JTAC Target Optimisation

Possible Fixes for JTAC priority
JTAC search optimised for high unit missions
Added JTAC "visual on" report
This commit is contained in:
Ciaran Fisher 2018-01-18 21:45:13 +00:00
parent 2a4c9ed91a
commit 58acfbc152
2 changed files with 140 additions and 119 deletions

259
CTLD.lua
View File

@ -5213,144 +5213,153 @@ end
-- Find nearest enemy to JTAC that isn't blocked by terrain
function ctld.findNearestVisibleEnemy(_jtacUnit, _targetType,_distance)
--local startTime = os.clock()
local _maxDistance = _distance or ctld.JTAC_maxDistance
local _x = 1
local _i = 1
local _units = nil
local _groupName = nil
local _nearestUnit = nil
local _nearestDistance = _maxDistance
local _enemyGroups
local _jtacPoint = _jtacUnit:getPoint()
local _coa = _jtacUnit:getCoalition()
if _jtacUnit:getCoalition() == 1 then
_enemyGroups = coalition.getGroups(2, Group.Category.GROUND)
else
_enemyGroups = coalition.getGroups(1, Group.Category.GROUND)
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
local _volume = {
id = world.VolumeType.SPHERE,
params = {
point = _offsetJTACPos,
radius = _maxDistance
}
}
local _unitList = {}
local _search = function(_unit, _coa)
pcall(function()
if _unit ~= nil
and _unit:getLife() > 0
and _unit:isActive()
and _unit:getCoalition() ~= _coa
and not _unit:inAir()
and not ctld.alreadyTarget(_jtacUnit,_unit) then
local _tempPoint = _unit:getPoint()
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
if land.isVisible(_offsetJTACPos,_offsetEnemyPos ) then
local _dist = ctld.getDistance(_offsetJTACPos, _offsetEnemyPos)
if _dist < _maxDistance then
table.insert(_unitList,{unit=_unit, dist=_dist})
end
end
end
end)
return true
end
world.searchObjects(Object.Category.UNIT, _volume, _search, _coa)
--log.info(string.format("JTAC Search elapsed time: %.4f\n", os.clock() - startTime))
-- generate list order by distance & visible
-- first check
-- hpriority
-- priority
-- vehicle
-- unit
local _sort = function( a,b ) return a.dist < b.dist end
table.sort(_unitList,_sort)
-- sort list
-- check for hpriority
for _, _enemyUnit in ipairs(_unitList) do
local _enemyName = _enemyUnit.unit:getName()
if string.match(_enemyName, "hpriority") then
return _enemyUnit.unit
end
end
for _, _enemyUnit in ipairs(_unitList) do
local _enemyName = _enemyUnit.unit:getName()
if string.match(_enemyName, "priority") then
return _enemyUnit.unit
end
end
for _, _enemyUnit in ipairs(_unitList) do
local _enemyName = _enemyUnit.unit:getName()
if (_targetType == "vehicle" and ctld.isVehicle(_enemyUnit.unit)) or _targetType == "all" then
return _enemyUnit.unit
elseif (_targetType == "troop" and ctld.isInfantry(_enemyUnit.unit)) or _targetType == "all" then
return _enemyUnit.unit
end
end
return nil
end
function ctld.listNearbyEnemies(_jtacUnit)
local _maxDistance = ctld.JTAC_maxDistance
local _jtacPoint = _jtacUnit:getPoint()
local _jtacPosition = _jtacUnit:getPosition()
local _coa = _jtacUnit:getCoalition()
local _tempPoint = nil
local _tempPosition = nil
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
local _tempDist = nil
local _volume = {
id = world.VolumeType.SPHERE,
params = {
point = _offsetJTACPos,
radius = _maxDistance
}
}
local _enemies = nil
-- finish this function
local _vhpriority = false
local _vpriority = false
local _thpriority = false
local _tpriority = false
for _i = 1, #_enemyGroups do
if _enemyGroups[_i] ~= nil then
_groupName = _enemyGroups[_i]:getName()
_units = ctld.getGroup(_groupName)
if #_units > 0 then
for _y = 1, #_units do
local _targeted = false
if not _distance then
_targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
local _search = function(_unit, _coa)
pcall(function()
if _unit ~= nil
and _unit:getLife() > 0
and _unit:isActive()
and _unit:getCoalition() ~= _coa
and not _unit:inAir() then
local _tempPoint = _unit:getPoint()
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
if land.isVisible(_offsetJTACPos,_offsetEnemyPos ) then
if not _enemies then
_enemies = {}
end
-- calc distance
_tempPoint = _units[_y]:getPoint()
_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
_enemies[_unit:getTypeName()] = _unit:getTypeName()
if _tempDist < _maxDistance and _tempDist < _nearestDistance then
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
-- calc visible
if land.isVisible(_offsetEnemyPos, _offsetJTACPos) and _targeted == false then
if (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_y]) then
_vhpriority = true
elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_y]) then
_vpriority = true
elseif (string.match(_units[_y]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_y]) then
_thpriority = true
elseif (string.match(_units[_y]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_y]) then
_tpriority = true
end
end
end
end
end
end
end)
return true
end
for _i = 1, #_enemyGroups do
if _enemyGroups[_i] ~= nil then
_groupName = _enemyGroups[_i]:getName()
_units = ctld.getGroup(_groupName)
if #_units > 0 then
world.searchObjects(Object.Category.UNIT, _volume, _search, _coa)
for _x = 1, #_units do
--check to see if a JTAC has already targeted this unit only if a distance
--wasnt passed in
local _targeted = false
if not _distance then
_targeted = ctld.alreadyTarget(_jtacUnit, _units[_x])
end
local _allowedTarget = true
if _targetType == "vehicle" and _vhpriority == true then
_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isVehicle(_units[_x])
elseif _targetType == "vehicle" and _vpriority == true then
_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isVehicle(_units[_x])
elseif _targetType == "vehicle" then
_allowedTarget = ctld.isVehicle(_units[_x])
elseif _targetType == "troop" and _thpriority == true then
_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil) and ctld.isInfantry(_units[_x])
elseif _targetType == "troop" and _tpriority == true then
_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil) and ctld.isInfantry(_units[_x])
elseif _targetType == "troop" then
_allowedTarget = ctld.isInfantry(_units[_x])
elseif _vhpriority == true or _thpriority == true then
_allowedTarget = (string.match(_units[_x]:getName(), "hpriority") ~= nil)
elseif _vpriority == true or _tpriority == true then
_allowedTarget = (string.match(_units[_x]:getName(), "priority") ~= nil)
else
_allowedTarget = true
end
if _units[_x]:isActive() == true and _targeted == false and _allowedTarget == true then
-- calc distance
_tempPoint = _units[_x]:getPoint()
_tempDist = ctld.getDistance(_tempPoint, _jtacPoint)
if _tempDist < _maxDistance and _tempDist < _nearestDistance then
local _offsetEnemyPos = { x = _tempPoint.x, y = _tempPoint.y + 2.0, z = _tempPoint.z }
local _offsetJTACPos = { x = _jtacPoint.x, y = _jtacPoint.y + 2.0, z = _jtacPoint.z }
-- calc visible
if land.isVisible(_offsetEnemyPos, _offsetJTACPos) then
_nearestDistance = _tempDist
_nearestUnit = _units[_x]
end
end
end
end
end
end
end
if _nearestUnit == nil then
return nil
end
return _nearestUnit
return _enemies
end
-- tests whether the unit is targeted by another JTAC
@ -5439,6 +5448,18 @@ function ctld.getJTACStatus(_args)
if _enemyUnit ~= nil and _enemyUnit:getLife() > 0 and _enemyUnit:isActive() == true then
_message = _message .. "" .. _jtacGroupName .. " targeting " .. _enemyUnit:getTypeName() .. " CODE: " .. _laserCode .. ctld.getPositionString(_enemyUnit) .. "\n"
local _list = ctld.listNearbyEnemies(_jtacUnit)
if _list then
_message = _message.."Visual On: "
for _,_type in pairs(_list) do
_message = _message.._type.." "
end
_message = _message.."\n"
end
else
_message = _message .. "" .. _jtacGroupName .. " searching for targets" .. ctld.getPositionString(_jtacUnit) .. "\n"
end

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