diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 9b9370bb3..7396cb7a6 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -1688,7 +1688,7 @@ do -- AI_A2A_DISPATCHER -- Add the CAP to the EWR network. - local RecceSet = self.Detection:GetDetectionSetGroup() + local RecceSet = self.Detection:GetDetectionSet() RecceSet:FilterPrefixes( DefenderSquadron.TemplatePrefixes ) RecceSet:FilterStart() diff --git a/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua index 0e64be634..557c9bc13 100644 --- a/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2G_Dispatcher.lua @@ -919,7 +919,7 @@ do -- AI_A2G_DISPATCHER AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff --- Defnes Landing location. - -- @field Landing + -- @field #AI_A2G_DISPATCHER.Landing AI_A2G_DISPATCHER.Landing = { NearAirbase = 1, AtRunway = 2, @@ -950,7 +950,12 @@ do -- AI_A2G_DISPATCHER AI_A2G_DISPATCHER.DefenseQueue = {} - + --- Defense approach types + -- @type #AI_A2G_DISPATCHER.DefenseApproach + AI_A2G_DISPATCHER.DefenseApproach = { + Random = 1, + Distance = 2, + } --- AI_A2G_DISPATCHER constructor. -- This is defining the A2G DISPATCHER for one coaliton. @@ -996,6 +1001,8 @@ do -- AI_A2G_DISPATCHER -- self.Detection:SetRefreshTimeInterval( 30 ) self:SetDefenseRadius() + self:SetDefenseLimit( nil ) + self:SetDefenseApproach( AI_A2G_DISPATCHER.DefenseApproach.Random ) self:SetIntercept( 300 ) -- A default intercept delay time of 300 seconds. self:SetDisengageRadius( 300000 ) -- The default Disengage Radius is 300 km. @@ -1126,7 +1133,7 @@ do -- AI_A2G_DISPATCHER self.TakeoffScheduleID = self:ScheduleRepeat( 10, 10, 0, nil, self.ResourceTakeoff, self ) - self:__Start( 5 ) + self:__Start( 1 ) return self end @@ -1148,6 +1155,53 @@ do -- AI_A2G_DISPATCHER end + --- Locks the DefenseItem from being defended. + -- @param #AI_A2G_DISPATCHER self + -- @param #string DetectedItemIndex The index of the detected item. + function AI_A2G_DISPATCHER:Lock( DetectedItemIndex ) + self:F( { DetectedItemIndex = DetectedItemIndex } ) + local DetectedItem = self.Detection:GetDetectedItemByIndex( DetectedItemIndex ) + if DetectedItem then + self:F( { Locked = DetectedItem } ) + self.Detection:LockDetectedItem( DetectedItem ) + end + end + + + --- Unlocks the DefenseItem from being defended. + -- @param #AI_A2G_DISPATCHER self + -- @param #string DetectedItemIndex The index of the detected item. + function AI_A2G_DISPATCHER:Unlock( DetectedItemIndex ) + self:F( { DetectedItemIndex = DetectedItemIndex } ) + self:F( { Index = self.Detection.DetectedItemsByIndex } ) + local DetectedItem = self.Detection:GetDetectedItemByIndex( DetectedItemIndex ) + if DetectedItem then + self:F( { Unlocked = DetectedItem } ) + self.Detection:UnlockDetectedItem( DetectedItem ) + end + end + + + --- Sets maximum zones to be engaged at one time by defenders. + -- @param #AI_A2G_DISPATCHER self + -- @param #number DefenseLimit The maximum amount of detected items to be engaged at the same time. + function AI_A2G_DISPATCHER:SetDefenseLimit( DefenseLimit ) + self:F( { DefenseLimit = DefenseLimit } ) + + self.DefenseLimit = DefenseLimit + end + + + --- Sets the method of the tactical approach of the defenses. + -- @param #AI_A2G_DISPATCHER self + -- @param #number DefenseApproach Use the structure AI_A2G_DISPATCHER.DefenseApproach to set the defense approach. + -- The default defense approach is AI_A2G_DISPATCHER.DefenseApproach.Random. + function AI_A2G_DISPATCHER:SetDefenseApproach( DefenseApproach ) + self:F( { DefenseApproach = DefenseApproach } ) + + self._DefenseApproach = DefenseApproach + end + --- @param #AI_A2G_DISPATCHER self function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron ) @@ -3467,6 +3521,20 @@ do -- AI_A2G_DISPATCHER end end + function Fsm:onafterPatrolRoute( Defender, From, Event, To, AttackSetUnit ) + self:F({"Defender PatrolRoute", Defender:GetName()}) + self:GetParent(self).onafterPatrolRoute( self, Defender, From, Event, To, AttackSetUnit ) + + local DefenderName = Defender:GetName() + local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER + local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) + if Squadron then + Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." ) + end + + Dispatcher:ClearDefenderTaskTarget( Defender ) + end + function Fsm:onafterRTB( Defender, From, Event, To ) self:F({"Defender RTB", Defender:GetName()}) self:GetParent(self).onafterRTB( self, Defender, From, Event, To ) @@ -3564,15 +3632,15 @@ do -- AI_A2G_DISPATCHER end end - function Fsm:OnAfterEngageRoute( Defender, From, Event, To, AttackSetUnit ) + function Fsm:onafterEngageRoute( Defender, From, Event, To, AttackSetUnit ) self:F({"Engage Route", Defender:GetName()}) - --self:GetParent(self).onafterBirth( self, Defender, From, Event, To ) + self:GetParent(self).onafterEngageRoute( self, Defender, From, Event, To, AttackSetUnit ) local DefenderName = Defender:GetName() local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER local Squadron = Dispatcher:GetSquadronFromDefender( Defender ) - if FirstUnit then + if Squadron then local FirstUnit = AttackSetUnit:GetFirst() local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE @@ -3886,7 +3954,7 @@ do -- AI_A2G_DISPATCHER end end - return nil, nil, nil + return 0, 0, 0 end @@ -3919,7 +3987,7 @@ do -- AI_A2G_DISPATCHER end end - return nil, nil, nil + return 0, 0, 0 end @@ -3952,11 +4020,29 @@ do -- AI_A2G_DISPATCHER end end - return nil, nil, nil + return 0, 0, 0 end + --- Assigns A2G AI Tasks in relation to the detected items. + -- @param #AI_A2G_DISPATCHER self + function AI_A2G_DISPATCHER:Order( DetectedItem ) + local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem ) + + local ShortestDistance = 999999999 + + for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do + local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE + local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate ) + + if EvaluateDistance <= ShortestDistance then + ShortestDistance = EvaluateDistance + end + end + + return ShortestDistance + end --- Assigns A2G AI Tasks in relation to the detected items. -- @param #AI_A2G_DISPATCHER self @@ -3983,7 +4069,9 @@ do -- AI_A2G_DISPATCHER self:ClearDefenderTask( DefenderGroup ) end else + -- TODO: prio 1, what is this index stuff again, simplify it. if DefenderTask.Target then + self:F( { TargetIndex = DefenderTask.Target.Index } ) local AttackerItem = Detection:GetDetectedItemByIndex( DefenderTask.Target.Index ) if not AttackerItem then self:F( { "Removing obsolete Target:", DefenderTask.Target.Index } ) @@ -4006,104 +4094,123 @@ do -- AI_A2G_DISPATCHER local DefenderGroupCount = 0 local DefendersTotal = 0 + local DefenseTotal = 0 -- Now that all obsolete tasks are removed, loop through the detected targets. - for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do + --for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do + for DetectedItemID, DetectedItem in UTILS.spairs( Detection:GetDetectedItems(), function( t, a, b ) return self:Order(t[a]) < self:Order(t[b]) end ) do - local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem - local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT - local DetectedCount = DetectedSet:Count() - local DetectedZone = DetectedItem.Zone - - self:F( { "Target ID", DetectedItem.ItemID } ) - DetectedSet:Flush( self ) - - local DetectedID = DetectedItem.ID - local DetectionIndex = DetectedItem.Index - local DetectedItemChanged = DetectedItem.Changed - - local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem ) - - -- Calculate if for this DetectedItem if a defense needs to be initiated. - -- This calculation is based on the distance between the defense point and the attackers, and the defensiveness parameter. - -- The attackers closest to the defense coordinates will be handled first, or course! - - local EngageCoordinate = nil - - for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do - local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE - - local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate ) - - if EvaluateDistance <= self.DefenseRadius then - - local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * self.DefenseReactivity ) - local DefenseProbability = math.random() - - self:F( { DistanceProbability = DistanceProbability, DefenseProbability = DefenseProbability } ) - - if DefenseProbability <= DistanceProbability / ( 300 / 30 ) then - EngageCoordinate = DefenseCoordinate - break - end - end - end - - if EngageCoordinate then - do - local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_SEAD( DetectedItem ) -- Returns a SET_UNIT with the SEAD targets to be engaged... - if DefendersMissing and DefendersMissing > 0 then - self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } ) - self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "SEAD", EngageCoordinate ) - end - end + if not self.Detection:IsDetectedItemLocked( DetectedItem ) == true then + local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem + local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT + local DetectedCount = DetectedSet:Count() + local DetectedZone = DetectedItem.Zone - do - local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged... - if DefendersMissing and DefendersMissing > 0 then - self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } ) - self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "CAS", EngageCoordinate ) - end - end + self:F( { "Target ID", DetectedItem.ItemID } ) + + self:F( { DefenseLimit = self.DefenseLimitmit, DefenseTotal = DefenseTotal } ) + DetectedSet:Flush( self ) - do - local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_BAI( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged... - if DefendersMissing and DefendersMissing > 0 then - self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } ) - self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "BAI", EngageCoordinate ) + local DetectedID = DetectedItem.ID + local DetectionIndex = DetectedItem.Index + local DetectedItemChanged = DetectedItem.Changed + + local AttackCoordinate = self.Detection:GetDetectedItemCoordinate( DetectedItem ) + + -- Calculate if for this DetectedItem if a defense needs to be initiated. + -- This calculation is based on the distance between the defense point and the attackers, and the defensiveness parameter. + -- The attackers closest to the defense coordinates will be handled first, or course! + + local EngageCoordinate = nil + + for DefenseCoordinateName, DefenseCoordinate in pairs( self.DefenseCoordinates ) do + local DefenseCoordinate = DefenseCoordinate -- Core.Point#COORDINATE + + local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate ) + + if EvaluateDistance <= self.DefenseRadius then + + local DistanceProbability = ( self.DefenseRadius / EvaluateDistance * self.DefenseReactivity ) + local DefenseProbability = math.random() + + self:F( { DistanceProbability = DistanceProbability, DefenseProbability = DefenseProbability } ) + + if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Random then + + if DefenseProbability <= DistanceProbability / ( 300 / 30 ) then + EngageCoordinate = DefenseCoordinate + break + end + end + if self._DefenseApproach == AI_A2G_DISPATCHER.DefenseApproach.Distance then + EngageCoordinate = DefenseCoordinate + break + end end end - end - --- do --- local DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem ) --- if DefendersMissing and DefendersMissing > 0 then --- self:F( { DefendersMissing = DefendersMissing } ) --- self:CAS( DetectedItem, DefendersMissing, Friendlies ) --- end --- end - - if self.TacticalDisplay then - -- Show tactical situation - local ThreatLevel = DetectedItem.Set:CalculateThreatLevelA2G() - 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 ) ) ) + + if EngageCoordinate and DefenseTotal < self.DefenseLimit then + do + local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_SEAD( DetectedItem ) -- Returns a SET_UNIT with the SEAD targets to be engaged... + if DefendersMissing > 0 then + self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } ) + self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "SEAD", EngageCoordinate ) + end + end + + do + local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_CAS( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged... + if DefendersMissing > 0 then + self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } ) + self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "CAS", EngageCoordinate ) + end + end + + do + local DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies = self:Evaluate_BAI( DetectedItem ) -- Returns a SET_UNIT with the CAS targets to be engaged... + if DefendersMissing > 0 then + self:F( { DefendersTotal = DefendersTotal, DefendersEngaged = DefendersEngaged, DefendersMissing = DefendersMissing } ) + self:Defend( DetectedItem, DefendersTotal, DefendersEngaged, DefendersMissing, Friendlies, "BAI", EngageCoordinate ) + end + end + end + for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do local Defender = Defender -- Wrapper.Group#GROUP - if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then - if Defender:IsAlive() then - DefenderGroupCount = DefenderGroupCount + 1 - local Fuel = Defender:GetFuelMin() * 100 - local Damage = Defender:GetLife() / Defender:GetLife0() * 100 - Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s", - Defender:GetName(), - DefenderTask.Type, - DefenderTask.Fsm:GetState(), - Defender:GetSize(), - Fuel, - Damage, - Defender:HasTask() == true and "Executing" or "Idle" ) ) + if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then + DefenseTotal = DefenseTotal + 1 + end + end + + for DefenseQueueID, DefenseQueueItem in pairs( self.DefenseQueue ) do + local DefenseQueueItem = DefenseQueueItem -- #AI_A2G_DISPATCHER.DefenseQueueItem + if DefenseQueueItem.AttackerDetection.Index == DetectedItem.Index then + DefenseTotal = DefenseTotal + 1 + end + end + + if self.TacticalDisplay then + -- Show tactical situation + local ThreatLevel = DetectedItem.Set:CalculateThreatLevelA2G() + 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 ) ) ) + for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do + local Defender = Defender -- Wrapper.Group#GROUP + if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then + if Defender:IsAlive() then + DefenderGroupCount = DefenderGroupCount + 1 + local Fuel = Defender:GetFuelMin() * 100 + local Damage = Defender:GetLife() / Defender:GetLife0() * 100 + Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s", + Defender:GetName(), + DefenderTask.Type, + DefenderTask.Fsm:GetState(), + Defender:GetSize(), + Fuel, + Damage, + Defender:HasTask() == true and "Executing" or "Idle" ) ) + end end - end + end end end end diff --git a/Moose Development/Moose/Core/Goal.lua b/Moose Development/Moose/Core/Goal.lua index 4165e7f3f..ac1f616b9 100644 --- a/Moose Development/Moose/Core/Goal.lua +++ b/Moose Development/Moose/Core/Goal.lua @@ -142,6 +142,7 @@ do -- Goal -- @param #GOAL self -- @param #string PlayerName The name of the player. function GOAL:AddPlayerContribution( PlayerName ) + self:F({PlayerName}) self.Players[PlayerName] = self.Players[PlayerName] or 0 self.Players[PlayerName] = self.Players[PlayerName] + 1 self.TotalContributions = self.TotalContributions + 1 diff --git a/Moose Development/Moose/Core/Set.lua b/Moose Development/Moose/Core/Set.lua index e4e2c3edf..4399c92f7 100644 --- a/Moose Development/Moose/Core/Set.lua +++ b/Moose Development/Moose/Core/Set.lua @@ -130,6 +130,20 @@ do -- SET_BASE return self end + + --- Clear the Objects in the Set. + -- @param #SET_BASE self + -- @return #SET_BASE self + function SET_BASE:Clear() + + for Name, Object in pairs( self.Set ) do + self:Remove( Name ) + end + + return self + end + + --- Finds an @{Core.Base#BASE} object based on the object Name. -- @param #SET_BASE self @@ -148,7 +162,7 @@ do -- SET_BASE function SET_BASE:GetSet() self:F2() - return self.Set + return self.Set or {} end --- Gets a list of the Names of the Objects in the Set. diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 2c00f48f5..871404e96 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -631,8 +631,8 @@ end -- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty. -- @{#ZONE_RADIUS. -- @param #ZONE_RADIUS self --- @param ObjectCategories --- @param UnitCategories +-- @param ObjectCategories An array of categories of the objects to find in the zone. +-- @param UnitCategories An array of unit categories of the objects to find in the zone. -- @usage -- self.Zone:Scan() -- local IsAttacked = self.Zone:IsSomeInZoneOfCoalition( self.Coalition ) @@ -704,6 +704,31 @@ function ZONE_RADIUS:GetScannedUnits() end +function ZONE_RADIUS:GetScannedSetUnit() + + local SetUnit = SET_UNIT:New() + + if self.ScanData then + for ObjectID, UnitObject in pairs( self.ScanData.Units ) do + local UnitObject = UnitObject -- DCS#Unit + if UnitObject:isExist() then + local FoundUnit = UNIT:FindByName( UnitObject:getName() ) + if FoundUnit then + SetUnit:AddUnit( FoundUnit ) + else + local FoundStatic = STATIC:FindByName( UnitObject:getName() ) + if FoundStatic then + SetUnit:AddUnit( FoundStatic ) + end + end + end + end + end + + return SetUnit +end + + function ZONE_RADIUS:CountScannedCoalitions() local Count = 0 diff --git a/Moose Development/Moose/Functional/Designate.lua b/Moose Development/Moose/Functional/Designate.lua index b8b1c24bb..a11aa21b8 100644 --- a/Moose Development/Moose/Functional/Designate.lua +++ b/Moose Development/Moose/Functional/Designate.lua @@ -469,7 +469,7 @@ do -- DESIGNATE self.CC = CC self.Detection = Detection self.AttackSet = AttackSet - self.RecceSet = Detection:GetDetectionSetGroup() + self.RecceSet = Detection:GetDetectionSet() self.Recces = {} self.Designating = {} self:SetDesignateName() @@ -1182,7 +1182,7 @@ do -- DESIGNATE local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) + local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem ) local MarkingCount = 0 local MarkedTypes = {} @@ -1352,7 +1352,7 @@ do -- DESIGNATE end local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) + local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem ) local Recces = self.Recces @@ -1377,7 +1377,7 @@ do -- DESIGNATE function DESIGNATE:onafterSmoke( From, Event, To, Index, Color ) local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) + local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem ) local TargetSetUnitCount = TargetSetUnit:Count() local MarkedCount = 0 @@ -1393,7 +1393,7 @@ do -- DESIGNATE self:F( "Smoking ..." ) local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2()) - local RecceUnit = RecceGroup:GetUnit( 1 ) + local RecceUnit = RecceGroup:GetUnit( 1 ) -- Wrapper.Unit#UNIT if RecceUnit then @@ -1422,7 +1422,7 @@ do -- DESIGNATE function DESIGNATE:onafterIlluminate( From, Event, To, Index ) local DetectedItem = self.Detection:GetDetectedItemByIndex( Index ) - local TargetSetUnit = self.Detection:GetDetectedSet( DetectedItem ) + local TargetSetUnit = self.Detection:GetDetectedItemSet( DetectedItem ) local TargetUnit = TargetSetUnit:GetFirst() if TargetUnit then diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index c3eb65ccd..99f98848b 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -305,9 +305,9 @@ do -- DETECTION_BASE --- DETECTION constructor. -- @param #DETECTION_BASE self - -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. + -- @param Core.Set#SET_BASE DetectionSet The @{Set} that is used to detect the units. -- @return #DETECTION_BASE self - function DETECTION_BASE:New( DetectionSetGroup ) + function DETECTION_BASE:New( DetectionSet ) -- Inherits from BASE local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_BASE @@ -316,7 +316,7 @@ do -- DETECTION_BASE self.DetectedItemMax = 0 self.DetectedItems = {} - self.DetectionSetGroup = DetectionSetGroup + self.DetectionSet = DetectionSet self.RefreshTimeInterval = 30 @@ -398,7 +398,7 @@ do -- DETECTION_BASE -- @param #string To The To State string. self:AddTransition( "Detecting", "Detect", "Detecting" ) - self:AddTransition( "Detecting", "DetectionGroup", "Detecting" ) + self:AddTransition( "Detecting", "Detection", "Detecting" ) --- OnBefore Transition Handler for Event Detect. -- @function [parent=#DETECTION_BASE] OnBeforeDetect @@ -540,11 +540,12 @@ do -- DETECTION_BASE self.DetectedObjects[DetectionObjectName].Distance = 10000000 end - for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do + + self.DetectionCount = self.DetectionSet:Count() + for DetectionID, DetectionData in pairs( self.DetectionSet:GetSet() ) do --self:F( { DetectionGroupData } ) - self:F( { DetectionGroup = DetectionGroupData:GetName() } ) - self:__DetectionGroup( DetectDelay, DetectionGroupData, DetectionTimeStamp ) -- Process each detection asynchronously. - self.DetectionCount = self.DetectionCount + 1 + self:F( { DetectionGroup = DetectionData:GetName() } ) + self:__Detection( DetectDelay, DetectionData, DetectionTimeStamp ) -- Process each detection asynchronously. DetectDelay = DetectDelay + 1 end end @@ -555,7 +556,7 @@ do -- DETECTION_BASE -- @param #string To The To State string. -- @param Wrapper.Group#GROUP DetectionGroup The Group detecting. -- @param #number DetectionTimeStamp Time stamp of detection event. - function DETECTION_BASE:onafterDetectionGroup( From, Event, To, DetectionGroup, DetectionTimeStamp ) + function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp ) --self:F( { DetectedObjects = self.DetectedObjects } ) @@ -563,16 +564,16 @@ do -- DETECTION_BASE local HasDetectedObjects = false - if DetectionGroup:IsAlive() then + if Detection:IsAlive() then --self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } ) - local DetectionGroupName = DetectionGroup:GetName() - local DetectionUnit = DetectionGroup:GetUnit(1) + local DetectionGroupName = Detection:GetName() + local DetectionUnit = Detection:GetUnit(1) local DetectedUnits = {} - local DetectedTargets = DetectionGroup:GetDetectedTargets( + local DetectedTargets = Detection:GetDetectedTargets( self.DetectVisual, self.DetectOptical, self.DetectRadar, @@ -624,7 +625,7 @@ do -- DETECTION_BASE local DetectedObjectVec3 = DetectedObject:getPoint() local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z } - local DetectionGroupVec3 = DetectionGroup:GetVec3() + local DetectionGroupVec3 = Detection:GetVec3() local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z } local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 + @@ -838,7 +839,7 @@ do -- DETECTION_BASE local DetectedItems = self:GetDetectedItems() for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do - local DetectedSet = self:GetDetectedSet( DetectedItem ) + local DetectedSet = self:GetDetectedItemSet( DetectedItem ) if DetectedSet then DetectedSet:RemoveUnitsByName( UnitName ) end @@ -1524,21 +1525,21 @@ do -- DETECTION_BASE self.DetectedItemCount = self.DetectedItemCount + 1 self.DetectedItemMax = self.DetectedItemMax + 1 - if DetectedItemKey then - self.DetectedItems[DetectedItemKey] = DetectedItem - else - self.DetectedItems[self.DetectedItemMax] = DetectedItem - end - - self.DetectedItemsByIndex[self.DetectedItemMax] = DetectedItem + DetectedItemKey = DetectedItemKey or self.DetectedItemMax + self.DetectedItems[DetectedItemKey] = DetectedItem + self.DetectedItemsByIndex[DetectedItemKey] = DetectedItem + DetectedItem.Index = DetectedItemKey DetectedItem.Set = Set or SET_UNIT:New():FilterDeads():FilterCrashes() - DetectedItem.Index = DetectedItemKey or self.DetectedItemMax DetectedItem.ItemID = ItemPrefix .. "." .. self.DetectedItemMax DetectedItem.ID = self.DetectedItemMax DetectedItem.Removed = false + if self.Locking then + self:LockDetectedItem( DetectedItem ) + end + return DetectedItem end @@ -1549,9 +1550,11 @@ do -- DETECTION_BASE -- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added. -- @param Core.Zone#ZONE_UNIT Zone (optional) The Zone to be added where the Units are located. -- @return #DETECTION_BASE.DetectedItem - function DETECTION_BASE:AddDetectedItemZone( DetectedItemKey, Set, Zone ) + function DETECTION_BASE:AddDetectedItemZone( ItemPrefix, DetectedItemKey, Set, Zone ) - local DetectedItem = self:AddDetectedItem( "AREA", DetectedItemKey, Set ) + self:F( { ItemPrefix, DetectedItemKey, Set, Zone } ) + + local DetectedItem = self:AddDetectedItem( ItemPrefix, DetectedItemKey, Set ) DetectedItem.Zone = Zone @@ -1624,7 +1627,9 @@ do -- DETECTION_BASE -- @return #DETECTION_BASE.DetectedItem function DETECTION_BASE:GetDetectedItemByIndex( Index ) - self:F( { DetectedItemsByIndex = self.DetectedItemsByIndex } ) + self:I( { DetectedItemsByIndex = self.DetectedItemsByIndex } ) + + self:I( { self.DetectedItemsByIndex } ) local DetectedItem = self.DetectedItemsByIndex[Index] if DetectedItem then @@ -1661,7 +1666,7 @@ do -- DETECTION_BASE -- @param #DETECTION_BASE self -- @param #DETECTION_BASE.DetectedItem DetectedItem -- @return Core.Set#SET_UNIT DetectedSet - function DETECTION_BASE:GetDetectedSet( DetectedItem ) + function DETECTION_BASE:GetDetectedItemSet( DetectedItem ) local DetectedSetUnit = DetectedItem and DetectedItem.Set if DetectedSetUnit then @@ -1724,6 +1729,68 @@ do -- DETECTION_BASE end + --- Lock the detected items when created and lock all existing detected items. + -- @param #DETECTION_BASE self + -- @return #DETECTION_BASE + function DETECTION_BASE:LockDetectedItems() + + for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do + self:LockDetectedItem( DetectedItem ) + end + self.Locking = true + + return self + end + + + --- Unlock the detected items when created and unlock all existing detected items. + -- @param #DETECTION_BASE self + -- @return #DETECTION_BASE + function DETECTION_BASE:UnlockDetectedItems() + + for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do + self:UnlockDetectedItem( DetectedItem ) + end + self.Locking = nil + + return self + end + + --- Validate if the detected item is locked. + -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. + -- @return #boolean + function DETECTION_BASE:IsDetectedItemLocked( DetectedItem ) + + return self.Locking and DetectedItem.Locked == true + + end + + + --- Lock a detected item. + -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. + -- @return #DETECTION_BASE + function DETECTION_BASE:LockDetectedItem( DetectedItem ) + + DetectedItem.Locked = true + + return self + end + + --- Unlock a detected item. + -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. + -- @return #DETECTION_BASE + function DETECTION_BASE:UnlockDetectedItem( DetectedItem ) + + DetectedItem.Locked = nil + + return self + end + + + --- Set the detected item coordinate. -- @param #DETECTION_BASE self @@ -1810,13 +1877,13 @@ do -- DETECTION_BASE return nil end - --- Get the detection Groups. + --- Get the Detection Set. -- @param #DETECTION_BASE self - -- @return Core.Set#SET_GROUP - function DETECTION_BASE:GetDetectionSetGroup() + -- @return Core.Set#SET_BASE + function DETECTION_BASE:GetDetectionSet() - local DetectionSetGroup = self.DetectionSetGroup - return DetectionSetGroup + local DetectionSet = self.DetectionSet + return DetectionSet end --- Find the nearest Recce of the DetectedItem. @@ -1828,7 +1895,7 @@ do -- DETECTION_BASE local NearestRecce = nil local DistanceRecce = 1000000000 -- Units are not further than 1000000 km away from an area :-) - for RecceGroupName, RecceGroup in pairs( self.DetectionSetGroup:GetSet() ) do + for RecceGroupName, RecceGroup in pairs( self.DetectionSet:GetSet() ) do if RecceGroup and RecceGroup:IsAlive() then for RecceUnit, RecceUnit in pairs( RecceGroup:GetUnits() ) do if RecceUnit:IsActive() then @@ -2033,7 +2100,7 @@ do -- DETECTION_UNITS local DetectedFirstUnitCoord = DetectedFirstUnit:GetCoordinate() self:SetDetectedItemCoordinate( DetectedItem, DetectedFirstUnitCoord, DetectedFirstUnit ) - self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table + self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table self:SetDetectedItemThreatLevel( DetectedItem ) self:NearestRecce( DetectedItem ) @@ -2268,7 +2335,7 @@ do -- DETECTION_TYPES local DetectedUnitCoord = DetectedFirstUnit:GetCoordinate() self:SetDetectedItemCoordinate( DetectedItem, DetectedUnitCoord, DetectedFirstUnit ) - self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table + self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table self:SetDetectedItemThreatLevel( DetectedItem ) self:NearestRecce( DetectedItem ) end @@ -2286,7 +2353,7 @@ do -- DETECTION_TYPES function DETECTION_TYPES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings ) self:F( { DetectedItem = DetectedItem } ) - local DetectedSet = self:GetDetectedSet( DetectedItem ) + local DetectedSet = self:GetDetectedItemSet( DetectedItem ) local DetectedItemID = self:GetDetectedItemID( DetectedItem ) self:T( DetectedItem ) @@ -2408,7 +2475,7 @@ do -- DETECTION_AREAS local DetectedItemID = self:GetDetectedItemID( DetectedItem ) if DetectedItem then - local DetectedSet = self:GetDetectedSet( DetectedItem ) + local DetectedSet = self:GetDetectedItemSet( DetectedItem ) local ReportSummaryItem local DetectedZone = self:GetDetectedItemZone( DetectedItem ) @@ -2741,7 +2808,7 @@ do -- DETECTION_AREAS if AddedToDetectionArea == false then -- New detection area - local DetectedItem = self:AddDetectedItemZone( nil, + local DetectedItem = self:AddDetectedItemZone( "AREA", nil, SET_UNIT:New():FilterDeads():FilterCrashes(), ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange ) ) @@ -2773,7 +2840,7 @@ do -- DETECTION_AREAS -- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed". -- This is for the A2G dispatcher to detect if there is a change in the tactical situation. local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) - self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table + self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then DetectedItem.Changed = true @@ -2819,3 +2886,5 @@ do -- DETECTION_AREAS end end + + diff --git a/Moose Development/Moose/Functional/DetectionZones.lua b/Moose Development/Moose/Functional/DetectionZones.lua new file mode 100644 index 000000000..c44ef9efe --- /dev/null +++ b/Moose Development/Moose/Functional/DetectionZones.lua @@ -0,0 +1,402 @@ +do -- DETECTION_ZONES + + --- @type DETECTION_ZONES + -- @field DCS#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 @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. + -- @extends Functional.Detection#DETECTION_BASE + + --- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s), + -- and will build a list (table) of @{Core.Set#SET_UNIT}s containing the @{Wrapper.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 @{Functional.Detection#DECTECTION_BASE} and + -- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_ZONES}. + -- + -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.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 @{Functional.Detection#DETECTION_BASE.GetDetectionZones}(). + -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}(). + -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index. + -- + -- ## 4.4) Flare or Smoke detected units + -- + -- Use the methods @{Functional.Detection#DETECTION_ZONES.FlareDetectedUnits}() or @{Functional.Detection#DETECTION_ZONES.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: + -- + -- * @{Functional.Detection#DETECTION_ZONES.FlareDetectedZones}() to flare in a color + -- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to smoke in a color + -- * @{Functional.Detection#DETECTION_ZONES.SmokeDetectedZones}() to bound with a tire with a white flag + -- + -- the detected zones when a new detection has taken place. + -- + -- @field #DETECTION_ZONES + DETECTION_ZONES = { + ClassName = "DETECTION_ZONES", + DetectionZoneRange = nil, + } + + + --- DETECTION_ZONES constructor. + -- @param #DETECTION_ZONES self + -- @param Core.Set#SET_ZONE_RADIUS DetectionSetZone The @{Set} of ZONE_RADIUS. + -- @param DCS#Coalition.side DetectionCoalition The coalition of the detection. + -- @return #DETECTION_ZONES + function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition ) + + -- Inherits from DETECTION_BASE + local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) + + self.DetectionSetZone = DetectionSetZone + self.DetectionCoalition = DetectionCoalition + + self._SmokeDetectedUnits = false + self._FlareDetectedUnits = false + self._SmokeDetectedZones = false + self._FlareDetectedZones = false + self._BoundDetectedZones = false + + return self + end + + + --- Report summary of a detected item using a given numeric index. + -- @param #DETECTION_ZONES self + -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem. + -- @param Wrapper.Group#GROUP AttackGroup The group to get the settings for. + -- @param Core.Settings#SETTINGS Settings (Optional) Message formatting settings to use. + -- @return Core.Report#REPORT The report of the detection items. + function DETECTION_ZONES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings ) + self:F( { DetectedItem = DetectedItem } ) + + local DetectedItemID = self:GetDetectedItemID( DetectedItem ) + + if DetectedItem then + local DetectedSet = self:GetDetectedItemSet( DetectedItem ) + local ReportSummaryItem + + local DetectedZone = self:GetDetectedItemZone( DetectedItem ) + local DetectedItemCoordinate = DetectedZone:GetCoordinate() + local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings ) + + local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem ) + local DetectedItemsCount = DetectedSet:Count() + local DetectedItemsTypes = DetectedSet:GetTypeNames() + + local Report = REPORT:New() + Report:Add(DetectedItemID .. ", " .. DetectedItemCoordText) + Report:Add( string.format( "Threat: [%s]", string.rep( "■", ThreatLevelA2G ), string.rep( "□", 10-ThreatLevelA2G ) ) ) + Report:Add( string.format("Type: %2d of %s", DetectedItemsCount, DetectedItemsTypes ) ) + Report:Add( string.format("Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) ) + + return Report + end + + return nil + end + + --- Report detailed of a detection result. + -- @param #DETECTION_ZONES self + -- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for. + -- @return #string + function DETECTION_ZONES:DetectedReportDetailed( AttackGroup ) --R2.1 Fixed missing report + self:F() + + local Report = REPORT:New() + for DetectedItemIndex, DetectedItem in pairs( self.DetectedItems ) do + local DetectedItem = DetectedItem -- #DETECTION_BASE.DetectedItem + local ReportSummary = self:DetectedItemReportSummary( DetectedItem, AttackGroup ) + Report:SetTitle( "Detected areas:" ) + Report:Add( ReportSummary:Text() ) + end + + local ReportText = Report:Text() + + return ReportText + end + + + --- Calculate the optimal intercept point of the DetectedItem. + -- @param #DETECTION_ZONES self + -- @param #DETECTION_BASE.DetectedItem DetectedItem + function DETECTION_ZONES:CalculateIntercept( DetectedItem ) + + local DetectedCoord = DetectedItem.Coordinate +-- local DetectedSpeed = DetectedCoord:GetVelocity() +-- local DetectedHeading = DetectedCoord:GetHeading() +-- +-- if self.Intercept then +-- local DetectedSet = DetectedItem.Set +-- -- todo: speed +-- +-- local TranslateDistance = DetectedSpeed * self.InterceptDelay +-- +-- local InterceptCoord = DetectedCoord:Translate( TranslateDistance, DetectedHeading ) +-- +-- DetectedItem.InterceptCoord = InterceptCoord +-- else +-- DetectedItem.InterceptCoord = DetectedCoord +-- end + DetectedItem.InterceptCoord = DetectedCoord + end + + + + --- Smoke the detected units + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES self + function DETECTION_ZONES:SmokeDetectedUnits() + self:F2() + + self._SmokeDetectedUnits = true + return self + end + + --- Flare the detected units + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES self + function DETECTION_ZONES:FlareDetectedUnits() + self:F2() + + self._FlareDetectedUnits = true + return self + end + + --- Smoke the detected zones + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES self + function DETECTION_ZONES:SmokeDetectedZones() + self:F2() + + self._SmokeDetectedZones = true + return self + end + + --- Flare the detected zones + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES self + function DETECTION_ZONES:FlareDetectedZones() + self:F2() + + self._FlareDetectedZones = true + return self + end + + --- Bound the detected zones + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES self + function DETECTION_ZONES:BoundDetectedZones() + self:F2() + + self._BoundDetectedZones = true + return self + end + + --- Make text documenting the changes of the detected zone. + -- @param #DETECTION_ZONES self + -- @param #DETECTION_BASE.DetectedItem DetectedItem + -- @return #string The Changes text + function DETECTION_ZONES:GetChangeText( DetectedItem ) + self:F( DetectedItem ) + + local MT = {} + + for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do + + if ChangeCode == "AA" then + MT[#MT+1] = "Detected new area " .. ChangeData.ID .. ". The center target is a " .. ChangeData.ItemUnitType .. "." + end + + if ChangeCode == "RAU" then + MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". Removed the center target." + end + + if ChangeCode == "AAU" then + MT[#MT+1] = "Changed area " .. ChangeData.ID .. ". The new center target is a " .. ChangeData.ItemUnitType .. "." + end + + if ChangeCode == "RA" then + MT[#MT+1] = "Removed old area " .. ChangeData.ID .. ". No more targets in this area." + end + + if ChangeCode == "AU" then + local MTUT = {} + for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do + if ChangeUnitType ~= "ID" then + MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType + end + end + MT[#MT+1] = "Detected for area " .. ChangeData.ID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "." + end + + if ChangeCode == "RU" then + local MTUT = {} + for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do + if ChangeUnitType ~= "ID" then + MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType + end + end + MT[#MT+1] = "Removed for area " .. ChangeData.ID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "." + end + + end + + return table.concat( MT, "\n" ) + + end + + + --- Make a DetectionSet table. This function will be overridden in the derived clsses. + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES self + function DETECTION_ZONES:CreateDetectionItems() + + + self:F( "Checking Detected Items for new Detected Units ..." ) + + local DetectedUnits = SET_UNIT:New() + + -- First go through all zones, and check if there are new Zones. + -- New Zones become a new DetectedItem. + for ZoneName, DetectionZone in pairs( self.DetectionSetZone:GetSet() ) do + + local DetectedItem = self:GetDetectedItemByKey( ZoneName ) + + if DetectedItem == nil then + DetectedItem = self:AddDetectedItemZone( "ZONE", ZoneName, nil, DetectionZone ) + end + + local DetectedItemSetUnit = self:GetDetectedItemSet( DetectedItem ) + + -- Scan the zone + DetectionZone:Scan( { Object.Category.UNIT }, { Unit.Category.GROUND_UNIT } ) + + -- For all the units in the zone, + -- check if they are of the same coalition to be included. + local ZoneUnits = DetectionZone:GetScannedUnits() + for DCSUnitID, DCSUnit in pairs( ZoneUnits ) do + local UnitName = DCSUnit:getName() + local ZoneUnit = UNIT:FindByName( UnitName ) + local ZoneUnitCoalition = ZoneUnit:GetCoalition() + if ZoneUnitCoalition == self.DetectionCoalition then + if DetectedItemSetUnit:FindUnit( UnitName ) == nil and DetectedUnits:FindUnit( UnitName ) == nil then + self:F( "Adding " .. UnitName ) + DetectedItemSetUnit:AddUnit( ZoneUnit ) + DetectedUnits:AddUnit( ZoneUnit ) + end + end + end + end + + + -- Now all the tests should have been build, now make some smoke and flares... + -- We also report here the friendlies within the detected areas. + + for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do + + local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem + local DetectedSet = self:GetDetectedItemSet( DetectedItem ) + local DetectedFirstUnit = DetectedSet:GetFirst() + local DetectedZone = self:GetDetectedItemZone( DetectedItem ) + + -- Set the last known coordinate to the detection item. + local DetectedZoneCoord = DetectedZone:GetCoordinate() + self:SetDetectedItemCoordinate( DetectedItem, DetectedZoneCoord, DetectedFirstUnit ) + + self:CalculateIntercept( DetectedItem ) + + -- We search for friendlies nearby. + -- If there weren't any friendlies nearby, and now there are friendlies nearby, we flag the area as "changed". + -- If there were friendlies nearby, and now there aren't any friendlies nearby, we flag the area as "changed". + -- This is for the A2G dispatcher to detect if there is a change in the tactical situation. + local OldFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) + self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table + local NewFriendliesNearbyGround = self:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) + if OldFriendliesNearbyGround ~= NewFriendliesNearbyGround then + DetectedItem.Changed = true + end + + self:SetDetectedItemThreatLevel( DetectedItem ) -- Calculate A2G threat level + --self:NearestRecce( DetectedItem ) + + + if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then + DetectedZone:SmokeZone( SMOKECOLOR.Red, 30 ) + end + + --DetectedSet:Flush( self ) + + DetectedSet:ForEachUnit( + --- @param Wrapper.Unit#UNIT DetectedUnit + function( DetectedUnit ) + if DetectedUnit:IsAlive() then + --self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) + if DETECTION_ZONES._FlareDetectedUnits or self._FlareDetectedUnits then + DetectedUnit:FlareGreen() + end + if DETECTION_ZONES._SmokeDetectedUnits or self._SmokeDetectedUnits then + DetectedUnit:SmokeGreen() + end + end + end + ) + if DETECTION_ZONES._FlareDetectedZones or self._FlareDetectedZones then + DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0,90 ) ) + end + if DETECTION_ZONES._SmokeDetectedZones or self._SmokeDetectedZones then + DetectedZone:SmokeZone( SMOKECOLOR.White, 30 ) + end + + if DETECTION_ZONES._BoundDetectedZones or self._BoundDetectedZones then + self.CountryID = DetectedSet:GetFirst():GetCountry() + DetectedZone:BoundZone( 12, self.CountryID ) + end + end + + end + + --- @param #DETECTION_ZONES self + -- @param #string From The From State string. + -- @param #string Event The Event string. + -- @param #string To The To State string. + -- @param Detection The element on which the detection is based. + -- @param #number DetectionTimeStamp Time stamp of detection event. + function DETECTION_ZONES:onafterDetection( From, Event, To, Detection, DetectionTimeStamp ) + + self.DetectionRun = self.DetectionRun + 1 + if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then + self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method. + + for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do + self:UpdateDetectedItemDetection( DetectedItem ) + self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list. + if DetectedItem then + self:__DetectedItem( 0.1, DetectedItem ) + end + end + self:__Detect( self.RefreshTimeInterval ) + end + end + + + --- Set IsDetected flag for the DetectedItem, which can have more units. + -- @param #DETECTION_ZONES self + -- @return #DETECTION_ZONES.DetectedItem DetectedItem + -- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet. + function DETECTION_ZONES:UpdateDetectedItemDetection( DetectedItem ) + + local IsDetected = true + + DetectedItem.IsDetected = true + + return IsDetected + end + + + +end \ No newline at end of file diff --git a/Moose Development/Moose/Functional/Escort.lua b/Moose Development/Moose/Functional/Escort.lua index 89d77425c..43686ba06 100644 --- a/Moose Development/Moose/Functional/Escort.lua +++ b/Moose Development/Moose/Functional/Escort.lua @@ -872,7 +872,7 @@ function ESCORT:_AttackTarget( DetectedItem ) EscortGroup:OptionROTPassiveDefense() EscortGroup:SetState( EscortGroup, "Escort", self ) - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) + local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem ) local Tasks = {} @@ -895,7 +895,7 @@ function ESCORT:_AttackTarget( DetectedItem ) else - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) + local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem ) local Tasks = {} @@ -934,7 +934,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem ) EscortGroupAttack:OptionROEOpenFire() EscortGroupAttack:OptionROTVertical() - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) + local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem ) local Tasks = {} @@ -956,7 +956,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem ) ) else - local DetectedSet = self.Detection:GetDetectedSet( DetectedItem ) + local DetectedSet = self.Detection:GetDetectedItemSet( DetectedItem ) local Tasks = {} diff --git a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua index 6d36beae0..32a860aa8 100644 --- a/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua +++ b/Moose Development/Moose/Functional/ZoneCaptureCoalition.lua @@ -356,11 +356,11 @@ do -- ZONE_CAPTURE_COALITION -- ZoneCaptureCoalition = ZONE_CAPTURE_COALITION:New( AttackZone, coalition.side.RED ) -- Create a new ZONE_CAPTURE_COALITION object of zone AttackZone with ownership RED coalition. -- ZoneCaptureCoalition:__Guard( 1 ) -- Start the Guarding of the AttackZone. -- - function ZONE_CAPTURE_COALITION:New( Zone, Coalition ) + function ZONE_CAPTURE_COALITION:New( Zone, Coalition, UnitCategories ) - local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition ) ) -- #ZONE_CAPTURE_COALITION + local self = BASE:Inherit( self, ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) ) -- #ZONE_CAPTURE_COALITION - self:F( { Zone = Zone, Coalition = Coalition } ) + self:F( { Zone = Zone, Coalition = Coalition, UnitCategories = UnitCategories } ) do diff --git a/Moose Development/Moose/Modules.lua b/Moose Development/Moose/Modules.lua index 5909ab54a..162e605fd 100644 --- a/Moose Development/Moose/Modules.lua +++ b/Moose Development/Moose/Modules.lua @@ -48,6 +48,7 @@ __Moose.Include( 'Scripts/Moose/Functional/Escort.lua' ) __Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' ) __Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' ) __Moose.Include( 'Scripts/Moose/Functional/Detection.lua' ) +__Moose.Include( 'Scripts/Moose/Functional/DetectionZones.lua' ) __Moose.Include( 'Scripts/Moose/Functional/Designate.lua' ) __Moose.Include( 'Scripts/Moose/Functional/RAT.lua' ) __Moose.Include( 'Scripts/Moose/Functional/Range.lua' ) diff --git a/Moose Development/Moose/Ops/Airboss.lua b/Moose Development/Moose/Ops/Airboss.lua index 76a63905d..aa5166440 100644 --- a/Moose Development/Moose/Ops/Airboss.lua +++ b/Moose Development/Moose/Ops/Airboss.lua @@ -73,8 +73,9 @@ -- * [[MOOSE] Airboss - Groove Test A-4E Community Mod](https://www.youtube.com/watch?v=ZbjD7FHiaHo) -- * [[MOOSE] Airboss - Groove Test: On-the-fly LSO Grading](https://www.youtube.com/watch?v=Xgs1hwDcPyM) -- * [[MOOSE] Airboss - Carrier Auto Steam Into Wind](https://www.youtube.com/watch?v=IsU8dYgsp90) --- * [[MOOSE] Airboss - CASE I Walkthrough by TG](https://www.youtube.com/watch?v=o1UrP4Q6PMM) +-- * [[MOOSE] Airboss - CASE I Walkthrough in the F/A-18C by TG](https://www.youtube.com/watch?v=o1UrP4Q6PMM) -- * [[MOOSE] Airboss - New LSO/Marshal Voice Overs by Raynor](https://www.youtube.com/watch?v=_Suo68bRu8k) +-- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc) -- -- ### Lex explaining Boat Ops: -- @@ -1663,7 +1664,7 @@ AIRBOSS.MenuF10Root=nil --- Airboss class version. -- @field #string version -AIRBOSS.version="0.9.9.6w" +AIRBOSS.version="0.9.9.6" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list @@ -4204,6 +4205,9 @@ function AIRBOSS:SetVoiceOversLSOByFF(mizfolder) -- Default is the general folder. self.soundfolderLSO=self.soundfolder end + + -- Report for duty. + self:I(self.lid..string.format("LSO FF reporting for duty! Soundfolder=%s", tostring(self.soundfolderLSO))) self.LSOCall.BOLTER.duration=0.75 self.LSOCall.CALLTHEBALL.duration=0.60 diff --git a/Moose Development/Moose/Tasking/CommandCenter.lua b/Moose Development/Moose/Tasking/CommandCenter.lua index 5c98fc1e0..dcef1bb72 100644 --- a/Moose Development/Moose/Tasking/CommandCenter.lua +++ b/Moose Development/Moose/Tasking/CommandCenter.lua @@ -212,7 +212,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName ) if EventGroup and self:HasGroup( EventGroup ) then local CommandCenterMenu = MENU_GROUP:New( EventGroup, self:GetText() ) local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu ) - local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup ) + local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportSummary, self, EventGroup ) local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup ) self:ReportSummary( EventGroup ) local PlayerUnit = EventData.IniUnit @@ -507,14 +507,18 @@ function COMMANDCENTER:AssignTask( TaskGroup ) end local Task = Tasks[ math.random( 1, #Tasks ) ] -- Tasking.Task#TASK + + if Task then - self:I( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority ) - - if not self.AutoAcceptTasks == true then - Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) ) + self:I( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority ) + + if not self.AutoAcceptTasks == true then + Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) ) + end + + Task:AssignToGroup( TaskGroup ) + end - - Task:AssignToGroup( TaskGroup ) end diff --git a/Moose Development/Moose/Tasking/DetectionManager.lua b/Moose Development/Moose/Tasking/DetectionManager.lua index 04eab84a8..b641ac1c3 100644 --- a/Moose Development/Moose/Tasking/DetectionManager.lua +++ b/Moose Development/Moose/Tasking/DetectionManager.lua @@ -239,6 +239,8 @@ do -- DETECTION MANAGER -- @param #string Message The message to be sent. -- @return #DETECTION_MANGER self function DETECTION_MANAGER:MessageToPlayers( Message ) + + self:F( { Message = Message } ) if self.CC then self.CC:MessageToCoalition( Message ) diff --git a/Moose Development/Moose/Tasking/Task.lua b/Moose Development/Moose/Tasking/Task.lua index a99012590..797de7d61 100644 --- a/Moose Development/Moose/Tasking/Task.lua +++ b/Moose Development/Moose/Tasking/Task.lua @@ -1808,7 +1808,7 @@ function TASK:GetPlayerNames() --R2.1 Get a map of the players. if PlayerGroup:IsAlive() == true then if self:IsGroupAssigned( PlayerGroup ) then local PlayerNames = PlayerGroup:GetPlayerNames() - for PlayerNameID, PlayerName in pairs( PlayerNames ) do + for PlayerNameID, PlayerName in pairs( PlayerNames or {} ) do PlayerNameMap[PlayerName] = PlayerGroup end end diff --git a/Moose Development/Moose/Tasking/TaskInfo.lua b/Moose Development/Moose/Tasking/TaskInfo.lua index 95c14ee58..8f2d6231a 100644 --- a/Moose Development/Moose/Tasking/TaskInfo.lua +++ b/Moose Development/Moose/Tasking/TaskInfo.lua @@ -162,7 +162,7 @@ end -- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. -- @return #TASKINFO self function TASKINFO:AddThreat( ThreatText, ThreatLevel, Order, Detail, Keep ) - self:AddInfo( "Threat", ThreatText .. " [" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]", Order, Detail, Keep ) + self:AddInfo( "Threat", " [" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]:" .. ThreatText, Order, Detail, Keep ) return self end @@ -306,65 +306,51 @@ function TASKINFO:Report( Report, Detail, ReportGroup, Task ) for Key, Data in UTILS.spairs( self.Info.Set, function( t, a, b ) return t[a].Order < t[b].Order end ) do - self:F( { Key = Key, Detail = Detail, Data = Data } ) - if Data.Detail:find( Detail ) then local Text = "" - if Key == "TaskName" then + if Key == "TaskName" then Key = nil Text = Data.Data - end - if Key == "Coordinate" then + elseif Key == "Coordinate" then local Coordinate = Data.Data -- Core.Point#COORDINATE Text = Coordinate:ToString( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Threat" then + elseif Key == "Threat" then local DataText = Data.Data -- #string Text = DataText - end - if Key == "Counting" then + elseif Key == "Counting" then local DataText = Data.Data -- #string Text = DataText - end - if Key == "Targets" then + elseif Key == "Targets" then local DataText = Data.Data -- #string Text = DataText - end - if Key == "QFE" then + elseif Key == "QFE" then local Coordinate = Data.Data -- Core.Point#COORDINATE Text = Coordinate:ToStringPressure( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Temperature" then + elseif Key == "Temperature" then local Coordinate = Data.Data -- Core.Point#COORDINATE Text = Coordinate:ToStringTemperature( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Wind" then + elseif Key == "Wind" then local Coordinate = Data.Data -- Core.Point#COORDINATE Text = Coordinate:ToStringWind( ReportGroup:GetUnit(1), nil, Task ) - end - if Key == "Cargo" then + elseif Key == "Cargo" then + local DataText = Data.Data -- #string + Text = DataText + elseif Key == "Friendlies" then + local DataText = Data.Data -- #string + Text = DataText + elseif Key == "Players" then + local DataText = Data.Data -- #string + Text = DataText + else local DataText = Data.Data -- #string Text = DataText end - if Key == "Friendlies" then - local DataText = Data.Data -- #string - Text = DataText - end - if Key == "Players" then - local DataText = Data.Data -- #string - Text = DataText - end - if Line < math.floor( Data.Order / 10 ) then if Line == 0 then - if Text ~= "" then - Report:AddIndent( LineReport:Text( ", " ), "-" ) - end + Report:AddIndent( LineReport:Text( ", " ), "-" ) else - if Text ~= "" then - Report:AddIndent( LineReport:Text( ", " ) ) - end + Report:AddIndent( LineReport:Text( ", " ) ) end LineReport = REPORT:New() Line = math.floor( Data.Order / 10 ) @@ -373,8 +359,9 @@ function TASKINFO:Report( Report, Detail, ReportGroup, Task ) if Text ~= "" then LineReport:Add( ( Key and ( Key .. ":" ) or "" ) .. Text ) end + end end + Report:AddIndent( LineReport:Text( ", " ) ) - end diff --git a/Moose Development/Moose/Tasking/Task_A2A.lua b/Moose Development/Moose/Tasking/Task_A2A.lua index bb91c02bb..0f11ba4c9 100644 --- a/Moose Development/Moose/Tasking/Task_A2A.lua +++ b/Moose Development/Moose/Tasking/Task_A2A.lua @@ -362,7 +362,7 @@ do -- TASK_A2A return math.random( 1, 9 ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then local Coordinate = self.TaskInfo:GetData( "Coordinate" ) - local Distance = TaskGroup:GetCoordinate():Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) + local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) return math.floor( Distance ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then return 1 diff --git a/Moose Development/Moose/Tasking/Task_A2G.lua b/Moose Development/Moose/Tasking/Task_A2G.lua index af0d25160..bb2e2f816 100644 --- a/Moose Development/Moose/Tasking/Task_A2G.lua +++ b/Moose Development/Moose/Tasking/Task_A2G.lua @@ -367,7 +367,8 @@ do -- TASK_A2G return math.random( 1, 9 ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then local Coordinate = self.TaskInfo:GetData( "Coordinate" ) - local Distance = TaskGroup:GetCoordinate():Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) + local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) + self:F({Distance=Distance}) return math.floor( Distance ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then return 1 diff --git a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua index 499efcf89..b7ae6ba17 100644 --- a/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua @@ -633,7 +633,7 @@ do -- TASK_A2G_DISPATCHER --DetectedSet:Flush( self ) local DetectedItemID = DetectedItem.ID - local TaskIndex = DetectedItem.ID + local TaskIndex = DetectedItem.Index local DetectedItemChanged = DetectedItem.Changed self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } ) @@ -649,6 +649,7 @@ do -- TASK_A2G_DISPATCHER if TargetSetUnit then if Task:IsInstanceOf( TASK_A2G_SEAD ) then Task:SetTargetSetUnit( TargetSetUnit ) + Task:SetDetection( Detection, DetectedItem ) Task:UpdateTaskInfo( DetectedItem ) TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) else @@ -659,7 +660,7 @@ do -- TASK_A2G_DISPATCHER if TargetSetUnit then if Task:IsInstanceOf( TASK_A2G_CAS ) then Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, TaskIndex ) + Task:SetDetection( Detection, DetectedItem ) Task:UpdateTaskInfo( DetectedItem ) TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) else @@ -671,7 +672,7 @@ do -- TASK_A2G_DISPATCHER if TargetSetUnit then if Task:IsInstanceOf( TASK_A2G_BAI ) then Task:SetTargetSetUnit( TargetSetUnit ) - Task:SetDetection( Detection, TaskIndex ) + Task:SetDetection( Detection, DetectedItem ) Task:UpdateTaskInfo( DetectedItem ) TargetsReport:Add( Detection:GetChangeText( DetectedItem ) ) else diff --git a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua index d37ad7d5d..74dff588e 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Dispatcher.lua @@ -168,7 +168,10 @@ do -- TASK_CAPTURE_DISPATCHER Zones = {}, ZoneCount = 0, } + + + TASK_CAPTURE_DISPATCHER.AI_A2G_Dispatcher = nil -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER --- TASK_CAPTURE_DISPATCHER constructor. -- @param #TASK_CAPTURE_DISPATCHER self @@ -223,6 +226,19 @@ do -- TASK_CAPTURE_DISPATCHER end + --- Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER. + -- @param #TASK_CAPTURE_DISPATCHER self + -- @param AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER AI_A2G_Dispatcher The AI Dispatcher to be linked to the tasking. + -- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE + function TASK_CAPTURE_DISPATCHER:Link_AI_A2G_Dispatcher( AI_A2G_Dispatcher ) + + self.AI_A2G_Dispatcher = AI_A2G_Dispatcher -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER + AI_A2G_Dispatcher.Detection:LockDetectedItems() + + return self + end + + --- Assigns tasks to the @{Core.Set#SET_GROUP}. -- @param #TASK_CAPTURE_DISPATCHER self -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. @@ -246,6 +262,7 @@ do -- TASK_CAPTURE_DISPATCHER -- Here we need to check if the pilot is still existing. -- Task = self:RemoveTask( TaskIndex ) end + end -- Now that all obsolete tasks are removed, loop through the Zone tasks. @@ -257,25 +274,54 @@ do -- TASK_CAPTURE_DISPATCHER CaptureZone.Task.TaskPrefix = CaptureZone.TaskPrefix -- We keep the TaskPrefix for further reference! Mission:AddTask( CaptureZone.Task ) TaskReport:Add( TaskName ) + CaptureZone.Task:UpdateTaskInfo() + + function CaptureZone.Task.OnEnterAssigned( Task, From, Event, To ) + if self.AI_A2G_Dispatcher then + self.AI_A2G_Dispatcher:Unlock( Task.TaskZoneName ) -- This will unlock the zone to be defended by AI. + end + CaptureZone.Task:UpdateTaskInfo() + end + function CaptureZone.Task.OnEnterSuccess( Task, From, Event, To ) - self:Success( Task ) + --self:Success( Task ) + if self.AI_A2G_Dispatcher then + self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI. + end + CaptureZone.Task:UpdateTaskInfo() end function CaptureZone.Task.OnEnterCancelled( Task, From, Event, To ) self:Cancelled( Task ) + if self.AI_A2G_Dispatcher then + self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI. + end + CaptureZone.Task:UpdateTaskInfo() end - + function CaptureZone.Task.OnEnterFailed( Task, From, Event, To ) self:Failed( Task ) + if self.AI_A2G_Dispatcher then + self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI. + end + CaptureZone.Task:UpdateTaskInfo() end function CaptureZone.Task.OnEnterAborted( Task, From, Event, To ) self:Aborted( Task ) + if self.AI_A2G_Dispatcher then + self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI. + end + CaptureZone.Task:UpdateTaskInfo() end -- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher. function CaptureZone.Task.OnAfterCaptured( Task, From, Event, To, TaskUnit ) self:Captured( Task, Task.TaskPrefix, TaskUnit ) + if self.AI_A2G_Dispatcher then + self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI. + end + CaptureZone.Task:UpdateTaskInfo() end end diff --git a/Moose Development/Moose/Tasking/Task_Capture_Zone.lua b/Moose Development/Moose/Tasking/Task_Capture_Zone.lua index 8a56784ea..e39e8b2c9 100644 --- a/Moose Development/Moose/Tasking/Task_Capture_Zone.lua +++ b/Moose Development/Moose/Tasking/Task_Capture_Zone.lua @@ -47,7 +47,7 @@ do -- TASK_ZONE_GOAL -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. - -- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal + -- @param Core.ZoneGoalCoalition#ZONE_GOAL_COALITION ZoneGoal -- @return #TASK_ZONE_GOAL self function TASK_ZONE_GOAL:New( Mission, SetGroup, TaskName, ZoneGoal, TaskType, TaskBriefing ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_ZONE_GOAL @@ -211,7 +211,9 @@ do -- TASK_CAPTURE_ZONE "Capture Zone " .. self.TaskZoneName ) - self:UpdateTaskInfo() + self:UpdateTaskInfo( true ) + + self:SetGoalTotal( 1 ) return self end @@ -219,12 +221,18 @@ do -- TASK_CAPTURE_ZONE --- Instantiates a new TASK_CAPTURE_ZONE. -- @param #TASK_CAPTURE_ZONE self - function TASK_CAPTURE_ZONE:UpdateTaskInfo() - + function TASK_CAPTURE_ZONE:UpdateTaskInfo( Persist ) + + Persist = Persist or false + local ZoneCoordinate = self.ZoneGoal:GetZone():GetCoordinate() - self.TaskInfo:AddCoordinate( ZoneCoordinate, 0, "SOD" ) - self.TaskInfo:AddText( "Zone Name", self.ZoneGoal:GetZoneName(), 10, "MOD" ) - self.TaskInfo:AddText( "Zone Coalition", self.ZoneGoal:GetCoalitionName(), 11, "MOD" ) + self.TaskInfo:AddTaskName( 0, "MSOD", Persist ) + self.TaskInfo:AddCoordinate( ZoneCoordinate, 1, "SOD", Persist ) + self.TaskInfo:AddText( "Zone Name", self.ZoneGoal:GetZoneName(), 10, "MOD", Persist ) + self.TaskInfo:AddText( "Zone Coalition", self.ZoneGoal:GetCoalitionName(), 11, "MOD", Persist ) + local SetUnit = self.ZoneGoal.Zone:GetScannedSetUnit() + local ThreatLevel, ThreatText = SetUnit:CalculateThreatLevelA2G() + self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 20, "MSOD", Persist ) end @@ -245,7 +253,6 @@ do -- TASK_CAPTURE_ZONE if self.ZoneGoal then if self.ZoneGoal.Goal:IsAchieved() then - self:Success() local TotalContributions = self.ZoneGoal.Goal:GetTotalContributions() local PlayerContributions = self.ZoneGoal.Goal:GetPlayerContributions() self:F( { TotalContributions = TotalContributions, PlayerContributions = PlayerContributions } ) @@ -255,6 +262,7 @@ do -- TASK_CAPTURE_ZONE Scoring:_AddMissionGoalScore( self.Mission, PlayerName, "Zone " .. self.ZoneGoal:GetZoneName() .." captured", PlayerContribution * 200 / TotalContributions ) end end + self:Success() end end @@ -272,7 +280,7 @@ do -- TASK_CAPTURE_ZONE return math.random( 1, 9 ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then local Coordinate = self.TaskInfo:GetCoordinate() - local Distance = TaskGroup:GetCoordinate():Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) + local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() ) return math.floor( Distance ) elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then return 1 diff --git a/Moose Development/Moose/Wrapper/Positionable.lua b/Moose Development/Moose/Wrapper/Positionable.lua index 70d7a3c15..400c2d3be 100644 --- a/Moose Development/Moose/Wrapper/Positionable.lua +++ b/Moose Development/Moose/Wrapper/Positionable.lua @@ -1101,7 +1101,7 @@ function POSITIONABLE:MessageToSetGroup( Message, Duration, MessageSetGroup, Nam local DCSObject = self:GetDCSObject() if DCSObject then if DCSObject:isExist() then - MessageSetGroup:ForEachGroup( + MessageSetGroup:ForEachGroupAlive( function( MessageGroup ) self:GetMessage( Message, Duration, Name ):ToGroup( MessageGroup ) end @@ -1479,3 +1479,33 @@ function POSITIONABLE:SmokeBlue() end +--- Returns true if the unit is within a @{Zone}. +-- @param #STPOSITIONABLEATIC self +-- @param Core.Zone#ZONE_BASE Zone The zone to test. +-- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE} +function POSITIONABLE:IsInZone( Zone ) + self:F2( { self.PositionableName, Zone } ) + + if self:IsAlive() then + local IsInZone = Zone:IsVec3InZone( self:GetVec3() ) + + return IsInZone + end + return false +end + +--- Returns true if the unit is not within a @{Zone}. +-- @param #POSITIONABLE self +-- @param Core.Zone#ZONE_BASE Zone The zone to test. +-- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE} +function POSITIONABLE:IsNotInZone( Zone ) + self:F2( { self.PositionableName, Zone } ) + + if self:IsAlive() then + local IsNotInZone = not Zone:IsVec3InZone( self:GetVec3() ) + + return IsNotInZone + else + return false + end +end \ No newline at end of file diff --git a/Moose Development/Moose/Wrapper/Static.lua b/Moose Development/Moose/Wrapper/Static.lua index fb3d73296..68c224922 100644 --- a/Moose Development/Moose/Wrapper/Static.lua +++ b/Moose Development/Moose/Wrapper/Static.lua @@ -214,35 +214,3 @@ function STATIC:ReSpawnAt( Coordinate, Heading ) SpawnStatic:ReSpawnAt( Coordinate, Heading ) end - ---- Returns true if the unit is within a @{Zone}. --- @param #STATIC self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE} -function STATIC:IsInZone( Zone ) - self:F2( { self.StaticName, Zone } ) - - if self:IsAlive() then - local IsInZone = Zone:IsVec3InZone( self:GetVec3() ) - - return IsInZone - end - return false -end - ---- Returns true if the unit is not within a @{Zone}. --- @param #STATIC self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE} -function STATIC:IsNotInZone( Zone ) - self:F2( { self.StaticName, Zone } ) - - if self:IsAlive() then - local IsInZone = not Zone:IsVec3InZone( self:GetVec3() ) - - self:T( { IsInZone } ) - return IsInZone - else - return false - end -end diff --git a/Moose Development/Moose/Wrapper/Unit.lua b/Moose Development/Moose/Wrapper/Unit.lua index 7fc35a772..100f27206 100644 --- a/Moose Development/Moose/Wrapper/Unit.lua +++ b/Moose Development/Moose/Wrapper/Unit.lua @@ -348,7 +348,7 @@ end -- @return #string Player Name -- @return #nil The DCS Unit is not existing or alive. function UNIT:GetPlayerName() - self:F2( self.UnitName ) + self:F( self.UnitName ) local DCSUnit = self:GetDCSObject() -- DCS#Unit @@ -831,37 +831,6 @@ end -- Is functions ---- Returns true if the unit is within a @{Zone}. --- @param #UNIT self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is within the @{Core.Zone#ZONE_BASE} -function UNIT:IsInZone( Zone ) - self:F2( { self.UnitName, Zone } ) - - if self:IsAlive() then - local IsInZone = Zone:IsVec3InZone( self:GetVec3() ) - - return IsInZone - end - return false -end - ---- Returns true if the unit is not within a @{Zone}. --- @param #UNIT self --- @param Core.Zone#ZONE_BASE Zone The zone to test. --- @return #boolean Returns true if the unit is not within the @{Core.Zone#ZONE_BASE} -function UNIT:IsNotInZone( Zone ) - self:F2( { self.UnitName, Zone } ) - - if self:IsAlive() then - local IsInZone = not Zone:IsVec3InZone( self:GetVec3() ) - - self:T( { IsInZone } ) - return IsInZone - else - return false - end -end --- Returns true if there is an **other** DCS Unit within a radius of the current 2D point of the DCS Unit.