diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index 7484bbd98..9666fc488 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -1,4 +1,6 @@ ---- **Functional** -- DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods. +--- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods. +-- +-- === -- -- ![Banner Image](..\Presentations\DETECTION\Dia1.JPG) -- @@ -11,19 +13,11 @@ -- -- === -- --- # Demo Missions --- --- ### [DETECTION Demo Missions and Source Code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/DET%20-%20Detection) --- --- ### [DETECTION Demo Missions, only for Beta Testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection) --- --- ### [ALL Demo Missions pack of the Latest Release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases) +-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection) -- -- === -- --- # YouTube Channel --- --- ### [DETECTION YouTube Channel](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3Cf5jpI6BS0sBOVWK__tji) +-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3Cf5jpI6BS0sBOVWK__tji) -- -- === -- @@ -582,138 +576,142 @@ do -- DETECTION_BASE self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } ) - local DetectionAccepted = true + -- Only process if the target is visible. Detection also returns invisible units. + if Detection.visible == true then - local DetectedObjectName = DetectedObject:getName() - local DetectedObjectType = DetectedObject:getTypeName() - - local DetectedObjectVec3 = DetectedObject:getPoint() - local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z } - local DetectionGroupVec3 = DetectionGroup: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 Detection.visible 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 + 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 = DetectionGroup: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 - end - - if not self.DetectedObjects[DetectedObjectName] and Detection.visible 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 + 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 - - end - - if not self.DetectedObjects[DetectedObjectName] and Detection.visible 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 + + 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 - break end end end - end - - if DetectionAccepted then - HasDetectedObjects = true - - self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {} - self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName - self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected - self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsVisible - self.DetectedObjects[DetectedObjectName].LastTime = TargetLastTime - self.DetectedObjects[DetectedObjectName].LastPos = TargetLastPos - self.DetectedObjects[DetectedObjectName].LastVelocity = TargetLastVelocity - self.DetectedObjects[DetectedObjectName].KnowType = TargetKnowType - self.DetectedObjects[DetectedObjectName].KnowDistance = Detection.distance -- TargetKnowDistance - self.DetectedObjects[DetectedObjectName].Distance = Distance - self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp + -- Calculate additional probabilities - self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } ) + if not self.DetectedObjects[DetectedObjectName] and Detection.visible 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 - local DetectedUnit = UNIT:FindByName( DetectedObjectName ) + if not self.DetectedObjects[DetectedObjectName] and Detection.visible 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 - DetectedUnits[DetectedObjectName] = DetectedUnit - else - -- if beyond the DetectionRange then nullify... - if self.DetectedObjects[DetectedObjectName] then - self.DetectedObjects[DetectedObjectName] = nil + if not self.DetectedObjects[DetectedObjectName] and Detection.visible 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 + self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected + self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsVisible + self.DetectedObjects[DetectedObjectName].LastTime = TargetLastTime + self.DetectedObjects[DetectedObjectName].LastPos = TargetLastPos + self.DetectedObjects[DetectedObjectName].LastVelocity = TargetLastVelocity + self.DetectedObjects[DetectedObjectName].KnowType = TargetKnowType + self.DetectedObjects[DetectedObjectName].KnowDistance = Detection.distance -- TargetKnowDistance + self.DetectedObjects[DetectedObjectName].Distance = Distance + 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... + if self.DetectedObjects[DetectedObjectName] then + self.DetectedObjects[DetectedObjectName] = nil + end end end end