Progress reworking object model.

This commit is contained in:
FlightControl
2016-06-24 12:52:52 +02:00
parent e99458520a
commit 5e6043aeb3
17 changed files with 1022 additions and 46963 deletions

View File

@@ -7,17 +7,17 @@
-- The @{Detection#DETECTION_BASE} class defines the core functions to administer detected objects.
-- Detected objects are grouped in SETS of UNITS.
--
-- 1.1) DETECTION constructor:
-- ----------------------------
-- 1.1) DETECTION_BASE constructor:
-- --------------------------------
-- * @{Detection#DETECTION.New}(): Create a new DETECTION object.
--
-- 1.2) DETECTION initialization:
-- ------------------------------
-- By default, detection will return detected units with all the methods available.
-- However, you can specify which units it found with specific detection methods.
-- If you use one of the below functions, the detection will work with the detection method specified.
-- 1.2) DETECTION_BASE initialization:
-- -----------------------------------
-- By default, detection will return detected objects with all the methods available.
-- However, you can ask how the objects were found with specific detection methods.
-- If you use one of the below methods, the detection will work with the detection method specified.
-- You can specify to apply multiple detection methods.
-- Use the following functions to report the units it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
-- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
--
-- * @{Detection#DETECTION.InitDetectVisual}(): Detected using Visual.
-- * @{Detection#DETECTION.InitDetectOptical}(): Detected using Optical.
@@ -26,6 +26,17 @@
-- * @{Detection#DETECTION.InitDetectRWR}(): Detected using RWR.
-- * @{Detection#DETECTION.InitDetectDLINK}(): Detected using DLINK.
--
-- 1.3) Obtain objects detected by DETECTION_BASE:
-- -----------------------------------------------
-- DETECTION_BASE builds @{Set}s of objects detected. These @{Set#SET_BASE}s can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSets}().
-- The method will return a list (table) of @{Set#SET_BASE} objects.
--
-- 2) @{Detection#DETECTION_UNITGROUPS} class, extends @{Detection#DETECTION_BASE}
-- ===============================================================================
-- The @{Detection#DETECTION_UNITGROUPS} class will detect units within the battle zone for a FAC group,
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
--
--
-- ===
--
-- @module Detection
@@ -39,29 +50,31 @@
-- @field Group#GROUP FACGroup The GROUP in the Forward Air Controller role.
-- @field DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedUnitSets DetectedUnitSets A list of @{Set#SET_UNIT}s containing the units in each set that were detected within a DetectedZoneRange.
-- @field #DETECTION_BASE.DetectedUnitZones DetectedUnitZones A list of @{Zone#ZONE_UNIT}s containing the zones of the reference detected units.
-- @field #DETECTION_BASE.DetectedSets DetectedSets A list of @{Set#SET_BASE}s containing the objects in each set that were detected within a DetectedZoneRange.
-- @field #DETECTION_BASE.DetectedZones DetectedZones A list of @{Zone#ZONE_BASE}s containing the zones of the reference detected objects.
-- @extends Set#SET_BASE
DETECTION_BASE = {
ClassName = "DETECTION_BASE",
DetectedUnitSets = {},
DetectedUnitZones = {},
DetectedUnits = {},
DetectedSets = {},
DetectedObjects = {},
FACGroup = nil,
DetectionRange = nil,
DetectionZoneRange = nil,
}
--- @type DETECTION_BASE.DetectedUnitSets
-- @list <Set#SET_UNIT>
--- @type DETECTION_BASE.DetectedSets
-- @list <Set#SET_BASE>
--- @type DETECTION_BASE.DetectedUnitZones
-- @list <Zone#ZONE_UNIT>
--- @type DETECTION_BASE.DetectedZones
-- @list <Zone#ZONE_BASE>
--- DETECTION constructor.
-- @param #DETECTION_BASE self
-- @param Group#GROUP FACGroup The GROUP in the Forward Air Controller role.
-- @param DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @param DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return #DETECTION_BASE self
function DETECTION_BASE:New( FACGroup, DetectionRange, DetectionZoneRange )
@@ -152,45 +165,56 @@ function DETECTION_BASE:GetFACGroup()
return self.FACGroup
end
--- Get the detected @{Set#SET_UNIT}s.
--- Get the detected @{Set#SET_BASE}s.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedUnitSets DetectedUnitSets
function DETECTION_BASE:GetDetectionUnitSets()
-- @return #DETECTION_BASE.DetectedSets DetectedSets
function DETECTION_BASE:GetDetectionSets()
local DetectionUnitSets = self.DetectedUnitSets
return DetectionUnitSets
local DetectionSets = self.DetectedSets
return DetectionSets
end
--- Get the amount of SETs with detected units.
--- Get the amount of SETs with detected objects.
-- @param #DETECTION_BASE self
-- @return #number Count
function DETECTION_BASE:GetDetectionUnitSetCount()
function DETECTION_BASE:GetDetectionSetCount()
local DetectionUnitSetCount = #self.DetectedUnitSets
return DetectionUnitSetCount
local DetectionSetCount = #self.DetectedSets
return DetectionSetCount
end
--- Get a SET of detected units using a given numeric index.
--- Get a SET of detected objects using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #number Index
-- @return Set#SET_UNIT
function DETECTION_BASE:GetDetectionUnitSet( Index )
-- @return Set#SET_BASE
function DETECTION_BASE:GetDetectionSet( Index )
local DetectionUnitSet = self.DetectedUnitSets[Index]
if DetectionUnitSet then
return DetectionUnitSet
local DetectionSet = self.DetectedSets[Index]
if DetectionSet then
return DetectionSet
end
return nil
end
--- Form @{Set}s of detected @{Unit#UNIT}s in an array of @{Set#SET_UNIT}s.
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE self
function DETECTION_BASE:CreateDetectionSets()
self:F2()
self:E( "Error, in DETECTION_BASE class..." )
end
--- Form @{Set}s of detected @{Unit#UNIT}s in an array of @{Set#SET_BASE}s.
-- @param #DETECTION_BASE self
function DETECTION_BASE:_DetectionScheduler( SchedulerName )
self:F2( { SchedulerName } )
self.DetectedUnitSets = {}
self.DetectedUnitZones = {}
self.DetectedObjects = {}
self.DetectedSets = {}
self.DetectedZones = {}
if self.FACGroup:IsAlive() then
local FACGroupName = self.FACGroup:GetName()
@@ -205,98 +229,149 @@ function DETECTION_BASE:_DetectionScheduler( SchedulerName )
)
for FACDetectedTargetID, FACDetectedTarget in pairs( FACDetectedTargets ) do
local FACObject = FACDetectedTarget.object
local FACObject = FACDetectedTarget.object -- DCSObject#Object
self:T2( FACObject )
if FACObject and FACObject:isExist() and FACObject.id_ < 50000000 then
local FACDetectedUnit = UNIT:Find( FACObject )
local FACDetectedUnitName = FACDetectedUnit:GetName()
local FACDetectedObjectName = FACObject:getName()
local FACDetectedUnitPositionVec3 = FACDetectedUnit:GetPointVec3()
local FACDetectedObjectPositionVec3 = FACObject:getPoint()
local FACGroupPositionVec3 = self.FACGroup:GetPointVec3()
local Distance = ( ( FACDetectedUnitPositionVec3.x - FACGroupPositionVec3.x )^2 +
( FACDetectedUnitPositionVec3.y - FACGroupPositionVec3.y )^2 +
( FACDetectedUnitPositionVec3.z - FACGroupPositionVec3.z )^2
local Distance = ( ( FACDetectedObjectPositionVec3.x - FACGroupPositionVec3.x )^2 +
( FACDetectedObjectPositionVec3.y - FACGroupPositionVec3.y )^2 +
( FACDetectedObjectPositionVec3.z - FACGroupPositionVec3.z )^2
) ^ 0.5 / 1000
self:T( { FACGroupName, FACDetectedUnitName, Distance } )
self:T( { FACGroupName, FACDetectedObjectName, Distance } )
if Distance <= self.DetectionRange then
if not self.DetectedUnits[FACDetectedUnitName] then
self.DetectedUnits[FACDetectedUnitName] = {}
if not self.DetectedObjects[FACDetectedObjectName] then
self.DetectedObjects[FACDetectedObjectName] = {}
end
self.DetectedUnits[FACDetectedUnitName].DetectedUnit = UNIT:FindByName( FACDetectedUnitName )
self.DetectedUnits[FACDetectedUnitName].Visible = FACDetectedTarget.visible
self.DetectedUnits[FACDetectedUnitName].Type = FACDetectedTarget.type
self.DetectedUnits[FACDetectedUnitName].Distance = FACDetectedTarget.distance
self.DetectedObjects[FACDetectedObjectName].Name = FACDetectedObjectName
self.DetectedObjects[FACDetectedObjectName].Visible = FACDetectedTarget.visible
self.DetectedObjects[FACDetectedObjectName].Type = FACDetectedTarget.type
self.DetectedObjects[FACDetectedObjectName].Distance = FACDetectedTarget.distance
else
-- if beyond the DetectionRange then nullify...
if self.DetectedUnits[FACDetectedUnitName] then
self.DetectedUnits[FACDetectedUnitName] = nil
if self.DetectedObjects[FACDetectedObjectName] then
self.DetectedObjects[FACDetectedObjectName] = nil
end
end
end
end
self:T2( self.DetectedObjects )
-- okay, now we have a list of detected unit names ...
-- okay, now we have a list of detected object names ...
-- Sort the table based on distance ...
self:T( { "Sorting DetectedUnits table:", self.DetectedUnits } )
table.sort( self.DetectedUnits, function( a, b ) return a.Distance < b.Distance end )
self:T( { "Sorted Targets Table:", self.DetectedUnits } )
self:T( { "Sorting DetectedObjects table:", self.DetectedObjects } )
table.sort( self.DetectedObjects, function( a, b ) return a.Distance < b.Distance end )
self:T( { "Sorted Targets Table:", self.DetectedObjects } )
-- Now group the DetectedUnits table into SET_UNITs, evaluating the DetectionZoneRange.
-- Now group the DetectedObjects table into SET_BASEs, evaluating the DetectionZoneRange.
if self.DetectedUnits then
for DetectedUnitName, DetectedUnitData in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnitData.DetectedUnit -- Unit#UNIT
if DetectedUnit and DetectedUnit:IsAlive() then
self:T( DetectedUnit:GetName() )
if #self.DetectedUnitSets == 0 then
self:T( { "Adding Unit Set #", 1 } )
self.DetectedUnitZones[1] = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
self.DetectedUnitSets[1] = SET_UNIT:New()
self.DetectedUnitSets[1]:AddUnit( DetectedUnit )
else
local AddedToSet = false
for DetectedZoneIndex = 1, #self.DetectedUnitZones do
self:T( "Detected Unit Set #" .. DetectedZoneIndex )
local DetectedUnitSet = self.DetectedUnitSets[DetectedZoneIndex] -- Set#SET_UNIT
DetectedUnitSet:Flush()
local DetectedZone = self.DetectedUnitZones[DetectedZoneIndex] -- Zone#ZONE_UNIT
if DetectedUnit:IsInZone( DetectedZone ) then
self:T( "Adding to Unit Set #" .. DetectedZoneIndex )
DetectedUnitSet:AddUnit( DetectedUnit )
AddedToSet = true
end
end
if AddedToSet == false then
local DetectedZoneIndex = #self.DetectedUnitZones + 1
self:T( "Adding new zone #" .. DetectedZoneIndex )
self.DetectedUnitZones[DetectedZoneIndex] = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
self.DetectedUnitSets[DetectedZoneIndex] = SET_UNIT:New()
self.DetectedUnitSets[DetectedZoneIndex]:AddUnit( DetectedUnit )
end
end
end
end
if self.DetectedObjects then
self:CreateDetectionSets()
end
-- Now all the tests should have been build, now make some smoke and flares...
for DetectedZoneIndex = 1, #self.DetectedUnitZones do
local DetectedUnitSet = self.DetectedUnitSets[DetectedZoneIndex] -- Set#SET_UNIT
local DetectedZone = self.DetectedUnitZones[DetectedZoneIndex] -- Zone#ZONE_UNIT
self:T( "Detected Set #" .. DetectedZoneIndex )
DetectedUnitSet:ForEachUnit(
--- @param Unit#UNIT DetectedUnit
function( DetectedUnit )
self:T( DetectedUnit:GetName() )
DetectedUnit:FlareRed()
end
end
--- DETECTION_UNITGROUPS class
-- @type DETECTION_UNITGROUPS
-- @field #DETECTION_UNITGROUPS.DetectedSets DetectedSets A list of @{Set#SET_UNIT}s containing the units in each set that were detected within a DetectedZoneRange.
-- @field #DETECTION_UNITGROUPS.DetectedZones DetectedZones A list of @{Zone#ZONE_UNIT}s containing the zones of the reference detected units.
-- @extends Set#SET_BASE
DETECTION_UNITGROUPS = {
ClassName = "DETECTION_UNITGROUPS",
DetectedZones = {},
}
--- @type DETECTION_UNITGROUPS.DetectedSets
-- @list <Set#SET_UNIT>
--- @type DETECTION_UNITGROUPS.DetectedZones
-- @list <Zone#ZONE_UNIT>
--- DETECTION_UNITGROUPS constructor.
-- @param #DETECTION_UNITGROUPS self
-- @field Group#GROUP FACGroup The GROUP in the Forward Air Controller role.
-- @field DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:New( FACGroup, DetectionRange, DetectionZoneRange )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( FACGroup, DetectionRange, DetectionZoneRange ) )
return self
end
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:CreateDetectionSets()
self:F2()
for DetectedUnitName, DetectedUnitData in pairs( self.DetectedObjects ) do
local DetectedUnit = UNIT:FindByName( DetectedUnitData.Name ) -- Unit#UNIT
if DetectedUnit and DetectedUnit:IsAlive() then
self:T( DetectedUnit:GetName() )
if #self.DetectedSets == 0 then
self:T( { "Adding Unit Set #", 1 } )
self.DetectedZones[1] = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
self.DetectedSets[1] = SET_BASE:New()
self.DetectedSets[1]:AddUnit( DetectedUnit )
else
local AddedToSet = false
for DetectedZoneIndex = 1, #self.DetectedZones do
self:T( "Detected Unit Set #" .. DetectedZoneIndex )
local DetectedUnitSet = self.DetectedSets[DetectedZoneIndex] -- Set#SET_BASE
DetectedUnitSet:Flush()
local DetectedZone = self.DetectedZones[DetectedZoneIndex] -- Zone#ZONE_UNIT
if DetectedUnit:IsInZone( DetectedZone ) then
self:T( "Adding to Unit Set #" .. DetectedZoneIndex )
DetectedUnitSet:AddUnit( DetectedUnit )
AddedToSet = true
end
end
)
DetectedZone:FlareZone( POINT_VEC3.SmokeColor.White, 30, math.random( 0,90 ) )
if AddedToSet == false then
local DetectedZoneIndex = #self.DetectedZones + 1
self:T( "Adding new zone #" .. DetectedZoneIndex )
self.DetectedZones[DetectedZoneIndex] = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
self.DetectedSets[DetectedZoneIndex] = SET_BASE:New()
self.DetectedSets[DetectedZoneIndex]:AddUnit( DetectedUnit )
end
end
end
end
end
-- Now all the tests should have been build, now make some smoke and flares...
for DetectedZoneIndex = 1, #self.DetectedZones do
local DetectedUnitSet = self.DetectedSets[DetectedZoneIndex] -- Set#SET_BASE
local DetectedZone = self.DetectedZones[DetectedZoneIndex] -- Zone#ZONE_UNIT
self:T( "Detected Set #" .. DetectedZoneIndex )
DetectedUnitSet:ForEachUnit(
--- @param Unit#UNIT DetectedUnit
function( DetectedUnit )
self:T( DetectedUnit:GetName() )
DetectedUnit:FlareRed()
end
)
DetectedZone:FlareZone( POINT_VEC3.SmokeColor.White, 30, math.random( 0,90 ) )
end
end