown below.
--
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
--
-- -- Search fo the zones where units are to be rejected.
-- local ZoneReject1 = ZONE:New( "RejectZone1" )
-- local ZoneReject2 = ZONE:New( "RejectZone2" )
--
-- -- Build a detect object.
-- local Detection = DETECTION_BASE:New( SetGroup )
--
-- -- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2.
-- Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } )
--
-- -- Start the Detection.
-- Detection:Start()
--
-- ## 1.6) DETECTION_BASE is a Finite State Machine
--
-- Various Events and State Transitions can be tailored using DETECTION_BASE.
--
-- ### 1.6.1) DETECTION_BASE States
--
-- * **Detecting**: The detection is running.
-- * **Stopped**: The detection is stopped.
--
-- ### 1.6.2) DETECTION_BASE Events
--
-- * **Start**: Start the detection process.
-- * **Detect**: Detect new units.
-- * **Detected**: New units have been detected.
-- * **Stop**: Stop the detection process.
--
-- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
@@ -1222,7 +1174,12 @@ end
do -- DETECTION_UNITS
--- DETECTION_UNITS class
--- # 2) DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_UNITS class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
--
-- @type DETECTION_UNITS
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected.
-- @extends #DETECTION_BASE
@@ -1432,7 +1389,13 @@ end
do -- DETECTION_TYPES
--- DETECTION_TYPES class
--- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_TYPES class will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
--
-- @type DETECTION_TYPES
-- @extends #DETECTION_BASE
DETECTION_TYPES = {
@@ -1615,7 +1578,38 @@ end
do -- DETECTION_AREAS
--- DETECTION_AREAS class
--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
--
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- ## 4.5) Flare or Smoke or Bound detected zones
--
-- Use the methods:
--
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
--
-- the detected zones when a new detection has taken place.
--
-- @type DETECTION_AREAS
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.