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https://github.com/FlightControl-Master/MOOSE.git
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A2A SWEEP Tasking
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@@ -40,6 +40,7 @@ do -- TASK_A2A_DISPATCHER
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Mission = nil,
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Detection = nil,
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Tasks = {},
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SweepZones = {},
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}
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@@ -92,10 +93,11 @@ do -- TASK_A2A_DISPATCHER
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Check if there is at least one UNIT in the DetectedSet is visible.
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if DetectedItem.IsDetected == true then
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if true then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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-- Here we're doing something advanced... We're copying the DetectedSet.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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@@ -105,6 +107,33 @@ do -- TASK_A2A_DISPATCHER
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return nil
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end
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--- Creates an SWEEP task when there are targets for it.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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if DetectedItem.IsDetected == false then
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-- Here we're doing something advanced... We're copying the DetectedSet.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
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-- @param #TASK_A2A_DISPATCHER self
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@@ -119,10 +148,11 @@ do -- TASK_A2A_DISPATCHER
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local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
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-- 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.
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if PlayersCount > 0 and DetectedItem.IsDetected == true then
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if PlayersCount > 0 then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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-- Here we're doing something advanced... We're copying the DetectedSet.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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@@ -168,6 +198,15 @@ do -- TASK_A2A_DISPATCHER
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if IsPlayers == true then
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Remove = true
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end
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if DetectedItem.IsDetected == false then
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Remove = true
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end
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end
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if TaskType == "SWEEP" then
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if DetectedItem.IsDetected == true then
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Remove = true
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end
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end
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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@@ -338,6 +377,11 @@ do -- TASK_A2A_DISPATCHER
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local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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if TargetSetUnit then
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Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
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else
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local TargetSetUnit = self:EvaluateSWEEP( DetectedItem ) -- Returns a SetUnit
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if TargetSetUnit then
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Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
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end
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end
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end
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