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Account for destroy events.
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--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).
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--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
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--
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--
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-- ===
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-- 
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--
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-- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
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--
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-- ## ACT_ACCOUNT state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### ACT_ACCOUNT **Events**:
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--
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-- These are the events defined in this class:
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--
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-- * **Start**: The process is started. The process will go into the Report state.
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-- * **Event**: A relevant event has occured that needs to be accounted for. The process will go into the Account state.
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-- * **Report**: The process is reporting to the player the accounting status of the DCS events.
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-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
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-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
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--
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-- ### ACT_ACCOUNT **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
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-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
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--
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-- * **Immediate**: The event method has exactly the name of the event.
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-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
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--
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-- ### ACT_ACCOUNT **States**:
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--
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-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
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-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
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-- * **Report**: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.
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-- * **Account**: The relevant DCS event has occurred, and is accounted for.
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-- * **Success (*)**: All DCS events were accounted for.
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-- * **Failed (*)**: The process has failed.
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--
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-- (*) End states of the process.
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--
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-- ### ACT_ACCOUNT state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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--
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-- * **Before** the state transition.
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-- The state transition method needs to start with the name **OnBefore + the name of the state**.
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-- If the state transition method returns false, then the processing of the state transition will not be done!
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-- If you want to change the behaviour of the AIControllable at this event, return false,
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-- but then you'll need to specify your own logic using the AIControllable!
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--
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-- * **After** the state transition.
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- # 1) @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
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--
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-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
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-- The process is given a @{Set} of units that will be tracked upon successful destruction.
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-- The process will end after each target has been successfully destroyed.
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-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
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--
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--
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-- ## ACT_ACCOUNT_DEADS constructor:
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--
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-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
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--
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--
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-- ===
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-- ===
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--
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--
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@ -74,7 +9,51 @@
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do -- ACT_ACCOUNT
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do -- ACT_ACCOUNT
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--- ACT_ACCOUNT class
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--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
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--
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-- ## ACT_ACCOUNT state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### ACT_ACCOUNT States
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--
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-- * **Asigned**: The player is assigned.
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-- * **Waiting**: Waiting for an event.
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-- * **Report**: Reporting.
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-- * **Account**: Account for an event.
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-- * **Accounted**: All events have been accounted for, end of the process.
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-- * **Failed**: Failed the process.
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--
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-- ### ACT_ACCOUNT Events
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--
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-- * **Start**: Start the process.
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-- * **Wait**: Wait for an event.
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-- * **Report**: Report the status of the accounting.
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-- * **Event**: An event happened, process the event.
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-- * **More**: More targets.
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-- * **NoMore (*)**: No more targets.
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-- * **Fail (*)**: The action process has failed.
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--
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-- (*) End states of the process.
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--
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-- ### ACT_ACCOUNT state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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--
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-- * **Before** the state transition.
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-- The state transition method needs to start with the name **OnBefore + the name of the state**.
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-- If the state transition method returns false, then the processing of the state transition will not be done!
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-- If you want to change the behaviour of the AIControllable at this event, return false,
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-- but then you'll need to specify your own logic using the AIControllable!
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--
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-- * **After** the state transition.
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- @type ACT_ACCOUNT
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-- @type ACT_ACCOUNT
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-- @field Set#SET_UNIT TargetSetUnit
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Core.Fsm#FSM_PROCESS
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-- @extends Core.Fsm#FSM_PROCESS
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@ -156,7 +135,18 @@ end -- ACT_ACCOUNT
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do -- ACT_ACCOUNT_DEADS
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do -- ACT_ACCOUNT_DEADS
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--- ACT_ACCOUNT_DEADS class
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--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
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--
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-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
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-- The process is given a @{Set} of units that will be tracked upon successful destruction.
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-- The process will end after each target has been successfully destroyed.
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-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
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--
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--
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-- ## ACT_ACCOUNT_DEADS constructor:
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--
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-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
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--
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-- @type ACT_ACCOUNT_DEADS
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-- @type ACT_ACCOUNT_DEADS
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-- @field Set#SET_UNIT TargetSetUnit
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends #ACT_ACCOUNT
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-- @extends #ACT_ACCOUNT
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@ -200,7 +190,7 @@ do -- ACT_ACCOUNT_DEADS
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-- @param #string Event
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-- @param #string Event
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-- @param #string From
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-- @param #string From
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-- @param #string To
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-- @param #string To
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function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, From, Event, To )
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function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
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self:E( { ProcessUnit, From, Event, To } )
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self:E( { ProcessUnit, From, Event, To } )
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self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
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self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
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@ -213,17 +203,21 @@ do -- ACT_ACCOUNT_DEADS
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-- @param #string Event
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-- @param #string Event
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-- @param #string From
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-- @param #string From
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-- @param #string To
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-- @param #string To
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function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, From, Event, To, EventData )
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function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
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self:T( { ProcessUnit, EventData, From, Event, To } )
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self:T( { ProcessUnit, EventData, From, Event, To } )
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self:T({self.Controllable})
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self:T({self.Controllable})
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self.TargetSetUnit:Flush()
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self.TargetSetUnit:Flush()
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self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
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if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
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if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
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self:T( "Sending Message" )
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local TaskGroup = ProcessUnit:GetGroup()
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local TaskGroup = ProcessUnit:GetGroup()
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self.TargetSetUnit:Remove( EventData.IniUnitName )
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self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
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self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
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end
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end
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self:T( { "After sending Message" } )
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end
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end
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--- StateMachine callback function
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--- StateMachine callback function
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@ -232,9 +226,9 @@ do -- ACT_ACCOUNT_DEADS
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-- @param #string Event
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-- @param #string Event
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-- @param #string From
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-- @param #string From
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-- @param #string To
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-- @param #string To
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function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, From, Event, To, EventData )
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function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
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if self.TargetSetUnit:Count() > 1 then
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if self.TargetSetUnit:Count() > 0 then
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self:__More( 1 )
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self:__More( 1 )
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else
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else
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self:__NoMore( 1 )
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self:__NoMore( 1 )
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( '*** MOOSE STATIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170319_0757' )
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env.info( 'Moose Generation Timestamp: 20170319_1459' )
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local base = _G
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local base = _G
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Include = {}
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Include = {}
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@ -25499,241 +25499,9 @@ end
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--- This module contains the DETECTION classes.
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--- **Functional** - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
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--
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--
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-- ===
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-- 
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--
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-- # 1) @{#DETECTION_BASE} class, extends @{Fsm#FSM}
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--
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-- The @{#DETECTION_BASE} class defines the core functions to administer detected objects.
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-- The @{#DETECTION_BASE} class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
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--
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-- ## 1.1) DETECTION_BASE constructor
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--
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-- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method.
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--
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-- ## 1.2) DETECTION_BASE initialization
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--
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-- By default, detection will return detected objects with all the detection sensors available.
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-- However, you can ask how the objects were found with specific detection methods.
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-- If you use one of the below methods, the detection will work with the detection method specified.
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-- You can specify to apply multiple detection methods.
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--
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-- Use the following functions to report the objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
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--
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-- * @{#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
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-- * @{#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
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-- * @{#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
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-- * @{#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
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-- * @{#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
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-- * @{#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
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--
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-- ## 1.3) DETECTION_BASE derived classes group the detected units into a DetectedItems[] list
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--
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-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
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-- of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
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-- a SET_UNIT object that contains the detected units that belong to that group.
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--
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-- Derived classes will apply different methods to group the detected units.
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-- Examples are per area, per quadrant, per distance, per type.
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-- See further the derived DETECTION classes on which grouping methods are currently supported.
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--
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-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
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--
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-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
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-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
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-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
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-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
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-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
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-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
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--
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-- ## 1.4) Apply additional Filters to fine-tune the detected objects
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--
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-- By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
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-- That being said, the DCS World detection algorithm can sometimes be unrealistic.
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-- Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities.
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-- Additionally, trees and other obstacles are not accounted during the DCS World detection.
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--
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-- Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units.
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-- For electronic detection, this filtering is not applied, only for visually detected targets.
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--
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-- The following additional filtering can be applied for visual filtering:
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--
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-- * A probability factor per kilometer distance.
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-- * A probability factor based on the alpha angle between the detected object and the unit detecting.
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-- A detection from a higher altitude allows for better detection than when on the ground.
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-- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult.
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-- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone.
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--
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-- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
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-- Only when you experience unrealistic behaviour in your missions, these filters could be applied.
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--
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-- ### 1.4.1 ) Distance visual detection probability
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--
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-- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly.
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-- Also, the speed of accurate detection plays a role.
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--
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-- A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.
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--
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-- For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like:
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-- 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.
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--
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-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
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--
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-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
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--
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-- ### 1.4.2 ) Alpha Angle visual detection probability
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--
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-- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
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-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
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--
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-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
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--
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-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
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-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
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--
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|
||||||
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
|
|
||||||
--
|
|
||||||
-- ### 1.4.3 ) Cloudy Zones detection probability
|
|
||||||
--
|
|
||||||
-- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.
|
|
||||||
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
|
|
||||||
-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
|
|
||||||
--
|
|
||||||
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
|
|
||||||
--
|
|
||||||
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
|
|
||||||
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
|
|
||||||
-- Expecially for ZONE_POLYGON, try to limit the amount of nodes of the polygon!
|
|
||||||
--
|
|
||||||
-- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for
|
|
||||||
-- AI not to detect so easily targets within a forrest or village rich area.
|
|
||||||
--
|
|
||||||
-- ## 1.5 ) Accept / Reject detected units
|
|
||||||
--
|
|
||||||
-- DETECTION_BASE can accept or reject successful detections based on the location of the detected object,
|
|
||||||
-- if it is located in range or located inside or outside of specific zones.
|
|
||||||
--
|
|
||||||
-- ### 1.5.1 ) Detection acceptance of within range limit
|
|
||||||
--
|
|
||||||
-- A range can be set that will limit a successful detection for a unit.
|
|
||||||
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
|
|
||||||
--
|
|
||||||
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
|
||||||
--
|
|
||||||
-- -- Build a detect object.
|
|
||||||
-- local Detection = DETECTION_BASE:New( SetGroup )
|
|
||||||
--
|
|
||||||
-- -- This will accept detected units if the range is below 5000 meters.
|
|
||||||
-- Detection:SetAcceptRange( 5000 )
|
|
||||||
--
|
|
||||||
-- -- Start the Detection.
|
|
||||||
-- Detection:Start()
|
|
||||||
--
|
|
||||||
--
|
|
||||||
-- ### 1.5.2 ) Detection acceptance if within zone(s).
|
|
||||||
--
|
|
||||||
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
|
|
||||||
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
|
|
||||||
--
|
|
||||||
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
|
||||||
--
|
|
||||||
-- -- Search fo the zones where units are to be accepted.
|
|
||||||
-- local ZoneAccept1 = ZONE:New( "AcceptZone1" )
|
|
||||||
-- local ZoneAccept2 = ZONE:New( "AcceptZone2" )
|
|
||||||
--
|
|
||||||
-- -- Build a detect object.
|
|
||||||
-- local Detection = DETECTION_BASE:New( SetGroup )
|
|
||||||
--
|
|
||||||
-- -- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2.
|
|
||||||
-- Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } )
|
|
||||||
--
|
|
||||||
-- -- Start the Detection.
|
|
||||||
-- Detection:Start()
|
|
||||||
--
|
|
||||||
-- ### 1.5.3 ) Detection rejectance if within zone(s).
|
|
||||||
--
|
|
||||||
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
|
|
||||||
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
|
|
||||||
-- An example of how to use the method is shown below.
|
|
||||||
--
|
|
||||||
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
|
||||||
--
|
|
||||||
-- -- Search fo the zones where units are to be rejected.
|
|
||||||
-- local ZoneReject1 = ZONE:New( "RejectZone1" )
|
|
||||||
-- local ZoneReject2 = ZONE:New( "RejectZone2" )
|
|
||||||
--
|
|
||||||
-- -- Build a detect object.
|
|
||||||
-- local Detection = DETECTION_BASE:New( SetGroup )
|
|
||||||
--
|
|
||||||
-- -- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2.
|
|
||||||
-- Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } )
|
|
||||||
--
|
|
||||||
-- -- Start the Detection.
|
|
||||||
-- Detection:Start()
|
|
||||||
--
|
|
||||||
-- ## 1.6) DETECTION_BASE is a Finite State Machine
|
|
||||||
--
|
|
||||||
-- Various Events and State Transitions can be tailored using DETECTION_BASE.
|
|
||||||
--
|
|
||||||
-- ### 1.6.1) DETECTION_BASE States
|
|
||||||
--
|
|
||||||
-- * **Detecting**: The detection is running.
|
|
||||||
-- * **Stopped**: The detection is stopped.
|
|
||||||
--
|
|
||||||
-- ### 1.6.2) DETECTION_BASE Events
|
|
||||||
--
|
|
||||||
-- * **Start**: Start the detection process.
|
|
||||||
-- * **Detect**: Detect new units.
|
|
||||||
-- * **Detected**: New units have been detected.
|
|
||||||
-- * **Stop**: Stop the detection process.
|
|
||||||
--
|
|
||||||
-- ===
|
|
||||||
--
|
|
||||||
-- # 2) @{Detection#DETECTION_UNITS} class, extends @{Detection#DETECTION_BASE}
|
|
||||||
--
|
|
||||||
-- The @{Detection#DETECTION_UNITS} class will detect units within the battle zone.
|
|
||||||
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
|
||||||
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
|
|
||||||
--
|
|
||||||
-- # 3) @{Detection#DETECTION_TYPES} class, extends @{Detection#DETECTION_BASE}
|
|
||||||
--
|
|
||||||
-- The @{Detection#DETECTION_TYPES} class will detect units within the battle zone.
|
|
||||||
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
|
|
||||||
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
|
||||||
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
|
|
||||||
--
|
|
||||||
-- # 4) @{Detection#DETECTION_AREAS} class, extends @{Detection#DETECTION_BASE}
|
|
||||||
--
|
|
||||||
-- The @{Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
|
|
||||||
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
|
|
||||||
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
|
|
||||||
-- A set with multiple detected zones will be created as there are groups of units detected.
|
|
||||||
--
|
|
||||||
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
|
|
||||||
--
|
|
||||||
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
|
|
||||||
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
|
|
||||||
--
|
|
||||||
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
|
|
||||||
--
|
|
||||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
|
|
||||||
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
|
||||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
|
||||||
--
|
|
||||||
-- ## 4.4) Flare or Smoke detected units
|
|
||||||
--
|
|
||||||
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
|
||||||
--
|
|
||||||
-- ## 4.5) Flare or Smoke or Bound detected zones
|
|
||||||
--
|
|
||||||
-- Use the methods:
|
|
||||||
--
|
|
||||||
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
|
|
||||||
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
|
|
||||||
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
|
|
||||||
--
|
|
||||||
-- the detected zones when a new detection has taken place.
|
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -25750,7 +25518,191 @@ end
|
|||||||
|
|
||||||
do -- DETECTION_BASE
|
do -- DETECTION_BASE
|
||||||
|
|
||||||
--- DETECTION_BASE class
|
--- # 1) DETECTION_BASE class, extends @{Fsm#FSM}
|
||||||
|
--
|
||||||
|
-- The DETECTION_BASE class defines the core functions to administer detected objects.
|
||||||
|
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
|
||||||
|
--
|
||||||
|
-- ## 1.1) DETECTION_BASE constructor
|
||||||
|
--
|
||||||
|
-- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method.
|
||||||
|
--
|
||||||
|
-- ## 1.2) DETECTION_BASE initialization
|
||||||
|
--
|
||||||
|
-- By default, detection will return detected objects with all the detection sensors 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 objects it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
|
||||||
|
--
|
||||||
|
-- * @{#DETECTION_BASE.InitDetectVisual}(): Detected using Visual.
|
||||||
|
-- * @{#DETECTION_BASE.InitDetectOptical}(): Detected using Optical.
|
||||||
|
-- * @{#DETECTION_BASE.InitDetectRadar}(): Detected using Radar.
|
||||||
|
-- * @{#DETECTION_BASE.InitDetectIRST}(): Detected using IRST.
|
||||||
|
-- * @{#DETECTION_BASE.InitDetectRWR}(): Detected using RWR.
|
||||||
|
-- * @{#DETECTION_BASE.InitDetectDLINK}(): Detected using DLINK.
|
||||||
|
--
|
||||||
|
-- ## 1.3) DETECTION_BASE derived classes group the detected units into a DetectedItems[] list
|
||||||
|
--
|
||||||
|
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
|
||||||
|
-- of grouping of detected units. Each DetectedItem within the DetectedItems[] list contains
|
||||||
|
-- a SET_UNIT object that contains the detected units that belong to that group.
|
||||||
|
--
|
||||||
|
-- Derived classes will apply different methods to group the detected units.
|
||||||
|
-- Examples are per area, per quadrant, per distance, per type.
|
||||||
|
-- See further the derived DETECTION classes on which grouping methods are currently supported.
|
||||||
|
--
|
||||||
|
-- Various methods exist how to retrieve the grouped items from a DETECTION_BASE derived class:
|
||||||
|
--
|
||||||
|
-- * The method @{Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
|
||||||
|
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedItem}( DetectedItemIndex ).
|
||||||
|
-- Note that this method returns a DetectedItem element from the list, that contains a Set variable and further information
|
||||||
|
-- about the DetectedItem that is set by the DETECTION_BASE derived classes, used to group the DetectedItem.
|
||||||
|
-- * A DetectedSet from the DetectedItems[] list can be retrieved using the method @{Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
|
||||||
|
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
|
||||||
|
--
|
||||||
|
-- ## 1.4) Apply additional Filters to fine-tune the detected objects
|
||||||
|
--
|
||||||
|
-- By default, DCS World will return any object that is in LOS and within "visual reach", or detectable through one of the electronic detection means.
|
||||||
|
-- That being said, the DCS World detection algorithm can sometimes be unrealistic.
|
||||||
|
-- Especially for a visual detection, DCS World is able to report within 1 second a detailed detection of a group of 20 units (including types of the units) that are 10 kilometers away, using only visual capabilities.
|
||||||
|
-- Additionally, trees and other obstacles are not accounted during the DCS World detection.
|
||||||
|
--
|
||||||
|
-- Therefore, an additional (optional) filtering has been built into the DETECTION_BASE class, that can be set for visual detected units.
|
||||||
|
-- For electronic detection, this filtering is not applied, only for visually detected targets.
|
||||||
|
--
|
||||||
|
-- The following additional filtering can be applied for visual filtering:
|
||||||
|
--
|
||||||
|
-- * A probability factor per kilometer distance.
|
||||||
|
-- * A probability factor based on the alpha angle between the detected object and the unit detecting.
|
||||||
|
-- A detection from a higher altitude allows for better detection than when on the ground.
|
||||||
|
-- * Define a probability factor for "cloudy zones", which are zones where forests or villages are located. In these zones, detection will be much more difficult.
|
||||||
|
-- The mission designer needs to define these cloudy zones within the mission, and needs to register these zones in the DETECTION_ objects additing a probability factor per zone.
|
||||||
|
--
|
||||||
|
-- I advise however, that, when you first use the DETECTION derived classes, that you don't use these filters.
|
||||||
|
-- Only when you experience unrealistic behaviour in your missions, these filters could be applied.
|
||||||
|
--
|
||||||
|
-- ### 1.4.1 ) Distance visual detection probability
|
||||||
|
--
|
||||||
|
-- Upon a **visual** detection, the further away a detected object is, the less likely it is to be detected properly.
|
||||||
|
-- Also, the speed of accurate detection plays a role.
|
||||||
|
--
|
||||||
|
-- A distance probability factor between 0 and 1 can be given, that will model a linear extrapolated probability over 10 km distance.
|
||||||
|
--
|
||||||
|
-- For example, if a probability factor of 0.6 (60%) is given, the extrapolated probabilities over 15 kilometers would like like:
|
||||||
|
-- 1 km: 96%, 2 km: 92%, 3 km: 88%, 4 km: 84%, 5 km: 80%, 6 km: 76%, 7 km: 72%, 8 km: 68%, 9 km: 64%, 10 km: 60%, 11 km: 56%, 12 km: 52%, 13 km: 48%, 14 km: 44%, 15 km: 40%.
|
||||||
|
--
|
||||||
|
-- Note that based on this probability factor, not only the detection but also the **type** of the unit will be applied!
|
||||||
|
--
|
||||||
|
-- Use the method @{Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
|
||||||
|
--
|
||||||
|
-- ### 1.4.2 ) Alpha Angle visual detection probability
|
||||||
|
--
|
||||||
|
-- Upon a **visual** detection, the higher the unit is during the detecting process, the more likely the detected unit is to be detected properly.
|
||||||
|
-- A detection at a 90% alpha angle is the most optimal, a detection at 10% is less and a detection at 0% is less likely to be correct.
|
||||||
|
--
|
||||||
|
-- A probability factor between 0 and 1 can be given, that will model a progressive extrapolated probability if the target would be detected at a 0° angle.
|
||||||
|
--
|
||||||
|
-- For example, if a alpha angle probability factor of 0.7 is given, the extrapolated probabilities of the different angles would look like:
|
||||||
|
-- 0°: 70%, 10°: 75,21%, 20°: 80,26%, 30°: 85%, 40°: 89,28%, 50°: 92,98%, 60°: 95,98%, 70°: 98,19%, 80°: 99,54%, 90°: 100%
|
||||||
|
--
|
||||||
|
-- Use the method @{Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
|
||||||
|
--
|
||||||
|
-- ### 1.4.3 ) Cloudy Zones detection probability
|
||||||
|
--
|
||||||
|
-- Upon a **visual** detection, the more a detected unit is within a cloudy zone, the less likely the detected unit is to be detected successfully.
|
||||||
|
-- The Cloudy Zones work with the ZONE_BASE derived classes. The mission designer can define within the mission
|
||||||
|
-- zones that reflect cloudy areas where detected units may not be so easily visually detected.
|
||||||
|
--
|
||||||
|
-- Use the method @{Detection#DETECTION_BASE.SetZoneProbability}() to set for a defined number of zones, the probability factors.
|
||||||
|
--
|
||||||
|
-- Note however, that the more zones are defined to be "cloudy" within a detection, the more performance it will take
|
||||||
|
-- from the DETECTION_BASE to calculate the presence of the detected unit within each zone.
|
||||||
|
-- Expecially for ZONE_POLYGON, try to limit the amount of nodes of the polygon!
|
||||||
|
--
|
||||||
|
-- Typically, this kind of filter would be applied for very specific areas were a detection needs to be very realisting for
|
||||||
|
-- AI not to detect so easily targets within a forrest or village rich area.
|
||||||
|
--
|
||||||
|
-- ## 1.5 ) Accept / Reject detected units
|
||||||
|
--
|
||||||
|
-- DETECTION_BASE can accept or reject successful detections based on the location of the detected object,
|
||||||
|
-- if it is located in range or located inside or outside of specific zones.
|
||||||
|
--
|
||||||
|
-- ### 1.5.1 ) Detection acceptance of within range limit
|
||||||
|
--
|
||||||
|
-- A range can be set that will limit a successful detection for a unit.
|
||||||
|
-- Use the method @{Detection#DETECTION_BASE.SetAcceptRange}() to apply a range in meters till where detected units will be accepted.
|
||||||
|
--
|
||||||
|
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
||||||
|
--
|
||||||
|
-- -- Build a detect object.
|
||||||
|
-- local Detection = DETECTION_BASE:New( SetGroup )
|
||||||
|
--
|
||||||
|
-- -- This will accept detected units if the range is below 5000 meters.
|
||||||
|
-- Detection:SetAcceptRange( 5000 )
|
||||||
|
--
|
||||||
|
-- -- Start the Detection.
|
||||||
|
-- Detection:Start()
|
||||||
|
--
|
||||||
|
--
|
||||||
|
-- ### 1.5.2 ) Detection acceptance if within zone(s).
|
||||||
|
--
|
||||||
|
-- Specific ZONE_BASE object(s) can be given as a parameter, which will only accept a detection if the unit is within the specified ZONE_BASE object(s).
|
||||||
|
-- Use the method @{Detection#DETECTION_BASE.SetAcceptZones}() will accept detected units if they are within the specified zones.
|
||||||
|
--
|
||||||
|
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
||||||
|
--
|
||||||
|
-- -- Search fo the zones where units are to be accepted.
|
||||||
|
-- local ZoneAccept1 = ZONE:New( "AcceptZone1" )
|
||||||
|
-- local ZoneAccept2 = ZONE:New( "AcceptZone2" )
|
||||||
|
--
|
||||||
|
-- -- Build a detect object.
|
||||||
|
-- local Detection = DETECTION_BASE:New( SetGroup )
|
||||||
|
--
|
||||||
|
-- -- This will accept detected units by Detection when the unit is within ZoneAccept1 OR ZoneAccept2.
|
||||||
|
-- Detection:SetAcceptZones( { ZoneAccept1, ZoneAccept2 } )
|
||||||
|
--
|
||||||
|
-- -- Start the Detection.
|
||||||
|
-- Detection:Start()
|
||||||
|
--
|
||||||
|
-- ### 1.5.3 ) Detection rejectance if within zone(s).
|
||||||
|
--
|
||||||
|
-- Specific ZONE_BASE object(s) can be given as a parameter, which will reject detection if the unit is within the specified ZONE_BASE object(s).
|
||||||
|
-- Use the method @{Detection#DETECTION_BASE.SetRejectZones}() will reject detected units if they are within the specified zones.
|
||||||
|
-- An example of how to use the method is shown below.
|
||||||
|
--
|
||||||
|
-- local SetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart() -- Build a SetGroup of Forward Air Controllers.
|
||||||
|
--
|
||||||
|
-- -- Search fo the zones where units are to be rejected.
|
||||||
|
-- local ZoneReject1 = ZONE:New( "RejectZone1" )
|
||||||
|
-- local ZoneReject2 = ZONE:New( "RejectZone2" )
|
||||||
|
--
|
||||||
|
-- -- Build a detect object.
|
||||||
|
-- local Detection = DETECTION_BASE:New( SetGroup )
|
||||||
|
--
|
||||||
|
-- -- This will reject detected units by Detection when the unit is within ZoneReject1 OR ZoneReject2.
|
||||||
|
-- Detection:SetRejectZones( { ZoneReject1, ZoneReject2 } )
|
||||||
|
--
|
||||||
|
-- -- Start the Detection.
|
||||||
|
-- Detection:Start()
|
||||||
|
--
|
||||||
|
-- ## 1.6) DETECTION_BASE is a Finite State Machine
|
||||||
|
--
|
||||||
|
-- Various Events and State Transitions can be tailored using DETECTION_BASE.
|
||||||
|
--
|
||||||
|
-- ### 1.6.1) DETECTION_BASE States
|
||||||
|
--
|
||||||
|
-- * **Detecting**: The detection is running.
|
||||||
|
-- * **Stopped**: The detection is stopped.
|
||||||
|
--
|
||||||
|
-- ### 1.6.2) DETECTION_BASE Events
|
||||||
|
--
|
||||||
|
-- * **Start**: Start the detection process.
|
||||||
|
-- * **Detect**: Detect new units.
|
||||||
|
-- * **Detected**: New units have been detected.
|
||||||
|
-- * **Stop**: Stop the detection process.
|
||||||
|
--
|
||||||
-- @type DETECTION_BASE
|
-- @type DETECTION_BASE
|
||||||
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
|
||||||
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
|
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
|
||||||
@ -26723,7 +26675,12 @@ end
|
|||||||
|
|
||||||
do -- DETECTION_UNITS
|
do -- DETECTION_UNITS
|
||||||
|
|
||||||
--- DETECTION_UNITS class
|
--- # 2) DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
|
||||||
|
--
|
||||||
|
-- The DETECTION_UNITS class will detect units within the battle zone.
|
||||||
|
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||||
|
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
|
||||||
|
--
|
||||||
-- @type DETECTION_UNITS
|
-- @type DETECTION_UNITS
|
||||||
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected.
|
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected.
|
||||||
-- @extends #DETECTION_BASE
|
-- @extends #DETECTION_BASE
|
||||||
@ -26933,7 +26890,13 @@ end
|
|||||||
|
|
||||||
do -- DETECTION_TYPES
|
do -- DETECTION_TYPES
|
||||||
|
|
||||||
--- DETECTION_TYPES class
|
--- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE}
|
||||||
|
--
|
||||||
|
-- The DETECTION_TYPES class will detect units within the battle zone.
|
||||||
|
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
|
||||||
|
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
|
||||||
|
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
|
||||||
|
--
|
||||||
-- @type DETECTION_TYPES
|
-- @type DETECTION_TYPES
|
||||||
-- @extends #DETECTION_BASE
|
-- @extends #DETECTION_BASE
|
||||||
DETECTION_TYPES = {
|
DETECTION_TYPES = {
|
||||||
@ -27116,7 +27079,38 @@ end
|
|||||||
|
|
||||||
do -- DETECTION_AREAS
|
do -- DETECTION_AREAS
|
||||||
|
|
||||||
--- DETECTION_AREAS class
|
--- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
|
||||||
|
--
|
||||||
|
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
|
||||||
|
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
|
||||||
|
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
|
||||||
|
-- A set with multiple detected zones will be created as there are groups of units detected.
|
||||||
|
--
|
||||||
|
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
|
||||||
|
--
|
||||||
|
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
|
||||||
|
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
|
||||||
|
--
|
||||||
|
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
|
||||||
|
--
|
||||||
|
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
|
||||||
|
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||||
|
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||||
|
--
|
||||||
|
-- ## 4.4) Flare or Smoke detected units
|
||||||
|
--
|
||||||
|
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
|
||||||
|
--
|
||||||
|
-- ## 4.5) Flare or Smoke or Bound detected zones
|
||||||
|
--
|
||||||
|
-- Use the methods:
|
||||||
|
--
|
||||||
|
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
|
||||||
|
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
|
||||||
|
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
|
||||||
|
--
|
||||||
|
-- the detected zones when a new detection has taken place.
|
||||||
|
--
|
||||||
-- @type DETECTION_AREAS
|
-- @type DETECTION_AREAS
|
||||||
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
|
||||||
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
|
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
|
||||||
@ -27861,8 +27855,7 @@ end
|
|||||||
|
|
||||||
|
|
||||||
|
|
||||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
|
--- **AI** -- **Air Patrolling or Staging.**
|
||||||
-- **Air Patrolling or Staging.**
|
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@ -28800,8 +28793,7 @@ function AI_PATROL_ZONE:OnPilotDead( EventData )
|
|||||||
self:__PilotDead( 1, EventData )
|
self:__PilotDead( 1, EventData )
|
||||||
end
|
end
|
||||||
end
|
end
|
||||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** --
|
--- **AI** -- **Provide Close Air Support to friendly ground troops.**
|
||||||
-- **Provide Close Air Support to friendly ground troops.**
|
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@ -29375,7 +29367,7 @@ function AI_CAS_ZONE:OnEventDead( EventData )
|
|||||||
end
|
end
|
||||||
|
|
||||||
|
|
||||||
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).**
|
--- **AI** - **Execute Combat Air Patrol (CAP).**
|
||||||
--
|
--
|
||||||
-- 
|
-- 
|
||||||
--
|
--
|
||||||
@ -31625,74 +31617,9 @@ do -- ACT_ROUTE_ZONE
|
|||||||
end
|
end
|
||||||
|
|
||||||
end -- ACT_ROUTE_ZONE
|
end -- ACT_ROUTE_ZONE
|
||||||
--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).
|
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
|
||||||
--
|
--
|
||||||
-- ===
|
-- 
|
||||||
--
|
|
||||||
-- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
|
||||||
--
|
|
||||||
-- ## ACT_ACCOUNT state machine:
|
|
||||||
--
|
|
||||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
|
||||||
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
|
||||||
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
|
||||||
-- but will have **different implementation behaviour** upon each event or state transition.
|
|
||||||
--
|
|
||||||
-- ### ACT_ACCOUNT **Events**:
|
|
||||||
--
|
|
||||||
-- These are the events defined in this class:
|
|
||||||
--
|
|
||||||
-- * **Start**: The process is started. The process will go into the Report state.
|
|
||||||
-- * **Event**: A relevant event has occured that needs to be accounted for. The process will go into the Account state.
|
|
||||||
-- * **Report**: The process is reporting to the player the accounting status of the DCS events.
|
|
||||||
-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
|
|
||||||
-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
|
|
||||||
--
|
|
||||||
-- ### ACT_ACCOUNT **Event methods**:
|
|
||||||
--
|
|
||||||
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
|
|
||||||
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
|
|
||||||
--
|
|
||||||
-- * **Immediate**: The event method has exactly the name of the event.
|
|
||||||
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
|
|
||||||
--
|
|
||||||
-- ### ACT_ACCOUNT **States**:
|
|
||||||
--
|
|
||||||
-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
|
|
||||||
-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
|
|
||||||
-- * **Report**: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.
|
|
||||||
-- * **Account**: The relevant DCS event has occurred, and is accounted for.
|
|
||||||
-- * **Success (*)**: All DCS events were accounted for.
|
|
||||||
-- * **Failed (*)**: The process has failed.
|
|
||||||
--
|
|
||||||
-- (*) End states of the process.
|
|
||||||
--
|
|
||||||
-- ### ACT_ACCOUNT state transition methods:
|
|
||||||
--
|
|
||||||
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
|
||||||
-- There are 2 moments when state transition methods will be called by the state machine:
|
|
||||||
--
|
|
||||||
-- * **Before** the state transition.
|
|
||||||
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
|
||||||
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
|
||||||
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
|
||||||
-- but then you'll need to specify your own logic using the AIControllable!
|
|
||||||
--
|
|
||||||
-- * **After** the state transition.
|
|
||||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
|
||||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
|
||||||
--
|
|
||||||
-- # 1) @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
|
|
||||||
--
|
|
||||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
|
||||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
|
||||||
-- The process will end after each target has been successfully destroyed.
|
|
||||||
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
|
|
||||||
--
|
|
||||||
--
|
|
||||||
-- ## ACT_ACCOUNT_DEADS constructor:
|
|
||||||
--
|
|
||||||
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
|
|
||||||
--
|
--
|
||||||
-- ===
|
-- ===
|
||||||
--
|
--
|
||||||
@ -31701,7 +31628,51 @@ end -- ACT_ROUTE_ZONE
|
|||||||
|
|
||||||
do -- ACT_ACCOUNT
|
do -- ACT_ACCOUNT
|
||||||
|
|
||||||
--- ACT_ACCOUNT class
|
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
|
||||||
|
--
|
||||||
|
-- ## ACT_ACCOUNT state machine:
|
||||||
|
--
|
||||||
|
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||||
|
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
|
||||||
|
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
|
||||||
|
-- but will have **different implementation behaviour** upon each event or state transition.
|
||||||
|
--
|
||||||
|
-- ### ACT_ACCOUNT States
|
||||||
|
--
|
||||||
|
-- * **Asigned**: The player is assigned.
|
||||||
|
-- * **Waiting**: Waiting for an event.
|
||||||
|
-- * **Report**: Reporting.
|
||||||
|
-- * **Account**: Account for an event.
|
||||||
|
-- * **Accounted**: All events have been accounted for, end of the process.
|
||||||
|
-- * **Failed**: Failed the process.
|
||||||
|
--
|
||||||
|
-- ### ACT_ACCOUNT Events
|
||||||
|
--
|
||||||
|
-- * **Start**: Start the process.
|
||||||
|
-- * **Wait**: Wait for an event.
|
||||||
|
-- * **Report**: Report the status of the accounting.
|
||||||
|
-- * **Event**: An event happened, process the event.
|
||||||
|
-- * **More**: More targets.
|
||||||
|
-- * **NoMore (*)**: No more targets.
|
||||||
|
-- * **Fail (*)**: The action process has failed.
|
||||||
|
--
|
||||||
|
-- (*) End states of the process.
|
||||||
|
--
|
||||||
|
-- ### ACT_ACCOUNT state transition methods:
|
||||||
|
--
|
||||||
|
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
|
||||||
|
-- There are 2 moments when state transition methods will be called by the state machine:
|
||||||
|
--
|
||||||
|
-- * **Before** the state transition.
|
||||||
|
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
|
||||||
|
-- If the state transition method returns false, then the processing of the state transition will not be done!
|
||||||
|
-- If you want to change the behaviour of the AIControllable at this event, return false,
|
||||||
|
-- but then you'll need to specify your own logic using the AIControllable!
|
||||||
|
--
|
||||||
|
-- * **After** the state transition.
|
||||||
|
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||||
|
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||||
|
--
|
||||||
-- @type ACT_ACCOUNT
|
-- @type ACT_ACCOUNT
|
||||||
-- @field Set#SET_UNIT TargetSetUnit
|
-- @field Set#SET_UNIT TargetSetUnit
|
||||||
-- @extends Core.Fsm#FSM_PROCESS
|
-- @extends Core.Fsm#FSM_PROCESS
|
||||||
@ -31783,7 +31754,18 @@ end -- ACT_ACCOUNT
|
|||||||
|
|
||||||
do -- ACT_ACCOUNT_DEADS
|
do -- ACT_ACCOUNT_DEADS
|
||||||
|
|
||||||
--- ACT_ACCOUNT_DEADS class
|
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
|
||||||
|
--
|
||||||
|
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||||
|
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||||
|
-- The process will end after each target has been successfully destroyed.
|
||||||
|
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
|
||||||
|
--
|
||||||
|
--
|
||||||
|
-- ## ACT_ACCOUNT_DEADS constructor:
|
||||||
|
--
|
||||||
|
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
|
||||||
|
--
|
||||||
-- @type ACT_ACCOUNT_DEADS
|
-- @type ACT_ACCOUNT_DEADS
|
||||||
-- @field Set#SET_UNIT TargetSetUnit
|
-- @field Set#SET_UNIT TargetSetUnit
|
||||||
-- @extends #ACT_ACCOUNT
|
-- @extends #ACT_ACCOUNT
|
||||||
@ -31827,7 +31809,7 @@ do -- ACT_ACCOUNT_DEADS
|
|||||||
-- @param #string Event
|
-- @param #string Event
|
||||||
-- @param #string From
|
-- @param #string From
|
||||||
-- @param #string To
|
-- @param #string To
|
||||||
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, From, Event, To )
|
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
|
||||||
self:E( { ProcessUnit, From, Event, To } )
|
self:E( { ProcessUnit, From, Event, To } )
|
||||||
|
|
||||||
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
|
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
|
||||||
@ -31840,17 +31822,21 @@ do -- ACT_ACCOUNT_DEADS
|
|||||||
-- @param #string Event
|
-- @param #string Event
|
||||||
-- @param #string From
|
-- @param #string From
|
||||||
-- @param #string To
|
-- @param #string To
|
||||||
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, From, Event, To, EventData )
|
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
|
||||||
self:T( { ProcessUnit, EventData, From, Event, To } )
|
self:T( { ProcessUnit, EventData, From, Event, To } )
|
||||||
|
|
||||||
self:T({self.Controllable})
|
self:T({self.Controllable})
|
||||||
|
|
||||||
self.TargetSetUnit:Flush()
|
self.TargetSetUnit:Flush()
|
||||||
|
|
||||||
|
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
|
||||||
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
|
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
|
||||||
|
self:T( "Sending Message" )
|
||||||
local TaskGroup = ProcessUnit:GetGroup()
|
local TaskGroup = ProcessUnit:GetGroup()
|
||||||
|
self.TargetSetUnit:Remove( EventData.IniUnitName )
|
||||||
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
|
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
|
||||||
end
|
end
|
||||||
|
self:T( { "After sending Message" } )
|
||||||
end
|
end
|
||||||
|
|
||||||
--- StateMachine callback function
|
--- StateMachine callback function
|
||||||
@ -31859,9 +31845,9 @@ do -- ACT_ACCOUNT_DEADS
|
|||||||
-- @param #string Event
|
-- @param #string Event
|
||||||
-- @param #string From
|
-- @param #string From
|
||||||
-- @param #string To
|
-- @param #string To
|
||||||
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, From, Event, To, EventData )
|
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
|
||||||
|
|
||||||
if self.TargetSetUnit:Count() > 1 then
|
if self.TargetSetUnit:Count() > 0 then
|
||||||
self:__More( 1 )
|
self:__More( 1 )
|
||||||
else
|
else
|
||||||
self:__NoMore( 1 )
|
self:__NoMore( 1 )
|
||||||
@ -34671,7 +34657,7 @@ do -- TASK_A2G_DISPATCHER
|
|||||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||||
if TargetSetUnit then
|
if TargetSetUnit then
|
||||||
local Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", ItemID ), TargetSetUnit )
|
local Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", ItemID ), TargetSetUnit )
|
||||||
--Task:SetTargetZone( DetectedZone )
|
Task:SetTargetZone( DetectedZone )
|
||||||
Task:SetDispatcher( self )
|
Task:SetDispatcher( self )
|
||||||
CASTask = Mission:AddTask( Task )
|
CASTask = Mission:AddTask( Task )
|
||||||
end
|
end
|
||||||
|
|||||||
Loading…
x
Reference in New Issue
Block a user