mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Implemented the linking of TASK_CAPTURE_DISPATCHER and AI_A2G_DISPATCHER.
This commit is contained in:
parent
02a486e457
commit
70e7857b62
@ -1126,7 +1126,7 @@ do -- AI_A2G_DISPATCHER
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self.TakeoffScheduleID = self:ScheduleRepeat( 10, 10, 0, nil, self.ResourceTakeoff, self )
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self:__Start( 5 )
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self:__Start( 1 )
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return self
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end
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@ -1150,9 +1150,30 @@ do -- AI_A2G_DISPATCHER
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--- Locks the DefenseItem from being defended.
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-- @param #AI_A2G_DISPATCHER self
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-- @param #string DefenseItemKey The key of the defense item.
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-- @param #string DetectedItemIndex The index of the detected item.
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function AI_A2G_DISPATCHER:Lock( DetectedItemIndex )
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self:F( { DetectedItemIndex = DetectedItemIndex } )
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local DetectedItem = self.Detection:GetDetectedItemByIndex( DetectedItemIndex )
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if DetectedItem then
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self:F( { Locked = DetectedItem } )
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self.Detection:LockDetectedItem( DetectedItem )
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end
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end
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--- Unlocks the DefenseItem from being defended.
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-- @param #AI_A2G_DISPATCHER self
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-- @param #string DetectedItemIndex The index of the detected item.
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function AI_A2G_DISPATCHER:Unlock( DetectedItemIndex )
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self:F( { DetectedItemIndex = DetectedItemIndex } )
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self:F( { Index = self.Detection.DetectedItemsByIndex } )
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local DetectedItem = self.Detection:GetDetectedItemByIndex( DetectedItemIndex )
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if DetectedItem then
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self:F( { Unlocked = DetectedItem } )
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self.Detection:UnlockDetectedItem( DetectedItem )
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end
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end
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--- @param #AI_A2G_DISPATCHER self
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@ -4032,100 +4053,102 @@ 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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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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local DetectedCount = DetectedSet:Count()
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local DetectedZone = DetectedItem.Zone
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self:F( { "Target ID", DetectedItem.ItemID } )
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DetectedSet:Flush( self )
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local DetectedID = DetectedItem.ID
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local DetectionIndex = DetectedItem.Index
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local DetectedItemChanged = DetectedItem.Changed
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local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem )
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-- Calculate if for this DetectedItem if a defense needs to be initiated.
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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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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 not self.Detection:IsDetectedItemLocked( DetectedItem ) == true then
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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local DetectedCount = DetectedSet:Count()
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local DetectedZone = DetectedItem.Zone
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self:F( { "Target ID", DetectedItem.ItemID } )
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DetectedSet:Flush( self )
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local DetectedID = DetectedItem.ID
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local DetectionIndex = DetectedItem.Index
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local DetectedItemChanged = DetectedItem.Changed
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if EvaluateDistance <= self.DefenseRadius then
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local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem )
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local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * self.DefenseReactivity )
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local DefenseProbability = math.random()
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-- Calculate if for this DetectedItem if a defense needs to be initiated.
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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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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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self:F( { DistanceProbability = DistanceProbability, DefenseProbability = DefenseProbability } )
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if EvaluateDistance <= self.DefenseRadius 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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local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * 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 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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end
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end
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if EngageCoordinate 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 and 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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if EngageCoordinate 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 and 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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end
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end
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do
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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 and 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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end
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end
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do
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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 and 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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end
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end
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end
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do
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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 and 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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end
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end
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-- do
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-- local DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem )
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-- if DefendersMissing and DefendersMissing > 0 then
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-- self:F( { DefendersMissing = DefendersMissing } )
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-- self:CAS( DetectedItem, DefendersMissing, Friendlies )
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-- end
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-- end
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do
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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 and 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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end
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end
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end
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-- do
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-- local DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem )
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-- if DefendersMissing and DefendersMissing > 0 then
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-- self:F( { DefendersMissing = DefendersMissing } )
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-- self:CAS( DetectedItem, DefendersMissing, Friendlies )
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-- end
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-- end
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if self.TacticalDisplay then
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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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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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if Defender:IsAlive() then
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DefenderGroupCount = DefenderGroupCount + 1
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local Fuel = Defender:GetFuelMin() * 100
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local Damage = Defender:GetLife() / Defender:GetLife0() * 100
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Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
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Defender:GetName(),
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DefenderTask.Type,
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DefenderTask.Fsm:GetState(),
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Defender:GetSize(),
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Fuel,
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Damage,
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Defender:HasTask() == true and "Executing" or "Idle" ) )
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if self.TacticalDisplay then
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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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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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if Defender:IsAlive() then
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DefenderGroupCount = DefenderGroupCount + 1
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local Fuel = Defender:GetFuelMin() * 100
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local Damage = Defender:GetLife() / Defender:GetLife0() * 100
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Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s",
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Defender:GetName(),
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DefenderTask.Type,
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DefenderTask.Fsm:GetState(),
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Defender:GetSize(),
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Fuel,
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Damage,
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Defender:HasTask() == true and "Executing" or "Idle" ) )
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end
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end
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end
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end
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end
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end
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end
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@ -1536,6 +1536,10 @@ do -- DETECTION_BASE
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DetectedItem.ID = self.DetectedItemMax
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DetectedItem.Removed = false
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if self.Locking then
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self:LockDetectedItem( DetectedItem )
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end
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return DetectedItem
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end
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@ -1725,6 +1729,68 @@ do -- DETECTION_BASE
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end
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--- Lock the detected items when created and lock all existing detected items.
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-- @param #DETECTION_BASE self
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-- @return #DETECTION_BASE
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function DETECTION_BASE:LockDetectedItems()
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for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
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self:LockDetectedItem( DetectedItem )
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end
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self.Locking = true
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return self
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end
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--- Unlock the detected items when created and unlock all existing detected items.
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-- @param #DETECTION_BASE self
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-- @return #DETECTION_BASE
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function DETECTION_BASE:UnlockDetectedItems()
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for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do
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self:UnlockDetectedItem( DetectedItem )
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end
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self.Locking = nil
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return self
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end
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--- Validate if the detected item is locked.
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-- @param #DETECTION_BASE self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
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-- @return #boolean
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function DETECTION_BASE:IsDetectedItemLocked( DetectedItem )
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return self.Locking and DetectedItem.Locked == true
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end
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--- Lock a detected item.
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-- @param #DETECTION_BASE self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
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-- @return #DETECTION_BASE
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function DETECTION_BASE:LockDetectedItem( DetectedItem )
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DetectedItem.Locked = true
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return self
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end
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--- Unlock a detected item.
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-- @param #DETECTION_BASE self
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-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
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-- @return #DETECTION_BASE
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function DETECTION_BASE:UnlockDetectedItem( DetectedItem )
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DetectedItem.Locked = nil
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return self
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end
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--- Set the detected item coordinate.
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-- @param #DETECTION_BASE self
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@ -233,6 +233,7 @@ do -- TASK_CAPTURE_DISPATCHER
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function TASK_CAPTURE_DISPATCHER:Link_AI_A2G_Dispatcher( AI_A2G_Dispatcher )
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self.AI_A2G_Dispatcher = AI_A2G_Dispatcher -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
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AI_A2G_Dispatcher.Detection:LockDetectedItems()
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return self
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end
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@ -276,34 +277,50 @@ do -- TASK_CAPTURE_DISPATCHER
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CaptureZone.Task:UpdateTaskInfo()
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function CaptureZone.Task.OnEnterAssigned( Task, From, Event, To )
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self.AI_A2G_Dispatcher:Unlock( Task.TaskZoneName ) -- This will unlock the zone to be defended by AI.
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if self.AI_A2G_Dispatcher then
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self.AI_A2G_Dispatcher:Unlock( Task.TaskZoneName ) -- This will unlock the zone to be defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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end
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function CaptureZone.Task.OnEnterSuccess( Task, From, Event, To )
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self:Success( Task )
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if self.AI_A2G_Dispatcher then
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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end
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function CaptureZone.Task.OnEnterCancelled( Task, From, Event, To )
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self:Cancelled( Task )
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self.AI_A2G_Dispatcher:Unlock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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if self.AI_A2G_Dispatcher then
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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end
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function CaptureZone.Task.OnEnterFailed( Task, From, Event, To )
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self:Failed( Task )
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if self.AI_A2G_Dispatcher then
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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end
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function CaptureZone.Task.OnEnterAborted( Task, From, Event, To )
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self:Aborted( Task )
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if self.AI_A2G_Dispatcher then
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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end
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-- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher.
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function CaptureZone.Task.OnAfterCaptured( Task, From, Event, To, TaskUnit )
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self:Captured( Task, Task.TaskPrefix, TaskUnit )
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if self.AI_A2G_Dispatcher then
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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end
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