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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
- 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.
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@ -4024,6 +4024,29 @@ do -- AI_A2G_DISPATCHER
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end
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--- Determine the distance as the keys of reference of the detected items.
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-- @param #AI_A2G_DISPATCHER self
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function AI_A2G_DISPATCHER:Keys( DetectedItem )
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self:F( { DetectedItem = DetectedItem } )
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local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem )
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local ShortestDistance = 999999999
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for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do
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local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE
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local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate )
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if EvaluateDistance <= ShortestDistance then
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ShortestDistance = EvaluateDistance
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end
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end
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return ShortestDistance
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end
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--- Assigns A2G AI Tasks in relation to the detected items.
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-- @param #AI_A2G_DISPATCHER self
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function AI_A2G_DISPATCHER:Order( DetectedItem )
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@ -4082,7 +4105,7 @@ do -- AI_A2G_DISPATCHER
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-- Show tactical situation
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local ThreatLevel = DetectedItem.Set:CalculateThreatLevelA2G()
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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 ) ) )
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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 ) ) )
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for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
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local Defender = Defender -- Wrapper.Group#GROUP
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if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
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@ -4203,7 +4226,7 @@ do -- AI_A2G_DISPATCHER
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-- Now that all obsolete tasks are removed, loop through the detected targets.
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--for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
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for DetectedItemID, DetectedItem in UTILS.spairs( Detection:GetDetectedItems(), function( t, a, b ) return self:Order(t[a]) < self:Order(t[b]) end ) do
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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
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if not self.Detection:IsDetectedItemLocked( DetectedItem ) == true then
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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@ -4226,43 +4249,42 @@ do -- AI_A2G_DISPATCHER
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-- This calculation is based on the distance between the defense point and the attackers, and the defensiveness parameter.
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-- The attackers closest to the defense coordinates will be handled first, or course!
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local EngageCoordinate = nil
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local EngageDefenses = nil
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for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do
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local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE
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self:F( { DetectedDistance = DetectedDistance, DefenseRadius = self.DefenseRadius } )
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if DetectedDistance <= self.DefenseRadius then
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local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate )
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self:F( { DetectedApproach = self._DefenseApproach } )
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if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Distance then
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EngageDefenses = true
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self:F( { EngageDefenses = EngageDefenses } )
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end
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if EvaluateDistance <= self.DefenseRadius then
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local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * self.DefenseReactivity )
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if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Random then
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local DistanceProbability = ( self.DefenseRadius / DetectedDistance * self.DefenseReactivity )
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local DefenseProbability = math.random()
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self:F( { DistanceProbability = DistanceProbability, DefenseProbability = DefenseProbability } )
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if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Random then
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if DefenseProbability <= DistanceProbability / ( 300 / 30 ) then
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EngageCoordinate = DefenseCoordinate
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break
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end
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end
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if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Distance then
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EngageCoordinate = DefenseCoordinate
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break
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if DefenseProbability <= DistanceProbability / ( 300 / 30 ) then
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EngageDefenses = true
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end
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end
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end
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self:F( { EngageDefenses = EngageDefenses, DefenseLimit = self.DefenseLimit, DefenseTotal = DefenseTotal } )
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-- There needs to be an EngageCoordinate.
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-- 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.
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-- If self.DefenseLimit has not been set, there is an unlimited amount of zones to be defended.
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if ( EngageCoordinate and ( self.DefenseLimit and DefenseTotal < self.DefenseLimit ) or not self.DefenseLimit ) then
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if ( EngageDefenses and ( self.DefenseLimit and DefenseTotal < self.DefenseLimit ) or not self.DefenseLimit ) then
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do
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local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_SEAD( DetectedItem ) -- Returns a SET_UNIT with the SEAD targets to be engaged...
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if DefendersMissing > 0 then
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self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } )
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self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "SEAD", EngageCoordinate )
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self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "SEAD" )
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end
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end
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@ -4270,7 +4292,7 @@ do -- AI_A2G_DISPATCHER
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local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged...
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if DefendersMissing > 0 then
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self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } )
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self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "CAS", EngageCoordinate )
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self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "CAS" )
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end
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end
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@ -4278,7 +4300,7 @@ do -- AI_A2G_DISPATCHER
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local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_BAI( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged...
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if DefendersMissing > 0 then
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self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } )
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self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "BAI", EngageCoordinate )
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self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "BAI" )
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end
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end
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end
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@ -200,7 +200,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
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self:SetAutoAssignTasks( false )
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self:SetAutoAcceptTasks( true )
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self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Random )
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self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Distance )
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self:SetFlashStatus( false )
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self:HandleEvent( EVENTS.Birth,
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@ -210,7 +210,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
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if EventData.IniObjectCategory == 1 then
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local EventGroup = GROUP:Find( EventData.IniDCSGroup )
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--self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup:GetName(), HasGroup = self:HasGroup( EventGroup ), EventData = EventData } )
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if EventGroup and self:HasGroup( EventGroup ) then
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if EventGroup and EventGroup:IsAlive() and self:HasGroup( EventGroup ) then
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local CommandCenterMenu = MENU_GROUP:New( EventGroup, self:GetText() )
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local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu )
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local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportSummary, self, EventGroup )
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@ -1232,12 +1232,16 @@ end
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--- Report the task status.
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-- @param #TASK self
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-- @param Wrapper.Group#GROUP TaskGroup
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function TASK:MenuTaskStatus( TaskGroup )
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local ReportText = self:ReportDetails( TaskGroup )
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if TaskGroup:IsAlive() then
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self:T( ReportText )
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self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
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local ReportText = self:ReportDetails( TaskGroup )
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self:T( ReportText )
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self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
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end
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end
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@ -240,10 +240,13 @@ do -- TASK_CAPTURE_ZONE
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local DefenseTaskCaptureDispatcher = self.Dispatcher:GetDefenseTaskCaptureDispatcher() -- Tasking.Task_Capture_Dispatcher#TASK_CAPTURE_DISPATCHER
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if DefenseTaskCaptureDispatcher then
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-- Loop through all zones of the Defenses, and check which zone has an assigned task!
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-- Loop through all zones of the player Defenses, and check which zone has an assigned task!
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-- The Zones collection contains a Task. This Task is checked if it is assigned.
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-- If Assigned, then this task will be the task that is the closest to the defense zone.
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for TaskName, CaptureZone in pairs( DefenseTaskCaptureDispatcher.Zones or {} ) do
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local Task = CaptureZone.Task -- Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
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if Task then
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if Task and Task:IsStateAssigned() then -- We also check assigned.
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-- Now we register the defense player zone information to the task report.
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self.TaskInfo:AddInfo( "Defense Player Zone", Task.ZoneGoal:GetName(), 30, "MOD", Persist )
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self.TaskInfo:AddCoordinate( Task.ZoneGoal:GetZone():GetCoordinate(), 31, "MOD", Persist, false, "Defense Player Coordinate" )
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end
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@ -252,7 +255,7 @@ do -- TASK_CAPTURE_ZONE
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local DefenseAIA2GDispatcher = self.Dispatcher:GetDefenseAIA2GDispatcher() -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
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if DefenseAIA2GDispatcher then
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-- Loop through all zones of the Defenses, and check which zone has an assigned task!
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-- Loop through all the tasks of the AI Defenses, and check which zone is involved in the defenses and is active!
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for Defender, Task in pairs( DefenseAIA2GDispatcher:GetDefenderTasks() or {} ) do
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local DetectedItem = DefenseAIA2GDispatcher:GetDefenderTaskTarget( Defender )
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if DetectedItem then
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@ -519,6 +519,32 @@ function UTILS.spairs( t, order )
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end
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end
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-- 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.
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function UTILS.kpairs( t, getkey, order )
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-- collect the keys
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local keys = {}
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local keyso = {}
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for k, o in pairs(t) do keys[#keys+1] = k keyso[#keyso+1] = getkey( o ) end
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-- if order function given, sort by it by passing the table and keys a, b,
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-- otherwise just sort the keys
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if order then
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table.sort(keys, function(a,b) return order(t, a, b) end)
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else
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table.sort(keys)
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end
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-- return the iterator function
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local i = 0
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return function()
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i = i + 1
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if keys[i] then
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return keyso[i], t[keys[i]]
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end
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end
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end
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-- Here is a customized version of pairs, which I called rpairs because it iterates over the table in a random order.
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function UTILS.rpairs( t )
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-- collect the keys
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