- Added a new UTILS.kpairs iterator, which will base the iteration on a different key, which can be determined before the iteration starts. eg. the key should be a sort in ascending order on the distance of the information in the set, and it should return the distance + item in the set for each element in the set.

- Resolved for TASK_CAPTURE_ZONES the whole logic of determining correctly the player and AI defense zones, as to be displayed in the information panel, this was a very difficult exercise for me.
This commit is contained in:
FlightControl
2019-09-08 08:38:33 +02:00
parent 372dd704d2
commit e0075cc9ac
5 changed files with 92 additions and 37 deletions

View File

@@ -4024,6 +4024,29 @@ do -- AI_A2G_DISPATCHER
end
--- Determine the distance as the keys of reference of the detected items.
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:Keys( DetectedItem )
self:F( { DetectedItem = DetectedItem } )
local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem )
local ShortestDistance = 999999999
for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do
local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE
local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate )
if EvaluateDistance <= ShortestDistance then
ShortestDistance = EvaluateDistance
end
end
return ShortestDistance
end
--- Assigns A2G AI Tasks in relation to the detected items.
-- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:Order( DetectedItem )
@@ -4082,7 +4105,7 @@ do -- AI_A2G_DISPATCHER
-- Show tactical situation
local ThreatLevel = DetectedItem.Set:CalculateThreatLevelA2G()
Report:Add( string.format( " - %1s%s ( %4s ): ( #%d - %4s ) %s" , ( DetectedItem.IsDetected == true ) and "!" or " ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Type or " --- ", string.rep( "", ThreatLevel ) ) )
Report:Add( string.format( " - %1s%s ( %04s ): ( #%02d - %-4s ) %s" , ( DetectedItem.IsDetected == true ) and "!" or " ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Type or " --- ", string.rep( "", ThreatLevel ) ) )
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
local Defender = Defender -- Wrapper.Group#GROUP
if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
@@ -4203,7 +4226,7 @@ do -- AI_A2G_DISPATCHER
-- Now that all obsolete tasks are removed, loop through the detected targets.
--for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
for DetectedItemID, DetectedItem in UTILS.spairs( Detection:GetDetectedItems(), function( t, a, b ) return self:Order(t[a]) < self:Order(t[b]) end ) do
for DetectedDistance, DetectedItem in UTILS.kpairs( Detection:GetDetectedItems(), function( t ) return self:Keys( t ) end, function( t, a, b ) return self:Order(t[a]) < self:Order(t[b]) end ) do
if not self.Detection:IsDetectedItemLocked( DetectedItem ) == true then
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
@@ -4225,44 +4248,43 @@ do -- AI_A2G_DISPATCHER
-- Calculate if for this DetectedItem if a defense needs to be initiated.
-- This calculation is based on the distance between the defense point and the attackers, and the defensiveness parameter.
-- The attackers closest to the defense coordinates will be handled first, or course!
local EngageCoordinate = nil
for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do
local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE
local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate )
local EngageDefenses = nil
if EvaluateDistance <= self.DefenseRadius then
local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * self.DefenseReactivity )
self:F( { DetectedDistance = DetectedDistance, DefenseRadius = self.DefenseRadius } )
if DetectedDistance <= self.DefenseRadius then
self:F( { DetectedApproach = self._DefenseApproach } )
if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Distance then
EngageDefenses = true
self:F( { EngageDefenses = EngageDefenses } )
end
if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Random then
local DistanceProbability = ( self.DefenseRadius / DetectedDistance * self.DefenseReactivity )
local DefenseProbability = math.random()
self:F( { DistanceProbability = DistanceProbability, DefenseProbability = DefenseProbability } )
if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Random then
if DefenseProbability <= DistanceProbability / ( 300 / 30 ) then
EngageCoordinate = DefenseCoordinate
break
end
end
if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Distance then
EngageCoordinate = DefenseCoordinate
break
if DefenseProbability <= DistanceProbability / ( 300 / 30 ) then
EngageDefenses = true
end
end
end
self:F( { EngageDefenses = EngageDefenses, DefenseLimit = self.DefenseLimit, DefenseTotal = DefenseTotal } )
-- There needs to be an EngageCoordinate.
-- If self.DefenseLimit is set (thus limit the amount of defenses to one zone), then only start a new defense if the maximum has not been reached.
-- If self.DefenseLimit has not been set, there is an unlimited amount of zones to be defended.
if ( EngageCoordinate and ( self.DefenseLimit and DefenseTotal < self.DefenseLimit ) or not self.DefenseLimit ) then
if ( EngageDefenses and ( self.DefenseLimit and DefenseTotal < self.DefenseLimit ) or not self.DefenseLimit ) then
do
local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_SEAD( DetectedItem ) -- Returns a SET_UNIT with the SEAD targets to be engaged...
if DefendersMissing > 0 then
self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } )
self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "SEAD", EngageCoordinate )
self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "SEAD" )
end
end
@@ -4270,7 +4292,7 @@ do -- AI_A2G_DISPATCHER
local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged...
if DefendersMissing > 0 then
self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } )
self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "CAS", EngageCoordinate )
self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "CAS" )
end
end
@@ -4278,7 +4300,7 @@ do -- AI_A2G_DISPATCHER
local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_BAI( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged...
if DefendersMissing > 0 then
self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } )
self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "BAI", EngageCoordinate )
self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "BAI" )
end
end
end