This commit is contained in:
Frank 2023-01-02 11:54:05 +01:00
parent b194985827
commit 58dc353bcd
5 changed files with 224 additions and 87 deletions

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@ -2084,6 +2084,52 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
return self
end
--- Get the smallest circular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
-- @return #ZONE_RADIUS The circular zone.
function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
local center=self:GetVec2()
local radius=0
for _,_vec2 in pairs(self._.Polygon) do
local vec2=_vec2 --DCS#Vec2
local r=UTILS.VecDist2D(center, vec2)
if r>radius then
radius=r
end
end
local zone=ZONE_RADIUS:New(ZoneName or self.ZoneName, center, radius, DoNotRegisterZone)
return zone
end
--- Get the smallest rectangular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
-- @return #ZONE_POLYGON The rectangular zone.
function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
local vec1, vec3=self:GetBoundingVec2()
local vec2={x=vec1.x, y=vec3.y}
local vec4={x=vec3.x, y=vec1.y}
local zone=ZONE_POLYGON_BASE:New(ZoneName or self.ZoneName, {vec1, vec2, vec3, vec4})
return zone
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
@ -2286,6 +2332,32 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
end
--- Get the bounding 2D vectors of the polygon.
-- @param #ZONE_POLYGON_BASE self
-- @return DCS#Vec2 Coordinates of western-southern-lower vertex of the box.
-- @return DCS#Vec2 Coordinates of eastern-northern-upper vertex of the box.
function ZONE_POLYGON_BASE:GetBoundingVec2()
local x1 = self._.Polygon[1].x
local y1 = self._.Polygon[1].y
local x2 = self._.Polygon[1].x
local y2 = self._.Polygon[1].y
for i = 2, #self._.Polygon do
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
end
local vec1={x=x1, y=y1}
local vec2={x=x2, y=y2}
return vec1, vec2
end
--- Draw a frontier on the F10 map with small filled circles.
-- @param #ZONE_POLYGON_BASE self
-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.

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@ -1826,8 +1826,11 @@ function ARMYGROUP:_UpdateEngageTarget()
-- Distance to last known position of target.
local dist=UTILS.VecDist3D(vec3, self.engage.Coordinate:GetVec3())
-- Check line of sight to target.
local los=self:HasLoS(vec3)
-- Check if target moved more than 100 meters or we do not have line of sight.
if dist>100 or not self:HasLoS(self.engage.Target:GetCoordinate()) then
if dist>100 or los==false then
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())

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@ -1539,49 +1539,67 @@ function OPSGROUP:SetReturnOnOutOfAmmo()
return self
end
--- Check if an element of the group has line of sight to a coordinate.
-- @param #OPSGROUP self
-- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS.
-- @param Core.Point#COORDINATE Coordinate The position to which we check the LoS. Can also be a DCS#Vec3.
-- @param #OPSGROUP.Element Element The (optinal) element. If not given, all elements are checked.
-- @param DCS#Vec3 OffsetElement Offset vector of the element.
-- @param DCS#Vec3 OffsetCoordinate Offset vector of the coordinate.
-- @return #boolean If `true`, there is line of sight to the specified coordinate.
function OPSGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate)
-- Target vector.
local Vec3=Coordinate:GetVec3()
if Coordinate then
-- Optional offset.
if OffsetCoordinate then
Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate)
end
--- Function to check LoS for an element of the group.
local function checklos(element)
local vec3=element.unit:GetVec3()
if OffsetElement then
vec3=UTILS.VecAdd(vec3, OffsetElement)
-- Target vector.
local Vec3={x=Coordinate.x, y=Coordinate.y, z=Coordinate.z} --Coordinate:GetVec3()
-- Optional offset.
if OffsetCoordinate then
Vec3=UTILS.VecAdd(Vec3, OffsetCoordinate)
end
local _los=land.isVisible(vec3, Vec3)
--self:I({los=_los, source=vec3, target=Vec3})
return _los
end
if Element then
local los=checklos(Element)
return los
else
for _,element in pairs(self.elements) do
-- Get LoS of this element.
local los=checklos(element)
if los then
return true
--- Function to check LoS for an element of the group.
local function checklos(vec3)
if vec3 then
if OffsetElement then
vec3=UTILS.VecAdd(vec3, OffsetElement)
end
local _los=land.isVisible(vec3, Vec3)
--self:I({los=_los, source=vec3, target=Vec3})
return _los
end
return nil
end
if Element then
-- Check los for the given element.
if Element.unit and Element.unit:IsAlive() then
local vec3=Element.unit:GetVec3()
local los=checklos(Element)
return los
end
else
-- Check if any element has los.
local gotit=false
for _,_element in pairs(self.elements) do
local element=_element --#OPSGROUP.Element
if element and element.unit and element.unit:IsAlive() then
gotit=true
local vec3=element.unit:GetVec3()
-- Get LoS of this element.
local los=checklos(vec3)
if los then
return true
end
end
end
if gotit then
return false
end
end
return false
end
return nil

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@ -5,6 +5,7 @@
-- * Monitor if a zone is captured
-- * Monitor if an airbase is captured
-- * Define conditions under which zones are captured/held
-- * Supports circular and polygon zone shapes
--
-- ===
--
@ -20,6 +21,7 @@
-- @field #string lid DCS log ID string.
-- @field #number verbose Verbosity of output.
-- @field Core.Zone#ZONE zone The zone.
-- @field Core.Zone#ZONE_RADIUS zoneCircular The circular zone.
-- @field Wrapper.Airbase#AIRBASE airbase The airbase that is monitored.
-- @field #string airbaseName Name of the airbase that is monitored.
-- @field #string zoneName Name of the zone.
@ -60,9 +62,6 @@
--
-- An OPSZONE is a strategically important area.
--
-- **Restrictions**
--
-- * Since we are using a DCS routine that scans a zone for units or other objects present in the zone and this DCS routine is limited to cicular zones, only those can be used.
--
-- @field #OPSZONE
OPSZONE = {
@ -84,9 +83,19 @@ OPSZONE = {
-- @field #string Type Type of mission
-- @field Ops.Auftrag#AUFTRAG Mission The actual attached mission
--- Type of zone we are dealing with.
-- @type OPSZONE.ZoneType
-- @field #string Circular Zone is circular.
-- @field #string Polygon Zone is a polygon.
OPSZONE.ZoneType={
Circular="Circular",
Polygon="Polygon",
}
--- OPSZONE class version.
-- @field #string version
OPSZONE.version="0.4.0"
OPSZONE.version="0.5.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@ -94,6 +103,7 @@ OPSZONE.version="0.4.0"
-- TODO: Pause/unpause evaluations.
-- TODO: Differentiate between ground attack and boming by air or arty.
-- DONE: Polygon zones.
-- DONE: Capture time, i.e. time how long a single coalition has to be inside the zone to capture it.
-- DONE: Capturing based on (total) threat level threshold. Unarmed units do not pose a threat and should not be able to hold a zone.
-- DONE: Can neutrals capture? No, since they are _neutral_!
@ -125,7 +135,7 @@ function OPSZONE:New(Zone, CoalitionOwner)
if type(Zone)=="string" then
-- Convert string into a ZONE or ZONE_AIRBASE
local Name=Zone
Zone=ZONE:New(Name)
Zone=ZONE:FindByName(Name)
if not Zone then
local airbase=AIRBASE:FindByName(Name)
if airbase then
@ -146,8 +156,17 @@ function OPSZONE:New(Zone, CoalitionOwner)
if Zone:IsInstanceOf("ZONE_AIRBASE") then
self.airbase=Zone._.ZoneAirbase
self.airbaseName=self.airbase:GetName()
self.zoneType=OPSZONE.ZoneType.Circular
self.zoneCircular=Zone
elseif Zone:IsInstanceOf("ZONE_RADIUS") then
-- Nothing to do.
self.zoneType=OPSZONE.ZoneType.Circular
self.zoneCircular=Zone
elseif Zone:IsInstanceOf("ZONE_POLYGON_BASE") then
-- Nothing to do.
self.zoneType=OPSZONE.ZoneType.Polygon
local zone=Zone --Core.Zone#ZONE_POLYGON
self.zoneCircular=zone:GetZoneRadius(nil, true)
else
self:E("ERROR: OPSZONE must be a SPHERICAL zone due to DCS restrictions!")
return nil
@ -156,10 +175,10 @@ function OPSZONE:New(Zone, CoalitionOwner)
-- Set some string id for output to DCS.log file.
self.lid=string.format("OPSZONE %s | ", Zone:GetName())
-- Set some values.
-- Set some values.
self.zone=Zone
self.zoneName=Zone:GetName()
self.zoneRadius=Zone:GetRadius()
self.zoneRadius=self.zoneCircular:GetRadius()
self.Missions = {}
self.ScanUnitSet=SET_UNIT:New():FilterZones({Zone})
self.ScanGroupSet=SET_GROUP:New():FilterZones({Zone})
@ -820,8 +839,6 @@ function OPSZONE:onafterEmpty(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Zone is empty EVENT"))
end
--- On after "Attacked" event.
@ -1034,42 +1051,55 @@ function OPSZONE:Scan()
local tl=0
local unit=UNIT:Find(DCSUnit)
if unit then
-- Threat level of unit.
tl=unit:GetThreatLevel()
-- Inside zone.
local inzone=true
if self.zoneType==OPSZONE.ZoneType.Polygon then
-- Add unit to set.
self.ScanUnitSet:AddUnit(unit)
-- Check if unit is really inside the zone.
inzone=unit:IsInZone(self.zone)
-- Debug marker.
-- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it!
unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone)))
end
-- Debug: Had cases where a (red) unit was clearly not inside the zone but the scan did find it!
--local inzone=unit:IsInZone(self.zone)
--unit:GetCoordinate():MarkToAll(string.format("Unit %s inzone=%s", unit:GetName(), tostring(inzone)))
if inzone then
-- Threat level of unit.
tl=unit:GetThreatLevel()
-- Add unit to set.
self.ScanUnitSet:AddUnit(unit)
-- Get group of unit.
local group=unit:GetGroup()
-- Get group of unit.
local group=unit:GetGroup()
-- Add group to scanned set.
if group then
self.ScanGroupSet:AddGroup(group, true)
end
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
Tred=Tred+tl
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
Tblu=Tblu+tl
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
Tnut=Tnut+tl
end
-- Debug info.
if self.verbose>=4 then
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
end
if group then
self.ScanGroupSet:AddGroup(group, true)
end
end
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
Tred=Tred+tl
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
Tblu=Tblu+tl
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
Tnut=Tnut+tl
end
-- Debug info.
if self.verbose>=4 then
self:I(self.lid..string.format("Found unit %s (coalition=%d)", DCSUnit:getName(), Coalition))
end
end
elseif ObjectCategory==Object.Category.STATIC and ZoneObject:isExist() then
@ -1079,26 +1109,40 @@ function OPSZONE:Scan()
---
-- This is a DCS static object.
local DCSStatic=ZoneObject --DCS#Static
local DCSStatic=ZoneObject --DCS#StaticObject
-- Get coalition.
local Coalition=DCSStatic:getCoalition()
-- CAREFUL! Downed pilots break routine here without any error thrown.
--local unit=STATIC:Find(DCSStatic)
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
-- Inside zone.
local inzone=true
if self.zoneType==OPSZONE.ZoneType.Polygon then
local Vec3=DCSStatic:getPoint()
inzone=self.zone:IsVec3InZone(Vec3)
end
-- Debug info
if self.verbose>=4 then
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition))
if inzone then
-- Increase counter.
if Coalition==coalition.side.RED then
Nred=Nred+1
elseif Coalition==coalition.side.BLUE then
Nblu=Nblu+1
elseif Coalition==coalition.side.NEUTRAL then
Nnut=Nnut+1
end
-- Debug info
if self.verbose>=4 then
self:I(self.lid..string.format("Found static %s (coalition=%d)", DCSStatic:getName(), Coalition))
end
end
elseif ObjectCategory==Object.Category.SCENERY then

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@ -28,11 +28,11 @@ ENUMS = {}
--- Rules of Engagement.
-- @type ENUMS.ROE
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
-- @field #number OpenFire AI will engage only targets specified in its taskings.
-- @field #number ReturnFire AI will only engage threats that shoot first.
-- @field #number WeaponHold AI will hold fire under all circumstances.
-- @field #number WeaponFree [AIR] AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
-- @field #number OpenFireWeaponFree [AIR] AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
-- @field #number OpenFire [AIR, GROUND, NAVAL] AI will engage only targets specified in its taskings.
-- @field #number ReturnFire [AIR, GROUND, NAVAL] AI will only engage threats that shoot first.
-- @field #number WeaponHold [AIR, GROUND, NAVAL] AI will hold fire under all circumstances.
ENUMS.ROE = {
WeaponFree=0,
OpenFireWeaponFree=1,