Merge pull request #560 from FlightControl-Master/419-A2A-Tasking

A2A SWEEP Tasking
This commit is contained in:
Sven Van de Velde 2017-05-29 05:30:33 +02:00 committed by GitHub
commit c6631356ea
2 changed files with 114 additions and 24 deletions

View File

@ -519,9 +519,11 @@ do -- DETECTION_BASE
self.DetectionRun = 0 self.DetectionRun = 0
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
local DetectionTimeStamp = timer.getTime()
for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
--self:E( { DetectionGroupData } ) --self:E( { DetectionGroupData } )
self:__DetectionGroup( DetectDelay, DetectionGroupData ) -- Process each detection asynchronously. self:__DetectionGroup( DetectDelay, DetectionGroupData, DetectionTimeStamp ) -- Process each detection asynchronously.
self.DetectionCount = self.DetectionCount + 1 self.DetectionCount = self.DetectionCount + 1
DetectDelay = DetectDelay + 0.1 DetectDelay = DetectDelay + 0.1
end end
@ -532,7 +534,7 @@ do -- DETECTION_BASE
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting. -- @param Wrapper.Group#GROUP DetectionGroup The Group detecting.
function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup ) function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp )
self:E( { From, Event, To } ) self:E( { From, Event, To } )
self.DetectionRun = self.DetectionRun + 1 self.DetectionRun = self.DetectionRun + 1
@ -557,7 +559,7 @@ do -- DETECTION_BASE
self.DetectDLINK self.DetectDLINK
) )
self:T( DetectedTargets ) self:F( DetectedTargets )
for DetectionObjectID, Detection in pairs( DetectedTargets ) do for DetectionObjectID, Detection in pairs( DetectedTargets ) do
local DetectedObject = Detection.object -- Dcs.DCSWrapper.Object#Object local DetectedObject = Detection.object -- Dcs.DCSWrapper.Object#Object
@ -592,7 +594,7 @@ do -- DETECTION_BASE
local DetectedUnitCategory = DetectedObject:getDesc().category local DetectedUnitCategory = DetectedObject:getDesc().category
self:T2( { "Detected Target:", DetectionGroupName, DetectedObjectName, Distance, DetectedUnitCategory } ) self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, Distance, DetectedUnitCategory } )
-- Calculate Acceptance -- Calculate Acceptance
@ -676,6 +678,7 @@ do -- DETECTION_BASE
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {} self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected
self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsVisible self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsVisible
self.DetectedObjects[DetectedObjectName].LastTime = TargetLastTime self.DetectedObjects[DetectedObjectName].LastTime = TargetLastTime
self.DetectedObjects[DetectedObjectName].LastPos = TargetLastPos self.DetectedObjects[DetectedObjectName].LastPos = TargetLastPos
@ -683,6 +686,7 @@ do -- DETECTION_BASE
self.DetectedObjects[DetectedObjectName].KnowType = TargetKnowType self.DetectedObjects[DetectedObjectName].KnowType = TargetKnowType
self.DetectedObjects[DetectedObjectName].KnowDistance = Detection.distance -- TargetKnowDistance self.DetectedObjects[DetectedObjectName].KnowDistance = Detection.distance -- TargetKnowDistance
self.DetectedObjects[DetectedObjectName].Distance = Distance self.DetectedObjects[DetectedObjectName].Distance = Distance
self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp
local DetectedUnit = UNIT:FindByName( DetectedObjectName ) local DetectedUnit = UNIT:FindByName( DetectedObjectName )
@ -707,8 +711,22 @@ do -- DETECTION_BASE
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
self:T( "--> Create Detection Sets" ) self:T( "--> Create Detection Sets" )
-- 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 + 60 <= 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. self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method.
self:CleanDetectionItems() -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list. 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.
end
self:__Detect( self.DetectionInterval ) self:__Detect( self.DetectionInterval )
end end
@ -720,24 +738,20 @@ do -- DETECTION_BASE
do -- DetectionItems Creation do -- DetectionItems Creation
--- Make a DetectionSet table. This function will be overridden in the derived clsses. -- Clean the DetectedItem table.
-- @param #DETECTION_BASE self -- @param #DETECTION_BASE self
-- @return #DETECTION_BASE -- @return #DETECTION_BASE
function DETECTION_BASE:CleanDetectionItems() --R2.1 Clean the DetectionItems list function DETECTION_BASE:CleanDetectionItem( DetectedItem, DetectedItemID )
self:F2() self:F2()
-- We clean all DetectedItems. -- We clean all DetectedItems.
-- if there are any remaining DetectedItems with no Set Objects then the Item in the DetectedItems must be deleted. -- if there are any remaining DetectedItems with no Set Objects then the Item in the DetectedItems must be deleted.
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
if DetectedSet:Count() == 0 then if DetectedSet:Count() == 0 then
self:RemoveDetectedItem( DetectedItemID ) self:RemoveDetectedItem( DetectedItemID )
end end
end
return self return self
end end
@ -1160,7 +1174,7 @@ do -- DETECTION_BASE
--- @param Wrapper.Unit#UNIT PlayerUnit --- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName ) function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName ) local PlayerUnit = UNIT:FindByName( PlayerUnitName )
if PlayerUnit:IsInZone(DetectionZone) then if PlayerUnit and PlayerUnit:IsInZone(DetectionZone) then
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {} DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
local PlayerUnitName = PlayerUnit:GetName() local PlayerUnitName = PlayerUnit:GetName()
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {} DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
@ -1368,6 +1382,37 @@ do -- DETECTION_BASE
return nil return nil
end end
--- Set IsDetected flag for all DetectedItems.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedItem DetectedItem
-- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.
function DETECTION_BASE:UpdateDetectedItemDetection( DetectedItem )
local IsDetected = false
for UnitName, UnitData in pairs( DetectedItem.Set:GetSet() ) do
local DetectedObject = self.DetectedObjects[UnitName]
if DetectedObject.IsDetected then
IsDetected = true
break
end
end
self:F( { IsDetected = DetectedItem.IsDetected } )
DetectedItem.IsDetected = IsDetected
return IsDetected
end
--- Checks if there is at least one UNIT detected in the Set of the the DetectedItem.
-- @param #DETECTION_BASE self
-- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet.
function DETECTION_BASE:IsDetectedItemDetected( DetectedItem )
return DetectedItem.IsDetected
end
do -- Coordinates do -- Coordinates
--- Get the COORDINATE of a detection item using a given numeric index. --- Get the COORDINATE of a detection item using a given numeric index.
@ -2325,6 +2370,7 @@ do -- DETECTION_AREAS
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
if DetectedItem then if DetectedItem then
self:T( { "Detected Item ID:", DetectedItemID } ) self:T( { "Detected Item ID:", DetectedItemID } )

View File

@ -40,6 +40,7 @@ do -- TASK_A2A_DISPATCHER
Mission = nil, Mission = nil,
Detection = nil, Detection = nil,
Tasks = {}, Tasks = {},
SweepZones = {},
} }
@ -92,10 +93,11 @@ do -- TASK_A2A_DISPATCHER
local DetectedSet = DetectedItem.Set local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone local DetectedZone = DetectedItem.Zone
-- Check if there is at least one UNIT in the DetectedSet is visible.
if true then if DetectedItem.IsDetected == 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.
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
@ -106,6 +108,33 @@ do -- TASK_A2A_DISPATCHER
return nil return nil
end end
--- Creates an SWEEP task when there are targets for it.
-- @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:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
if DetectedItem.IsDetected == false then
-- Here we're doing something advanced... We're copying the DetectedSet.
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
--- Creates an ENGAGE task when there are human friendlies airborne near the targets. --- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self -- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@ -120,9 +149,10 @@ do -- TASK_A2A_DISPATCHER
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
if PlayersCount > 0 then -- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if PlayersCount > 0 and DetectedItem.IsDetected == 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.
local TargetSetUnit = SET_UNIT:New() local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
@ -168,6 +198,15 @@ do -- TASK_A2A_DISPATCHER
if IsPlayers == true then if IsPlayers == true then
Remove = true Remove = true
end end
if DetectedItem.IsDetected == false then
Remove = true
end
end
if TaskType == "SWEEP" then
if DetectedItem.IsDetected == true then
Remove = true
end
end end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
@ -338,6 +377,11 @@ do -- TASK_A2A_DISPATCHER
local TargetSetUnit = self:EvaluateINTERCEPT( 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_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit ) Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
else
local TargetSetUnit = self:EvaluateSWEEP( DetectedItem ) -- Returns a SetUnit
if TargetSetUnit then
Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
end
end end
end end