- 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
@ -4226,43 +4249,42 @@ do -- AI_A2G_DISPATCHER
-- 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
local EngageDefenses = nil
for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do
local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE
self:F( { DetectedDistance = DetectedDistance, DefenseRadius = self.DefenseRadius } )
if DetectedDistance <= self.DefenseRadius then
local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate )
self:F( { DetectedApproach = self._DefenseApproach } )
if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Distance then
EngageDefenses = true
self:F( { EngageDefenses = EngageDefenses } )
end
if EvaluateDistance <= self.DefenseRadius then
local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * self.DefenseReactivity )
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
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

View File

@ -200,7 +200,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
self:SetAutoAssignTasks( false )
self:SetAutoAcceptTasks( true )
self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Random )
self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Distance )
self:SetFlashStatus( false )
self:HandleEvent( EVENTS.Birth,
@ -210,7 +210,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
if EventData.IniObjectCategory == 1 then
local EventGroup = GROUP:Find( EventData.IniDCSGroup )
--self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup:GetName(), HasGroup = self:HasGroup( EventGroup ), EventData = EventData } )
if EventGroup and self:HasGroup( EventGroup ) then
if EventGroup and EventGroup:IsAlive() and self:HasGroup( EventGroup ) then
local CommandCenterMenu = MENU_GROUP:New( EventGroup, self:GetText() )
local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu )
local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportSummary, self, EventGroup )

View File

@ -1232,12 +1232,16 @@ end
--- Report the task status.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuTaskStatus( TaskGroup )
if TaskGroup:IsAlive() then
local ReportText = self:ReportDetails( TaskGroup )
self:T( ReportText )
self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
end
end

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@ -240,10 +240,13 @@ do -- TASK_CAPTURE_ZONE
local DefenseTaskCaptureDispatcher = self.Dispatcher:GetDefenseTaskCaptureDispatcher() -- Tasking.Task_Capture_Dispatcher#TASK_CAPTURE_DISPATCHER
if DefenseTaskCaptureDispatcher then
-- Loop through all zones of the Defenses, and check which zone has an assigned task!
-- Loop through all zones of the player Defenses, and check which zone has an assigned task!
-- The Zones collection contains a Task. This Task is checked if it is assigned.
-- If Assigned, then this task will be the task that is the closest to the defense zone.
for TaskName, CaptureZone in pairs( DefenseTaskCaptureDispatcher.Zones or {} ) do
local Task = CaptureZone.Task -- Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
if Task then
if Task and Task:IsStateAssigned() then -- We also check assigned.
-- Now we register the defense player zone information to the task report.
self.TaskInfo:AddInfo( "Defense Player Zone", Task.ZoneGoal:GetName(), 30, "MOD", Persist )
self.TaskInfo:AddCoordinate( Task.ZoneGoal:GetZone():GetCoordinate(), 31, "MOD", Persist, false, "Defense Player Coordinate" )
end
@ -252,7 +255,7 @@ do -- TASK_CAPTURE_ZONE
local DefenseAIA2GDispatcher = self.Dispatcher:GetDefenseAIA2GDispatcher() -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
if DefenseAIA2GDispatcher then
-- Loop through all zones of the Defenses, and check which zone has an assigned task!
-- Loop through all the tasks of the AI Defenses, and check which zone is involved in the defenses and is active!
for Defender, Task in pairs( DefenseAIA2GDispatcher:GetDefenderTasks() or {} ) do
local DetectedItem = DefenseAIA2GDispatcher:GetDefenderTaskTarget( Defender )
if DetectedItem then

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@ -519,6 +519,32 @@ function UTILS.spairs( t, order )
end
end
-- Here is a customized version of pairs, which I called kpairs because it iterates over the table in a sorted order, based on a function that will determine the keys as reference first.
function UTILS.kpairs( t, getkey, order )
-- collect the keys
local keys = {}
local keyso = {}
for k, o in pairs(t) do keys[#keys+1] = k keyso[#keyso+1] = getkey( o ) end
-- if order function given, sort by it by passing the table and keys a, b,
-- otherwise just sort the keys
if order then
table.sort(keys, function(a,b) return order(t, a, b) end)
else
table.sort(keys)
end
-- return the iterator function
local i = 0
return function()
i = i + 1
if keys[i] then
return keyso[i], t[keys[i]]
end
end
end
-- Here is a customized version of pairs, which I called rpairs because it iterates over the table in a random order.
function UTILS.rpairs( t )
-- collect the keys