Applevangelist 8cceee49ea Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/AI/AI_CAS.lua
#	Moose Development/Moose/AI/AI_Patrol.lua
#	Moose Development/Moose/Core/Base.lua
#	Moose Development/Moose/Core/Beacon.lua
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Fsm.lua
#	Moose Development/Moose/Core/MarkerOps_Base.lua
#	Moose Development/Moose/Core/Menu.lua
#	Moose Development/Moose/Core/Message.lua
#	Moose Development/Moose/Core/Point.lua
#	Moose Development/Moose/Core/ScheduleDispatcher.lua
#	Moose Development/Moose/Core/Scheduler.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Development/Moose/Core/Zone.lua
#	Moose Development/Moose/DCS.lua
#	Moose Development/Moose/Functional/Detection.lua
#	Moose Development/Moose/Functional/Mantis.lua
#	Moose Development/Moose/Functional/Range.lua
#	Moose Development/Moose/Functional/Scoring.lua
#	Moose Development/Moose/Functional/Sead.lua
#	Moose Development/Moose/Modules.lua
#	Moose Development/Moose/Ops/ATIS.lua
#	Moose Development/Moose/Ops/Airboss.lua
#	Moose Development/Moose/Sound/UserSound.lua
#	Moose Development/Moose/Utilities/Enums.lua
#	Moose Development/Moose/Utilities/FiFo.lua
#	Moose Development/Moose/Utilities/Profiler.lua
#	Moose Development/Moose/Utilities/Routines.lua
#	Moose Development/Moose/Utilities/STTS.lua
#	Moose Development/Moose/Utilities/Utils.lua
#	Moose Development/Moose/Wrapper/Airbase.lua
#	Moose Development/Moose/Wrapper/Controllable.lua
#	Moose Development/Moose/Wrapper/Group.lua
#	Moose Development/Moose/Wrapper/Marker.lua
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
#	Moose Setup/Moose.files
2022-09-06 10:27:28 +02:00

2987 lines
119 KiB
Lua

--- **Functional** -- Models the detection of enemy units by FACs or RECCEs and group them according various methods.
--
-- ===
--
-- ## Features:
--
-- * Detection of targets by recce units.
-- * Group detected targets per unit, type or area (zone).
-- * Keep persistency of detected targets, if when detection is lost.
-- * Provide an indication of detected targets.
-- * Report detected targets.
-- * Refresh detection upon specified time intervals.
--
-- ===
--
-- ## Missions:
--
-- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection)
--
-- ===
--
-- Facilitate the detection of enemy units within the battle zone executed by FACs (Forward Air Controllers) or RECCEs (Reconnaissance Units).
-- It uses the in-built detection capabilities of DCS World, but adds new functionalities.
--
-- ===
--
-- ### Contributions:
--
-- * Mechanist : Early concept of DETECTION_AREAS.
--
-- ### Authors:
--
-- * FlightControl : Analysis, Design, Programming, Testing
--
-- ===
--
-- @module Functional.Detection
-- @image Detection.JPG
do -- DETECTION_BASE
--- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
-- @field #number DetectionRun
-- @extends Core.Fsm#FSM
--- Defines the core functions to administer detected objects.
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Wrapper.Group}s detecting targets following (a) detection method(s).
--
-- ## DETECTION_BASE constructor
--
-- Construct a new DETECTION_BASE instance using the @{#DETECTION_BASE.New}() method.
--
-- ## 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.
--
-- ## **Filter** detected units based on **category of the unit**
--
-- Filter the detected units based on Unit.Category using the method @{#DETECTION_BASE.FilterCategories}().
-- The different values of Unit.Category can be:
--
-- * Unit.Category.AIRPLANE
-- * Unit.Category.GROUND_UNIT
-- * Unit.Category.HELICOPTER
-- * Unit.Category.SHIP
-- * Unit.Category.STRUCTURE
--
-- Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.
--
-- Example to filter a single category (Unit.Category.AIRPLANE).
--
-- DetectionObject:FilterCategories( Unit.Category.AIRPLANE )
--
-- Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.
--
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
--
-- ## **DETECTION_ 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 @{Functional.Detection#DETECTION_BASE.GetDetectedItems}() retrieves the DetectedItems[] list.
-- * A DetectedItem from the DetectedItems[] list can be retrieved using the method @{Functional.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 @{Functional.Detection#DETECTION_BASE.GetDetectedSet}( DetectedItemIndex ).
-- This method retrieves the Set from a DetectedItem element from the DetectedItem list (DetectedItems[ DetectedItemIndex ].Set ).
--
-- ## **Visual filters** to fine-tune the probability of 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 adding 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 behavior in your missions, these filters could be applied.
--
-- ### 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 @{Functional.Detection#DETECTION_BASE.SetDistanceProbability}() to set the probability factor upon a 10 km distance.
--
-- ### 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 @{Functional.Detection#DETECTION_BASE.SetAlphaAngleProbability}() to set the probability factor if 0°.
--
-- ### 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 @{Functional.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.
-- Especially 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 where a detection needs to be very realistic for
-- AI not to detect so easily targets within a forrest or village rich area.
--
-- ## 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.
--
-- ### Detection acceptance of within range limit
--
-- A range can be set that will limit a successful detection for a unit.
-- Use the method @{Functional.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_UNITS:New( SetGroup )
--
-- -- This will accept detected units if the range is below 5000 meters.
-- Detection:SetAcceptRange( 5000 )
--
-- -- Start the Detection.
-- Detection:Start()
--
--
-- ### 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 @{Functional.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_UNITS: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()
--
-- ### Detection rejection 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 @{Functional.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_UNITS: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()
--
-- ## Detection of Friendlies Nearby
--
-- Use the method @{Functional.Detection#DETECTION_BASE.SetFriendliesRange}() to set the range what will indicate when friendlies are nearby
-- a DetectedItem. The default range is 6000 meters. For air detections, it is advisory to use about 30.000 meters.
--
-- ## DETECTION_BASE is a Finite State Machine
--
-- Various Events and State Transitions can be tailored using DETECTION_BASE.
--
-- ### DETECTION_BASE States
--
-- * **Detecting**: The detection is running.
-- * **Stopped**: The detection is stopped.
--
-- ### DETECTION_BASE Events
--
-- * **Start**: Start the detection process.
-- * **Detect**: Detect new units.
-- * **Detected**: New units have been detected.
-- * **Stop**: Stop the detection process.
--
-- @field #DETECTION_BASE DETECTION_BASE
--
DETECTION_BASE = {
ClassName = "DETECTION_BASE",
DetectionSetGroup = nil,
DetectionRange = nil,
DetectedObjects = {},
DetectionRun = 0,
DetectedObjectsIdentified = {},
DetectedItems = {},
DetectedItemsByIndex = {},
}
--- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject>
--- @type DETECTION_BASE.DetectedObject
-- @field #string Name
-- @field #boolean IsVisible
-- @field #boolean KnowType
-- @field #boolean KnowDistance
-- @field #string Type
-- @field #number Distance
-- @field #boolean Identified
-- @field #number LastTime
-- @field #boolean LastPos
-- @field #number LastVelocity
--- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structure.
-- @type DETECTION_BASE.DetectedItem
-- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not.
-- @field Core.Set#SET_UNIT Set The Set of Units in the detected area.
-- @field Core.Zone#ZONE_UNIT Zone The Zone of the detected area.
-- @field #boolean Changed Documents if the detected area has changed.
-- @field #table Changes A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).
-- @field #number ID The identifier of the detected area.
-- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area.
-- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area.
-- @field Core.Point#COORDINATE Coordinate The last known coordinate of the DetectedItem.
-- @field Core.Point#COORDINATE InterceptCoord Intercept coordinate.
-- @field #number DistanceRecce Distance in meters of the Recce.
-- @field #number Index Detected item key. Could also be a string.
-- @field #string ItemID ItemPrefix .. "." .. self.DetectedItemMax.
-- @field #boolean Locked Lock detected item.
-- @field #table PlayersNearBy Table of nearby players.
-- @field #table FriendliesDistance Table of distances to friendly units.
-- @field #string TypeName Type name of the detected unit.
-- @field #string CategoryName Category name of the detected unit.
-- @field #string Name Name of the detected object.
-- @field #boolean IsVisible If true, detected object is visible.
-- @field #number LastTime Last time the detected item was seen.
-- @field DCS#Vec3 LastPos Last known position of the detected item.
-- @field DCS#Vec3 LastVelocity Last recorded 3D velocity vector of the detected item.
-- @field #boolean KnowType Type of detected item is known.
-- @field #boolean KnowDistance Distance to the detected item is known.
-- @field #number Distance Distance to the detected item.
--- DETECTION constructor.
-- @param #DETECTION_BASE self
-- @param Core.Set#SET_GROUP DetectionSet The @{Set} of @{Group}s that is used to detect the units.
-- @return #DETECTION_BASE self
function DETECTION_BASE:New( DetectionSet )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_BASE
self.DetectedItemCount = 0
self.DetectedItemMax = 0
self.DetectedItems = {}
self.DetectionSet = DetectionSet
self.RefreshTimeInterval = 30
self:InitDetectVisual( nil )
self:InitDetectOptical( nil )
self:InitDetectRadar( nil )
self:InitDetectRWR( nil )
self:InitDetectIRST( nil )
self:InitDetectDLINK( nil )
self:FilterCategories( {
Unit.Category.AIRPLANE,
Unit.Category.GROUND_UNIT,
Unit.Category.HELICOPTER,
Unit.Category.SHIP,
Unit.Category.STRUCTURE
} )
self:SetFriendliesRange( 6000 )
-- Create FSM transitions.
self:SetStartState( "Stopped" )
self:AddTransition( "Stopped", "Start", "Detecting" )
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#DETECTION_BASE] OnLeaveStopped
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#DETECTION_BASE] OnEnterStopped
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Start.
-- @function [parent=#DETECTION_BASE] OnBeforeStart
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Start.
-- @function [parent=#DETECTION_BASE] OnAfterStart
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Start.
-- @function [parent=#DETECTION_BASE] Start
-- @param #DETECTION_BASE self
--- Asynchronous Event Trigger for Event Start.
-- @function [parent=#DETECTION_BASE] __Start
-- @param #DETECTION_BASE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Detecting.
-- @function [parent=#DETECTION_BASE] OnLeaveDetecting
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Detecting.
-- @function [parent=#DETECTION_BASE] OnEnterDetecting
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Detecting", "Detect", "Detecting" )
self:AddTransition( "Detecting", "Detection", "Detecting" )
--- OnBefore Transition Handler for Event Detect.
-- @function [parent=#DETECTION_BASE] OnBeforeDetect
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Detect.
-- @function [parent=#DETECTION_BASE] OnAfterDetect
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Detect.
-- @function [parent=#DETECTION_BASE] Detect
-- @param #DETECTION_BASE self
--- Asynchronous Event Trigger for Event Detect.
-- @function [parent=#DETECTION_BASE] __Detect
-- @param #DETECTION_BASE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Detecting", "Detected", "Detecting" )
--- OnBefore Transition Handler for Event Detected.
-- @function [parent=#DETECTION_BASE] OnBeforeDetected
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Detected.
-- @function [parent=#DETECTION_BASE] OnAfterDetected
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #table Units Table of detected units.
--- Synchronous Event Trigger for Event Detected.
-- @function [parent=#DETECTION_BASE] Detected
-- @param #DETECTION_BASE self
-- @param #table Units Table of detected units.
--- Asynchronous Event Trigger for Event Detected.
-- @function [parent=#DETECTION_BASE] __Detected
-- @param #DETECTION_BASE self
-- @param #number Delay The delay in seconds.
-- @param #table Units Table of detected units.
self:AddTransition( "Detecting", "DetectedItem", "Detecting" )
--- OnAfter Transition Handler for Event DetectedItem.
-- @function [parent=#DETECTION_BASE] OnAfterDetectedItem
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #table DetectedItem The DetectedItem.
self:AddTransition( "*", "Stop", "Stopped" )
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#DETECTION_BASE] OnBeforeStop
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#DETECTION_BASE] OnAfterStop
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#DETECTION_BASE] Stop
-- @param #DETECTION_BASE self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#DETECTION_BASE] __Stop
-- @param #DETECTION_BASE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#DETECTION_BASE] OnLeaveStopped
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#DETECTION_BASE] OnEnterStopped
-- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
return self
end
do -- State Transition Handling
--- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function DETECTION_BASE:onafterStart( From, Event, To )
self:__Detect( 1 )
end
--- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function DETECTION_BASE:onafterDetect( From, Event, To )
local DetectDelay = 0.1
self.DetectionCount = 0
self.DetectionRun = 0
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
local DetectionTimeStamp = timer.getTime()
-- Reset detection cache for the next detection run.
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
self.DetectedObjects[DetectionObjectName].IsDetected = false
self.DetectedObjects[DetectionObjectName].IsVisible = false
self.DetectedObjects[DetectionObjectName].KnowDistance = nil
self.DetectedObjects[DetectionObjectName].LastTime = nil
self.DetectedObjects[DetectionObjectName].LastPos = nil
self.DetectedObjects[DetectionObjectName].LastVelocity = nil
self.DetectedObjects[DetectionObjectName].Distance = 10000000
end
-- Count alive(!) groups only. Solves issue #1173 https://github.com/FlightControl-Master/MOOSE/issues/1173
self.DetectionCount = self:CountAliveRecce()
local DetectionInterval = self.DetectionCount / (self.RefreshTimeInterval - 1)
self:ForEachAliveRecce( function( DetectionGroup )
self:__Detection( DetectDelay, DetectionGroup, DetectionTimeStamp ) -- Process each detection asynchronously.
DetectDelay = DetectDelay + DetectionInterval
end )
self:__Detect( -self.RefreshTimeInterval )
end
--- @param #DETECTION_BASE self
-- @param #number The amount of alive recce.
function DETECTION_BASE:CountAliveRecce()
return self.DetectionSet:CountAlive()
end
--- @param #DETECTION_BASE self
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg )
self.DetectionSet:ForEachGroupAlive( IteratorFunction, arg )
return self
end
--- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Wrapper.Group#GROUP Detection The Group detecting.
-- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
-- self:F( { DetectedObjects = self.DetectedObjects } )
self.DetectionRun = self.DetectionRun + 1
local HasDetectedObjects = false
if Detection and Detection:IsAlive() then
-- self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
local DetectionGroupName = Detection:GetName()
local DetectionUnit = Detection:GetUnit( 1 )
local DetectedUnits = {}
local DetectedTargets = Detection:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
self.DetectIRST,
self.DetectRWR,
self.DetectDLINK
)
self:F( { DetectedTargets = DetectedTargets } )
for DetectionObjectID, Detection in pairs( DetectedTargets ) do
local DetectedObject = Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_ < 50000000 then -- and ( DetectedObject:getCategory() == Object.Category.UNIT or DetectedObject:getCategory() == Object.Category.STATIC ) then
local DetectedObjectName = DetectedObject:getName()
if not self.DetectedObjects[DetectedObjectName] then
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
self.DetectedObjects[DetectedObjectName].Object = DetectedObject
end
end
end
for DetectionObjectName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = DetectedObjectData.Object
if DetectedObject:isExist() then
local TargetIsDetected, TargetIsVisible, TargetLastTime, TargetKnowType, TargetKnowDistance, TargetLastPos, TargetLastVelocity = DetectionUnit:IsTargetDetected(
DetectedObject,
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
self.DetectIRST,
self.DetectRWR,
self.DetectDLINK
)
-- self:T2( { TargetIsDetected = TargetIsDetected, TargetIsVisible = TargetIsVisible, TargetLastTime = TargetLastTime, TargetKnowType = TargetKnowType, TargetKnowDistance = TargetKnowDistance, TargetLastPos = TargetLastPos, TargetLastVelocity = TargetLastVelocity } )
-- Only process if the target is visible. Detection also returns invisible units.
--if Detection.visible == true then
local DetectionAccepted = true
local DetectedObjectName = DetectedObject:getName()
local DetectedObjectType = DetectedObject:getTypeName()
local DetectedObjectVec3 = DetectedObject:getPoint()
local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z }
local DetectionGroupVec3 = Detection:GetVec3() or {x=0,y=0,z=0}
local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z }
local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 +
( DetectedObjectVec3.y - DetectionGroupVec3.y )^2 +
( DetectedObjectVec3.z - DetectionGroupVec3.z )^2
) ^ 0.5 / 1000
local DetectedUnitCategory = DetectedObject:getDesc().category
--self:F( { "Detected Target:", DetectionGroupName, DetectedObjectName, DetectedObjectType, Distance, DetectedUnitCategory } )
-- Calculate Acceptance
DetectionAccepted = self._.FilterCategories[DetectedUnitCategory] ~= nil and DetectionAccepted or false
-- if Distance > 15000 then
-- if DetectedUnitCategory == Unit.Category.GROUND_UNIT or DetectedUnitCategory == Unit.Category.SHIP then
-- if DetectedObject:hasSensors( Unit.SensorType.RADAR, Unit.RadarType.AS ) == false then
-- DetectionAccepted = false
-- end
-- end
-- end
if self.AcceptRange and Distance * 1000 > self.AcceptRange then
DetectionAccepted = false
end
if self.AcceptZones then
local AnyZoneDetection = false
for AcceptZoneID, AcceptZone in pairs( self.AcceptZones ) do
local AcceptZone = AcceptZone -- Core.Zone#ZONE_BASE
if AcceptZone:IsVec2InZone( DetectedObjectVec2 ) then
AnyZoneDetection = true
end
end
if not AnyZoneDetection then
DetectionAccepted = false
end
end
if self.RejectZones then
for RejectZoneID, RejectZone in pairs( self.RejectZones ) do
local RejectZone = RejectZone -- Core.Zone#ZONE_BASE
if RejectZone:IsVec2InZone( DetectedObjectVec2 ) == true then
DetectionAccepted = false
end
end
end
-- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
local DistanceFactor = Distance / 4
local DistanceProbabilityReversed = ( 1 - self.DistanceProbability ) * DistanceFactor
local DistanceProbability = 1 - DistanceProbabilityReversed
DistanceProbability = DistanceProbability * 30 / 300
local Probability = math.random() -- Selects a number between 0 and 1
--self:T( { Probability, DistanceProbability } )
if Probability > DistanceProbability then
DetectionAccepted = false
end
end
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.AlphaAngleProbability then
local NormalVec2 = { x = DetectedObjectVec2.x - DetectionGroupVec2.x, y = DetectedObjectVec2.y - DetectionGroupVec2.y }
local AlphaAngle = math.atan2( NormalVec2.y, NormalVec2.x )
local Sinus = math.sin( AlphaAngle )
local AlphaAngleProbabilityReversed = ( 1 - self.AlphaAngleProbability ) * ( 1 - Sinus )
local AlphaAngleProbability = 1 - AlphaAngleProbabilityReversed
AlphaAngleProbability = AlphaAngleProbability * 30 / 300
local Probability = math.random() -- Selects a number between 0 and 1
--self:T( { Probability, AlphaAngleProbability } )
if Probability > AlphaAngleProbability then
DetectionAccepted = false
end
end
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.ZoneProbability then
for ZoneDataID, ZoneData in pairs( self.ZoneProbability ) do
self:F({ZoneData})
local ZoneObject = ZoneData[1] -- Core.Zone#ZONE_BASE
local ZoneProbability = ZoneData[2] -- #number
ZoneProbability = ZoneProbability * 30 / 300
if ZoneObject:IsVec2InZone( DetectedObjectVec2 ) == true then
local Probability = math.random() -- Selects a number between 0 and 1
--self:T( { Probability, ZoneProbability } )
if Probability > ZoneProbability then
DetectionAccepted = false
break
end
end
end
end
if DetectionAccepted then
HasDetectedObjects = true
self.DetectedObjects[DetectedObjectName] = self.DetectedObjects[DetectedObjectName] or {}
self.DetectedObjects[DetectedObjectName].Name = DetectedObjectName
if TargetIsDetected and TargetIsDetected == true then
self.DetectedObjects[DetectedObjectName].IsDetected = TargetIsDetected
end
if TargetIsDetected and TargetIsVisible and TargetIsVisible == true then
self.DetectedObjects[DetectedObjectName].IsVisible = TargetIsDetected and TargetIsVisible
end
if TargetIsDetected and not self.DetectedObjects[DetectedObjectName].KnowType then
self.DetectedObjects[DetectedObjectName].KnowType = TargetIsDetected and TargetKnowType
end
self.DetectedObjects[DetectedObjectName].KnowDistance = TargetKnowDistance -- Detection.distance -- TargetKnowDistance
self.DetectedObjects[DetectedObjectName].LastTime = (TargetIsDetected and TargetIsVisible == false) and TargetLastTime
self.DetectedObjects[DetectedObjectName].LastPos = (TargetIsDetected and TargetIsVisible == false) and TargetLastPos
self.DetectedObjects[DetectedObjectName].LastVelocity = (TargetIsDetected and TargetIsVisible == false) and TargetLastVelocity
if not self.DetectedObjects[DetectedObjectName].Distance or (Distance and self.DetectedObjects[DetectedObjectName].Distance > Distance) then
self.DetectedObjects[DetectedObjectName].Distance = Distance
end
self.DetectedObjects[DetectedObjectName].DetectionTimeStamp = DetectionTimeStamp
self:F( { DetectedObject = self.DetectedObjects[DetectedObjectName] } )
local DetectedUnit = UNIT:FindByName( DetectedObjectName )
DetectedUnits[DetectedObjectName] = DetectedUnit
else
-- if beyond the DetectionRange then nullify...
self:F( { DetectedObject = "No more detection for " .. DetectedObjectName } )
if self.DetectedObjects[DetectedObjectName] then
self.DetectedObjects[DetectedObjectName] = nil
end
end
-- self:T2( self.DetectedObjects )
else
-- The previously detected object does not exist anymore, delete from the cache.
self:F( "Removing from DetectedObjects: " .. DetectionObjectName )
self.DetectedObjects[DetectionObjectName] = nil
end
end
if HasDetectedObjects then
self:__Detected( 0.1, DetectedUnits )
end
end
if self.DetectionCount > 0 and self.DetectionRun == self.DetectionCount then
-- First check if all DetectedObjects were detected.
-- This is important. When there are DetectedObjects in the list, but were not detected,
-- And these remain undetected for more than 60 seconds, then these DetectedObjects will be flagged as not Detected.
-- IsDetected = false!
-- This is used in A2A_TASK_DISPATCHER to initiate fighter sweeping! The TASK_A2A_INTERCEPT tasks will be replaced with TASK_A2A_SWEEP tasks.
for DetectedObjectName, DetectedObject in pairs( self.DetectedObjects ) do
if self.DetectedObjects[DetectedObjectName].IsDetected == true and self.DetectedObjects[DetectedObjectName].DetectionTimeStamp + 300 <= DetectionTimeStamp then
self.DetectedObjects[DetectedObjectName].IsDetected = false
end
end
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
end
end
end
do -- DetectionItems Creation
--- Clean the DetectedItem table.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE
function DETECTION_BASE:CleanDetectionItem( DetectedItem, DetectedItemID )
-- We clean all DetectedItems.
-- if there are any remaining DetectedItems with no Set Objects then the Item in the DetectedItems must be deleted.
local DetectedSet = DetectedItem.Set
if DetectedSet:Count() == 0 then
self:RemoveDetectedItem( DetectedItemID )
end
return self
end
--- Forget a Unit from a DetectionItem
-- @param #DETECTION_BASE self
-- @param #string UnitName The UnitName that needs to be forgotten from the DetectionItem Sets.
-- @return #DETECTION_BASE
function DETECTION_BASE:ForgetDetectedUnit( UnitName )
local DetectedItems = self:GetDetectedItems()
for DetectedItemIndex, DetectedItem in pairs( DetectedItems ) do
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
if DetectedSet then
DetectedSet:RemoveUnitsByName( UnitName )
end
end
return self
end
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE
function DETECTION_BASE:CreateDetectionItems()
self:F( "Error, in DETECTION_BASE class..." )
return self
end
end
do -- Initialization methods
--- Detect Visual.
-- @param #DETECTION_BASE self
-- @param #boolean DetectVisual
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectVisual( DetectVisual )
self.DetectVisual = DetectVisual
return self
end
--- Detect Optical.
-- @param #DETECTION_BASE self
-- @param #boolean DetectOptical
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectOptical( DetectOptical )
self:F2()
self.DetectOptical = DetectOptical
return self
end
--- Detect Radar.
-- @param #DETECTION_BASE self
-- @param #boolean DetectRadar
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectRadar( DetectRadar )
self:F2()
self.DetectRadar = DetectRadar
return self
end
--- Detect IRST.
-- @param #DETECTION_BASE self
-- @param #boolean DetectIRST
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectIRST( DetectIRST )
self:F2()
self.DetectIRST = DetectIRST
return self
end
--- Detect RWR.
-- @param #DETECTION_BASE self
-- @param #boolean DetectRWR
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectRWR( DetectRWR )
self:F2()
self.DetectRWR = DetectRWR
return self
end
--- Detect DLINK.
-- @param #DETECTION_BASE self
-- @param #boolean DetectDLINK
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectDLINK( DetectDLINK )
self:F2()
self.DetectDLINK = DetectDLINK
return self
end
end
do -- Filter methods
--- Filter the detected units based on Unit.Category
-- The different values of Unit.Category can be:
--
-- * Unit.Category.AIRPLANE
-- * Unit.Category.GROUND_UNIT
-- * Unit.Category.HELICOPTER
-- * Unit.Category.SHIP
-- * Unit.Category.STRUCTURE
--
-- Multiple Unit.Category entries can be given as a table and then these will be evaluated as an OR expression.
--
-- Example to filter a single category (Unit.Category.AIRPLANE).
--
-- DetectionObject:FilterCategories( Unit.Category.AIRPLANE )
--
-- Example to filter multiple categories (Unit.Category.AIRPLANE, Unit.Category.HELICOPTER). Note the {}.
--
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
--
-- @param #DETECTION_BASE self
-- @param #list<DCS#Unit> FilterCategories The Categories entries
-- @return #DETECTION_BASE self
function DETECTION_BASE:FilterCategories( FilterCategories )
self:F2()
self._.FilterCategories = {}
if type( FilterCategories ) == "table" then
for CategoryID, Category in pairs( FilterCategories ) do
self._.FilterCategories[Category] = Category
end
else
self._.FilterCategories[FilterCategories] = FilterCategories
end
return self
end
end
do
--- Set the detection interval time in seconds.
-- @param #DETECTION_BASE self
-- @param #number RefreshTimeInterval Interval in seconds.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRefreshTimeInterval( RefreshTimeInterval )
self:F2()
self.RefreshTimeInterval = RefreshTimeInterval
return self
end
end
do -- Friendlies Radius
--- Set the radius in meters to validate if friendlies are nearby.
-- @param #DETECTION_BASE self
-- @param #number FriendliesRange Radius to use when checking if Friendlies are nearby.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetFriendliesRange( FriendliesRange ) -- R2.2 Friendlies range
self:F2()
self.FriendliesRange = FriendliesRange
return self
end
end
do -- Intercept Point
--- Set the parameters to calculate to optimal intercept point.
-- @param #DETECTION_BASE self
-- @param #boolean Intercept Intercept is true if an intercept point is calculated. Intercept is false if it is disabled. The default Intercept is false.
-- @param #number InterceptDelay If Intercept is true, then InterceptDelay is the average time it takes to get airplanes airborne.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetIntercept( Intercept, InterceptDelay )
self:F2()
self.Intercept = Intercept
self.InterceptDelay = InterceptDelay
return self
end
end
do -- Accept / Reject detected units
--- Accept detections if within a range in meters.
-- @param #DETECTION_BASE self
-- @param #number AcceptRange Accept a detection if the unit is within the AcceptRange in meters.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetAcceptRange( AcceptRange )
self:F2()
self.AcceptRange = AcceptRange
return self
end
--- Accept detections if within the specified zone(s).
-- @param #DETECTION_BASE self
-- @param Core.Zone#ZONE_BASE AcceptZones Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetAcceptZones( AcceptZones )
self:F2()
if type( AcceptZones ) == "table" then
if AcceptZones.ClassName and AcceptZones:IsInstanceOf( ZONE_BASE ) then
self.AcceptZones = { AcceptZones }
else
self.AcceptZones = AcceptZones
end
else
self:F( { "AcceptZones must be a list of ZONE_BASE derived objects or one ZONE_BASE derived object", AcceptZones } )
error()
end
return self
end
--- Reject detections if within the specified zone(s).
-- @param #DETECTION_BASE self
-- @param Core.Zone#ZONE_BASE RejectZones Can be a list or ZONE_BASE objects, or a single ZONE_BASE object.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRejectZones( RejectZones )
self:F2()
if type( RejectZones ) == "table" then
if RejectZones.ClassName and RejectZones:IsInstanceOf( ZONE_BASE ) then
self.RejectZones = { RejectZones }
else
self.RejectZones = RejectZones
end
else
self:F( { "RejectZones must be a list of ZONE_BASE derived objects or one ZONE_BASE derived object", RejectZones } )
error()
end
return self
end
end
do -- Probability methods
--- 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%.
-- @param #DETECTION_BASE self
-- @param DistanceProbability The probability factor.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetDistanceProbability( DistanceProbability )
self:F2()
self.DistanceProbability = DistanceProbability
return self
end
--- 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%
-- @param #DETECTION_BASE self
-- @param AlphaAngleProbability The probability factor.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetAlphaAngleProbability( AlphaAngleProbability )
self:F2()
self.AlphaAngleProbability = AlphaAngleProbability
return self
end
--- 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.
-- @param #DETECTION_BASE self
-- @param ZoneArray Aray of a The ZONE_BASE object and a ZoneProbability pair..
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetZoneProbability( ZoneArray )
self:F2()
self.ZoneProbability = ZoneArray
return self
end
end
do -- Change processing
--- Accepts changes from the detected item.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #DETECTION_BASE self
function DETECTION_BASE:AcceptChanges( DetectedItem )
DetectedItem.Changed = false
DetectedItem.Changes = {}
return self
end
--- Add a change to the detected zone.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @param #string ChangeCode
-- @return #DETECTION_BASE self
function DETECTION_BASE:AddChangeItem( DetectedItem, ChangeCode, ItemUnitType )
DetectedItem.Changed = true
local ID = DetectedItem.ID
DetectedItem.Changes = DetectedItem.Changes or {}
DetectedItem.Changes[ChangeCode] = DetectedItem.Changes[ChangeCode] or {}
DetectedItem.Changes[ChangeCode].ID = ID
DetectedItem.Changes[ChangeCode].ItemUnitType = ItemUnitType
self:F( { "Change on Detected Item:", DetectedItemID = DetectedItem.ID, ChangeCode = ChangeCode, ItemUnitType = ItemUnitType } )
return self
end
--- Add a change to the detected zone.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @param #string ChangeCode
-- @param #string ChangeUnitType
-- @return #DETECTION_BASE self
function DETECTION_BASE:AddChangeUnit( DetectedItem, ChangeCode, ChangeUnitType )
DetectedItem.Changed = true
local ID = DetectedItem.ID
DetectedItem.Changes = DetectedItem.Changes or {}
DetectedItem.Changes[ChangeCode] = DetectedItem.Changes[ChangeCode] or {}
DetectedItem.Changes[ChangeCode][ChangeUnitType] = DetectedItem.Changes[ChangeCode][ChangeUnitType] or 0
DetectedItem.Changes[ChangeCode][ChangeUnitType] = DetectedItem.Changes[ChangeCode][ChangeUnitType] + 1
DetectedItem.Changes[ChangeCode].ID = ID
self:F( { "Change on Detected Unit:", DetectedItemID = DetectedItem.ID, ChangeCode = ChangeCode, ChangeUnitType = ChangeUnitType } )
return self
end
end
do -- Friendly calculations
--- This will allow during friendly search any recce or detection unit to be also considered as a friendly.
-- By default, recce aren't considered friendly, because that would mean that a recce would be also an attacking friendly,
-- and this is wrong.
-- However, in a CAP situation, when the CAP is part of an EWR network, the CAP is also an attacker.
-- This, this method allows to register for a detection the CAP unit name prefixes to be considered CAP.
-- @param #DETECTION_BASE self
-- @param #string FriendlyPrefixes A string or a list of prefixes.
-- @return #DETECTION_BASE
function DETECTION_BASE:SetFriendlyPrefixes( FriendlyPrefixes )
self.FriendlyPrefixes = self.FriendlyPrefixes or {}
if type( FriendlyPrefixes ) ~= "table" then
FriendlyPrefixes = { FriendlyPrefixes }
end
for PrefixID, Prefix in pairs( FriendlyPrefixes ) do
self:F( { FriendlyPrefix = Prefix } )
self.FriendlyPrefixes[Prefix] = Prefix
end
return self
end
--- This will allow during friendly search only units of the specified list of categories.
-- @param #DETECTION_BASE self
-- @param #string FriendlyCategories A list of unit categories.
-- @return #DETECTION_BASE
-- @usage
-- -- Only allow Ships and Vehicles to be part of the friendly team.
-- Detection:SetFriendlyCategories( { Unit.Category.SHIP, Unit.Category.GROUND_UNIT } )
--- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @param DCS#Unit.Category Category The category of the unit.
-- @return #boolean true if there are friendlies nearby
function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category )
-- self:F( { "FriendliesNearBy Test", DetectedItem.FriendliesNearBy } )
return (DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category] ~= nil) or false
end
--- Returns friendly units nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @param DCS#Unit.Category Category The category of the unit.
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
function DETECTION_BASE:GetFriendliesNearBy( DetectedItem, Category )
return DetectedItem.FriendliesNearBy and DetectedItem.FriendliesNearBy[Category]
end
--- Returns if there are friendlies nearby the intercept ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #boolean trhe if there are friendlies near the intercept.
function DETECTION_BASE:IsFriendliesNearIntercept( DetectedItem )
return DetectedItem.FriendliesNearIntercept ~= nil or false
end
--- Returns friendly units nearby the intercept point ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
function DETECTION_BASE:GetFriendliesNearIntercept( DetectedItem )
return DetectedItem.FriendliesNearIntercept
end
--- Returns the distance used to identify friendlies near the detected item ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
-- @return #table A table of distances to friendlies.
function DETECTION_BASE:GetFriendliesDistance( DetectedItem )
return DetectedItem.FriendliesDistance
end
--- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #boolean true if there are friendlies nearby
function DETECTION_BASE:IsPlayersNearBy( DetectedItem )
return DetectedItem.PlayersNearBy ~= nil
end
--- Returns friendly units nearby the FAC units ...
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item.
-- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs.
function DETECTION_BASE:GetPlayersNearBy( DetectedItem )
return DetectedItem.PlayersNearBy
end
--- Background worker function to determine if there are friendlies nearby ...
-- @param #DETECTION_BASE self
-- @param #table TargetData
function DETECTION_BASE:ReportFriendliesNearBy( TargetData )
-- self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } )
local DetectedItem = TargetData.DetectedItem -- #DETECTION_BASE.DetectedItem
local DetectedSet = TargetData.DetectedItem.Set
local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT
DetectedItem.FriendliesNearBy = nil
-- We need to ensure that the DetectedUnit is alive!
if DetectedUnit and DetectedUnit:IsAlive() then
local DetectedUnitCoord = DetectedUnit:GetCoordinate()
local InterceptCoord = TargetData.InterceptCoord or DetectedUnitCoord
local SphereSearch = {
id = world.VolumeType.SPHERE,
params = {
point = InterceptCoord:GetVec3(),
radius = self.FriendliesRange,
}
}
--- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup
-- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
local DetectedItem = ReportGroupData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = ReportGroupData.DetectedItem.Set
local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT
local DetectedUnitCoord = DetectedUnit:GetCoordinate()
local InterceptCoord = ReportGroupData.InterceptCoord or DetectedUnitCoord
local ReportSetGroup = ReportGroupData.ReportSetGroup
local EnemyCoalition = DetectedUnit:GetCoalition()
local FoundUnitCoalition = FoundDCSUnit:getCoalition()
local FoundUnitCategory = FoundDCSUnit:getDesc().category
local FoundUnitName = FoundDCSUnit:getName()
local FoundUnitGroupName = FoundDCSUnit:getGroup():getName()
local EnemyUnitName = DetectedUnit:GetName()
local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil
-- self:T( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitInReportSetGroup == true then
-- If the recce was part of the friendlies found, then check if the recce is part of the allowed friendly unit prefixes.
for PrefixID, Prefix in pairs( self.FriendlyPrefixes or {} ) do
-- self:F( { "Friendly Prefix:", Prefix = Prefix } )
-- In case a match is found (so a recce unit name is part of the friendly prefixes), then report that recce to be part of the friendlies.
-- This is important if CAP planes (so planes using their own radar) to be scanning for targets as part of the EWR network.
-- But CAP planes are also attackers, so they need to be considered friendlies too!
-- I chose to use prefixes because it is the fastest way to check.
if string.find( FoundUnitName, Prefix:gsub( "-", "%%-" ), 1 ) then
FoundUnitInReportSetGroup = false
break
end
end
end
-- self:F( { "Friendlies near Target:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
local FriendlyUnit = UNIT:Find( FoundDCSUnit )
local FriendlyUnitName = FriendlyUnit:GetName()
local FriendlyUnitCategory = FriendlyUnit:GetDesc().category
-- Friendlies are sorted per unit category.
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
DetectedItem.FriendliesNearBy[FoundUnitCategory] = DetectedItem.FriendliesNearBy[FoundUnitCategory] or {}
DetectedItem.FriendliesNearBy[FoundUnitCategory][FriendlyUnitName] = FriendlyUnit
local Distance = DetectedUnitCoord:Get2DDistance( FriendlyUnit:GetCoordinate() )
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
DetectedItem.FriendliesDistance[Distance] = FriendlyUnit
-- self:F( { "Friendlies Found:", FriendlyUnitName = FriendlyUnitName, Distance = Distance, FriendlyUnitCategory = FriendlyUnitCategory, FriendliesCategory = self.FriendliesCategory } )
return true
end
return true
end
world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, TargetData )
DetectedItem.PlayersNearBy = nil
_DATABASE:ForEachPlayer(
--- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName )
-- Fix for issue https://github.com/FlightControl-Master/MOOSE/issues/1225
if PlayerUnit and PlayerUnit:IsAlive() then
local coord = PlayerUnit:GetCoordinate()
if coord and coord:IsInRadius( DetectedUnitCoord, self.FriendliesRange ) then
local PlayerUnitCategory = PlayerUnit:GetDesc().category
if (not self.FriendliesCategory) or (self.FriendliesCategory and (self.FriendliesCategory == PlayerUnitCategory)) then
local PlayerUnitName = PlayerUnit:GetName()
DetectedItem.PlayersNearBy = DetectedItem.PlayersNearBy or {}
DetectedItem.PlayersNearBy[PlayerUnitName] = PlayerUnit
-- Friendlies are sorted per unit category.
DetectedItem.FriendliesNearBy = DetectedItem.FriendliesNearBy or {}
DetectedItem.FriendliesNearBy[PlayerUnitCategory] = DetectedItem.FriendliesNearBy[PlayerUnitCategory] or {}
DetectedItem.FriendliesNearBy[PlayerUnitCategory][PlayerUnitName] = PlayerUnit
local Distance = DetectedUnitCoord:Get2DDistance( PlayerUnit:GetCoordinate() )
DetectedItem.FriendliesDistance = DetectedItem.FriendliesDistance or {}
DetectedItem.FriendliesDistance[Distance] = PlayerUnit
end
end
end
end )
end
self:F( { Friendlies = DetectedItem.FriendliesNearBy, Players = DetectedItem.PlayersNearBy } )
end
end
--- Determines if a detected object has already been identified during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
-- @return #boolean true if already identified.
function DETECTION_BASE:IsDetectedObjectIdentified( DetectedObject )
local DetectedObjectName = DetectedObject.Name
if DetectedObjectName then
local DetectedObjectIdentified = self.DetectedObjectsIdentified[DetectedObjectName] == true
return DetectedObjectIdentified
else
return nil
end
end
--- Identifies a detected object during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
function DETECTION_BASE:IdentifyDetectedObject( DetectedObject )
-- self:F( { "Identified:", DetectedObject.Name } )
local DetectedObjectName = DetectedObject.Name
self.DetectedObjectsIdentified[DetectedObjectName] = true
end
--- UnIdentify a detected object during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
function DETECTION_BASE:UnIdentifyDetectedObject( DetectedObject )
local DetectedObjectName = DetectedObject.Name
self.DetectedObjectsIdentified[DetectedObjectName] = false
end
--- UnIdentify all detected objects during detection processing.
-- @param #DETECTION_BASE self
function DETECTION_BASE:UnIdentifyAllDetectedObjects()
self.DetectedObjectsIdentified = {} -- Table will be garbage collected.
end
--- Gets a detected object with a given name.
-- @param #DETECTION_BASE self
-- @param #string ObjectName
-- @return #DETECTION_BASE.DetectedObject
function DETECTION_BASE:GetDetectedObject( ObjectName )
self:F2( { ObjectName = ObjectName } )
if ObjectName then
local DetectedObject = self.DetectedObjects[ObjectName]
if DetectedObject then
-- self:F( { DetectedObjects = self.DetectedObjects } )
-- Only return detected objects that are alive!
local DetectedUnit = UNIT:FindByName( ObjectName )
if DetectedUnit and DetectedUnit:IsAlive() then
if self:IsDetectedObjectIdentified( DetectedObject ) == false then
-- self:F( { DetectedObject = DetectedObject } )
return DetectedObject
end
end
end
end
return nil
end
--- Gets a detected unit type name, taking into account the detection results.
-- @param #DETECTION_BASE self
-- @param Wrapper.Unit#UNIT DetectedUnit
-- @return #string The type name
function DETECTION_BASE:GetDetectedUnitTypeName( DetectedUnit )
-- self:F2( ObjectName )
if DetectedUnit and DetectedUnit:IsAlive() then
local DetectedUnitName = DetectedUnit:GetName()
local DetectedObject = self.DetectedObjects[DetectedUnitName]
if DetectedObject then
if DetectedObject.KnowType then
return DetectedUnit:GetTypeName()
else
return "Unknown"
end
else
return "Unknown"
end
else
return "Dead:" .. DetectedUnit:GetName()
end
return "Undetected:" .. DetectedUnit:GetName()
end
--- Adds a new DetectedItem to the DetectedItems list.
-- The DetectedItem is a table and contains a SET_UNIT in the field Set.
-- @param #DETECTION_BASE self
-- @param #string ItemPrefix Prefix of detected item.
-- @param #number DetectedItemKey The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle.
-- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added.
-- @return #DETECTION_BASE.DetectedItem
function DETECTION_BASE:AddDetectedItem( ItemPrefix, DetectedItemKey, Set )
local DetectedItem = {} -- #DETECTION_BASE.DetectedItem
self.DetectedItemCount = self.DetectedItemCount + 1
self.DetectedItemMax = self.DetectedItemMax + 1
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.ItemID = ItemPrefix .. "." .. self.DetectedItemMax
DetectedItem.ID = self.DetectedItemMax
DetectedItem.Removed = false
if self.Locking then
self:LockDetectedItem( DetectedItem )
end
return DetectedItem
end
--- Adds a new DetectedItem to the DetectedItems list.
-- The DetectedItem is a table and contains a SET_UNIT in the field Set.
-- @param #DETECTION_BASE self
-- @param DetectedItemKey The key of the DetectedItem.
-- @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( ItemPrefix, DetectedItemKey, Set, Zone )
self:F( { ItemPrefix, DetectedItemKey, Set, Zone } )
local DetectedItem = self:AddDetectedItem( ItemPrefix, DetectedItemKey, Set )
DetectedItem.Zone = Zone
return DetectedItem
end
--- Removes an existing DetectedItem from the DetectedItems list.
-- The DetectedItem is a table and contains a SET_UNIT in the field Set.
-- @param #DETECTION_BASE self
-- @param DetectedItemKey The key in the DetectedItems list where the item needs to be removed.
function DETECTION_BASE:RemoveDetectedItem( DetectedItemKey )
local DetectedItem = self.DetectedItems[DetectedItemKey]
if DetectedItem then
self.DetectedItemCount = self.DetectedItemCount - 1
local DetectedItemIndex = DetectedItem.Index
self.DetectedItemsByIndex[DetectedItemIndex] = nil
self.DetectedItems[DetectedItemKey] = nil
end
end
--- Get the DetectedItems by Key.
-- This will return the DetectedItems collection, indexed by the Key, which can be any object that acts as the key of the detection.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedItems
function DETECTION_BASE:GetDetectedItems()
return self.DetectedItems
end
--- Get the DetectedItems by Index.
-- This will return the DetectedItems collection, indexed by an internal numerical Index.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedItems
function DETECTION_BASE:GetDetectedItemsByIndex()
return self.DetectedItemsByIndex
end
--- Get the amount of SETs with detected objects.
-- @param #DETECTION_BASE self
-- @return #number The amount of detected items. Note that the amount of detected items can differ with the reality, because detections are not real-time but done in intervals!
function DETECTION_BASE:GetDetectedItemsCount()
local DetectedCount = self.DetectedItemCount
return DetectedCount
end
--- Get a detected item using a given Key.
-- @param #DETECTION_BASE self
-- @param Key
-- @return #DETECTION_BASE.DetectedItem
function DETECTION_BASE:GetDetectedItemByKey( Key )
self:F( { DetectedItems = self.DetectedItems } )
local DetectedItem = self.DetectedItems[Key]
if DetectedItem then
return DetectedItem
end
return nil
end
--- Get a detected item using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #number Index
-- @return #DETECTION_BASE.DetectedItem
function DETECTION_BASE:GetDetectedItemByIndex( Index )
self:F( { self.DetectedItemsByIndex } )
local DetectedItem = self.DetectedItemsByIndex[Index]
if DetectedItem then
return DetectedItem
end
return nil
end
--- Get a detected ItemID using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @return #string DetectedItemID
function DETECTION_BASE:GetDetectedItemID( DetectedItem ) -- R2.1
return DetectedItem and DetectedItem.ItemID or ""
end
--- Get a detected ID using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #number Index
-- @return #string DetectedItemID
function DETECTION_BASE:GetDetectedID( Index ) -- R2.1
local DetectedItem = self.DetectedItemsByIndex[Index]
if DetectedItem then
return DetectedItem.ID
end
return ""
end
--- Get the @{Core.Set#SET_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT DetectedSet
function DETECTION_BASE:GetDetectedItemSet( DetectedItem )
local DetectedSetUnit = DetectedItem and DetectedItem.Set
if DetectedSetUnit then
return DetectedSetUnit
end
return nil
end
--- Set IsDetected flag for the DetectedItem, which can have more units.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.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_BASE:UpdateDetectedItemDetection( DetectedItem )
local IsDetected = false
for UnitName, UnitData in pairs( DetectedItem.Set:GetSet() ) do
local DetectedObject = self.DetectedObjects[UnitName]
self:F( { UnitName = UnitName, IsDetected = DetectedObject.IsDetected } )
if DetectedObject.IsDetected then
IsDetected = true
break
end
end
self:F( { IsDetected = DetectedItem.IsDetected } )
DetectedItem.IsDetected = IsDetected
return IsDetected
end
--- Checks if there is at least one UNIT detected in the Set of the the DetectedItem.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.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_BASE:IsDetectedItemDetected( DetectedItem )
return DetectedItem.IsDetected
end
do -- Zones
--- Get the @{Core.Zone#ZONE_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @return Core.Zone#ZONE_UNIT DetectedZone
function DETECTION_BASE:GetDetectedItemZone( DetectedItem )
local DetectedZone = DetectedItem and DetectedItem.Zone
if DetectedZone then
return DetectedZone
end
local Detected
return nil
end
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
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at.
-- @param Core.Point#COORDINATE Coordinate The coordinate to set the last know detected position at.
-- @param Wrapper.Unit#UNIT DetectedItemUnit The unit to set the heading and altitude from.
-- @return #DETECTION_BASE
function DETECTION_BASE:SetDetectedItemCoordinate( DetectedItem, Coordinate, DetectedItemUnit )
self:F( { Coordinate = Coordinate } )
if DetectedItem then
if DetectedItemUnit then
DetectedItem.Coordinate = Coordinate
DetectedItem.Coordinate:SetHeading( DetectedItemUnit:GetHeading() )
DetectedItem.Coordinate.y = DetectedItemUnit:GetAltitude()
DetectedItem.Coordinate:SetVelocity( DetectedItemUnit:GetVelocityMPS() )
end
end
end
--- Get the detected item coordinate.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at.
-- @return Core.Point#COORDINATE
function DETECTION_BASE:GetDetectedItemCoordinate( DetectedItem )
self:F( { DetectedItem = DetectedItem } )
if DetectedItem then
return DetectedItem.Coordinate
end
return nil
end
--- Get a list of the detected item coordinates.
-- @param #DETECTION_BASE self
-- @return #table A table of Core.Point#COORDINATE
function DETECTION_BASE:GetDetectedItemCoordinates()
local Coordinates = {}
for DetectedItemID, DetectedItem in pairs( self:GetDetectedItems() ) do
Coordinates[DetectedItem] = self:GetDetectedItemCoordinate( DetectedItem )
end
return Coordinates
end
--- Set the detected item threat level.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem The DetectedItem to calculate the threat level for.
-- @return #DETECTION_BASE
function DETECTION_BASE:SetDetectedItemThreatLevel( DetectedItem )
local DetectedSet = DetectedItem.Set
if DetectedItem then
DetectedItem.ThreatLevel, DetectedItem.ThreatText = DetectedSet:CalculateThreatLevelA2G()
end
end
--- Get the detected item coordinate.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @return #number ThreatLevel
function DETECTION_BASE:GetDetectedItemThreatLevel( DetectedItem )
self:F( { DetectedItem = DetectedItem } )
if DetectedItem then
self:F( { ThreatLevel = DetectedItem.ThreatLevel, ThreatText = DetectedItem.ThreatText } )
return DetectedItem.ThreatLevel or 0, DetectedItem.ThreatText or ""
end
return nil, ""
end
--- Report summary of a detected item using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @param Core.Settings#SETTINGS Settings Message formatting settings to use.
-- @return Core.Report#REPORT
function DETECTION_BASE:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
self:F()
return nil
end
--- Report detailed of a detection result.
-- @param #DETECTION_BASE self
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @return #string
function DETECTION_BASE:DetectedReportDetailed( AttackGroup )
self:F()
return nil
end
--- Get the Detection Set.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE self
function DETECTION_BASE:GetDetectionSet()
local DetectionSet = self.DetectionSet
return DetectionSet
end
--- Find the nearest Recce of the DetectedItem.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return Wrapper.Unit#UNIT The nearest FAC unit
function DETECTION_BASE:NearestRecce( DetectedItem )
local NearestRecce = nil
local DistanceRecce = 1000000000 -- Units are not further than 1000000 km away from an area :-)
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
local RecceUnitCoord = RecceUnit:GetCoordinate()
local Distance = RecceUnitCoord:Get2DDistance( self:GetDetectedItemCoordinate( DetectedItem ) )
if Distance < DistanceRecce then
DistanceRecce = Distance
NearestRecce = RecceUnit
end
end
end
end
end
DetectedItem.NearestFAC = NearestRecce
DetectedItem.DistanceRecce = DistanceRecce
end
--- Schedule the DETECTION construction.
-- @param #DETECTION_BASE self
-- @param #number DelayTime The delay in seconds to wait the reporting.
-- @param #number RepeatInterval The repeat interval in seconds for the reporting to happen repeatedly.
-- @return #DETECTION_BASE self
function DETECTION_BASE:Schedule( DelayTime, RepeatInterval )
self:F2()
self.ScheduleDelayTime = DelayTime
self.ScheduleRepeatInterval = RepeatInterval
self.DetectionScheduler = SCHEDULER:New( self, self._DetectionScheduler, { self, "Detection" }, DelayTime, RepeatInterval )
return self
end
end
do -- DETECTION_UNITS
--- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE
--- 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 @{Core.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.
--
-- @field #DETECTION_UNITS
DETECTION_UNITS = {
ClassName = "DETECTION_UNITS",
DetectionRange = nil,
}
--- DETECTION_UNITS constructor.
-- @param Functional.Detection#DETECTION_UNITS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @return Functional.Detection#DETECTION_UNITS self
function DETECTION_UNITS:New( DetectionSetGroup )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) -- #DETECTION_UNITS
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self._BoundDetectedZones = false
return self
end
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_UNITS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #string The Changes text
function DETECTION_UNITS:GetChangeText( DetectedItem )
self:F( DetectedItem )
local MT = {}
for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do
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] = " New target(s) detected: " .. 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] = " Invisible or destroyed target(s): " .. table.concat( MTUT, ", " ) .. "."
end
end
return table.concat( MT, "\n" )
end
--- Create the DetectedItems list from the DetectedObjects table.
-- For each DetectedItem, a one field array is created containing the Unit detected.
-- @param #DETECTION_UNITS self
-- @return #DETECTION_UNITS self
function DETECTION_UNITS:CreateDetectionItems()
-- Loop the current detected items, and check if each object still exists and is detected.
for DetectedItemKey, _DetectedItem in pairs( self.DetectedItems ) do
local DetectedItem = _DetectedItem -- #DETECTION_BASE.DetectedItem
local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT
for DetectedUnitName, DetectedUnitData in pairs( DetectedItemSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
local DetectedObject = nil
-- self:F( DetectedUnit )
if DetectedUnit:IsAlive() then
-- self:F(DetectedUnit:GetName())
DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() )
end
if DetectedObject then
-- Yes, the DetectedUnit is still detected or exists. Flag as identified.
self:IdentifyDetectedObject( DetectedObject )
self:F( { "**DETECTED**", IsVisible = DetectedObject.IsVisible } )
-- Update the detection with the new data provided.
DetectedItem.TypeName = DetectedUnit:GetTypeName()
DetectedItem.CategoryName = DetectedUnit:GetCategoryName()
DetectedItem.Name = DetectedObject.Name
DetectedItem.IsVisible = DetectedObject.IsVisible
DetectedItem.LastTime = DetectedObject.LastTime
DetectedItem.LastPos = DetectedObject.LastPos
DetectedItem.LastVelocity = DetectedObject.LastVelocity
DetectedItem.KnowType = DetectedObject.KnowType
DetectedItem.KnowDistance = DetectedObject.KnowDistance
DetectedItem.Distance = DetectedObject.Distance
else
-- There was no DetectedObject, remove DetectedUnit from the Set.
self:AddChangeUnit( DetectedItem, "RU", DetectedUnitName )
DetectedItemSet:Remove( DetectedUnitName )
end
end
if DetectedItemSet:Count() == 0 then
-- Now the Set is empty, meaning that a detected item has no units anymore.
-- Delete the DetectedItem from the detections
self:RemoveDetectedItem( DetectedItemKey )
end
end
-- Now we need to loop through the unidentified detected units and add these... These are all new items.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = self:GetDetectedObject( DetectedUnitName )
if DetectedObject then
self:T( { "Detected Unit #", DetectedUnitName } )
local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT
if DetectedUnit then
local DetectedTypeName = DetectedUnit:GetTypeName()
local DetectedItem = self:GetDetectedItemByKey( DetectedUnitName )
if not DetectedItem then
self:T( "Added new DetectedItem" )
DetectedItem = self:AddDetectedItem( "UNIT", DetectedUnitName )
DetectedItem.TypeName = DetectedUnit:GetTypeName()
DetectedItem.Name = DetectedObject.Name
DetectedItem.IsVisible = DetectedObject.IsVisible
DetectedItem.LastTime = DetectedObject.LastTime
DetectedItem.LastPos = DetectedObject.LastPos
DetectedItem.LastVelocity = DetectedObject.LastVelocity
DetectedItem.KnowType = DetectedObject.KnowType
DetectedItem.KnowDistance = DetectedObject.KnowDistance
DetectedItem.Distance = DetectedObject.Distance
end
DetectedItem.Set:AddUnit( DetectedUnit )
self:AddChangeUnit( DetectedItem, "AU", DetectedTypeName )
end
end
end
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set
-- Set the last known coordinate.
local DetectedFirstUnit = DetectedSet:GetFirst()
local DetectedFirstUnitCoord = DetectedFirstUnit:GetCoordinate()
self:SetDetectedItemCoordinate( DetectedItem, DetectedFirstUnitCoord, DetectedFirstUnit )
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table
self:SetDetectedItemThreatLevel( DetectedItem )
self:NearestRecce( DetectedItem )
end
end
--- Report summary of a DetectedItem using a given numeric index.
-- @param #DETECTION_UNITS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @param Core.Settings#SETTINGS Settings Message formatting settings to use.
-- @return Core.Report#REPORT The report of the detection items.
function DETECTION_UNITS:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
self:F( { DetectedItem = DetectedItem } )
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
if DetectedItem then
local ReportSummary = ""
local UnitDistanceText = ""
local UnitCategoryText = ""
if DetectedItem.KnowType then
local UnitCategoryName = DetectedItem.CategoryName
if UnitCategoryName then
UnitCategoryText = UnitCategoryName
end
if DetectedItem.TypeName then
UnitCategoryText = UnitCategoryText .. " (" .. DetectedItem.TypeName .. ")"
end
else
UnitCategoryText = "Unknown"
end
if DetectedItem.KnowDistance then
if DetectedItem.IsVisible then
UnitDistanceText = " at " .. string.format( "%.2f", DetectedItem.Distance ) .. " km"
end
else
if DetectedItem.IsVisible then
UnitDistanceText = " at +/- " .. string.format( "%.0f", DetectedItem.Distance ) .. " km"
end
end
-- TODO: solve Index reference
local DetectedItemCoordinate = self:GetDetectedItemCoordinate( DetectedItem )
local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings )
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
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: %s%s", UnitCategoryText, UnitDistanceText ) )
Report:Add( string.format( "Visible: %s", DetectedItem.IsVisible and "yes" or "no" ) )
Report:Add( string.format( "Detected: %s", DetectedItem.IsDetected and "yes" or "no" ) )
Report:Add( string.format( "Distance: %s", DetectedItem.KnowDistance and "yes" or "no" ) )
return Report
end
return nil
end
--- Report detailed of a detection result.
-- @param #DETECTION_UNITS self
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @return #string
function DETECTION_UNITS:DetectedReportDetailed( AttackGroup )
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 units:" )
Report:Add( ReportSummary:Text() )
end
local ReportText = Report:Text()
return ReportText
end
end
do -- DETECTION_TYPES
--- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE
--- 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 @{Core.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.
--
-- @field #DETECTION_TYPES
DETECTION_TYPES = {
ClassName = "DETECTION_TYPES",
DetectionRange = nil,
}
--- DETECTION_TYPES constructor.
-- @param Functional.Detection#DETECTION_TYPES self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Recce role.
-- @return Functional.Detection#DETECTION_TYPES self
function DETECTION_TYPES:New( DetectionSetGroup )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) -- #DETECTION_TYPES
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self._BoundDetectedZones = false
return self
end
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_TYPES self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return #string The Changes text
function DETECTION_TYPES:GetChangeText( DetectedItem )
self:F( DetectedItem )
local MT = {}
for ChangeCode, ChangeData in pairs( DetectedItem.Changes ) do
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] = " New target(s) detected: " .. 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] = " Invisible or destroyed target(s): " .. table.concat( MTUT, ", " ) .. "."
end
end
return table.concat( MT, "\n" )
end
--- Create the DetectedItems list from the DetectedObjects table.
-- For each DetectedItem, a one field array is created containing the Unit detected.
-- @param #DETECTION_TYPES self
-- @return #DETECTION_TYPES self
function DETECTION_TYPES:CreateDetectionItems()
-- Loop the current detected items, and check if each object still exists and is detected.
for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do
local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedTypeName = DetectedItem.TypeName
for DetectedUnitName, DetectedUnitData in pairs( DetectedItemSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
local DetectedObject = nil
if DetectedUnit:IsAlive() then
-- self:F(DetectedUnit:GetName())
DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() )
end
if DetectedObject then
-- Yes, the DetectedUnit is still detected or exists. Flag as identified.
self:IdentifyDetectedObject( DetectedObject )
else
-- There was no DetectedObject, remove DetectedUnit from the Set.
self:AddChangeUnit( DetectedItem, "RU", DetectedUnitName )
DetectedItemSet:Remove( DetectedUnitName )
end
end
if DetectedItemSet:Count() == 0 then
-- Now the Set is empty, meaning that a detected item has no units anymore.
-- Delete the DetectedItem from the detections
self:RemoveDetectedItem( DetectedItemKey )
end
end
-- Now we need to loop through the unidentified detected units and add these... These are all new items.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = self:GetDetectedObject( DetectedUnitName )
if DetectedObject then
self:T( { "Detected Unit #", DetectedUnitName } )
local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT
if DetectedUnit then
local DetectedTypeName = DetectedUnit:GetTypeName()
local DetectedItem = self:GetDetectedItemByKey( DetectedTypeName )
if not DetectedItem then
DetectedItem = self:AddDetectedItem( "TYPE", DetectedTypeName )
DetectedItem.TypeName = DetectedTypeName
end
DetectedItem.Set:AddUnit( DetectedUnit )
self:AddChangeUnit( DetectedItem, "AU", DetectedTypeName )
end
end
end
-- Check if there are any friendlies nearby.
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set
-- Set the last known coordinate.
local DetectedFirstUnit = DetectedSet:GetFirst()
local DetectedUnitCoord = DetectedFirstUnit:GetCoordinate()
self:SetDetectedItemCoordinate( DetectedItem, DetectedUnitCoord, DetectedFirstUnit )
self:ReportFriendliesNearBy( { DetectedItem = DetectedItem, ReportSetGroup = self.DetectionSet } ) -- Fill the Friendlies table
self:SetDetectedItemThreatLevel( DetectedItem )
self:NearestRecce( DetectedItem )
end
end
--- Report summary of a DetectedItem using a given numeric index.
-- @param #DETECTION_TYPES self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @param Core.Settings#SETTINGS Settings Message formatting settings to use.
-- @return Core.Report#REPORT The report of the detection items.
function DETECTION_TYPES:DetectedItemReportSummary( DetectedItem, AttackGroup, Settings )
self:F( { DetectedItem = DetectedItem } )
local DetectedSet = self:GetDetectedItemSet( DetectedItem )
local DetectedItemID = self:GetDetectedItemID( DetectedItem )
self:T( DetectedItem )
if DetectedItem then
local ThreatLevelA2G = self:GetDetectedItemThreatLevel( DetectedItem )
local DetectedItemsCount = DetectedSet:Count()
local DetectedItemType = DetectedItem.TypeName
local DetectedItemCoordinate = self:GetDetectedItemCoordinate( DetectedItem )
local DetectedItemCoordText = DetectedItemCoordinate:ToString( AttackGroup, Settings )
local Report = REPORT:New()
Report:Add( DetectedItemID .. ", " .. DetectedItemCoordText )
Report:Add( string.format( "Threat: [%s%s]", string.rep( "", ThreatLevelA2G ), string.rep( "", 10 - ThreatLevelA2G ) ) )
Report:Add( string.format( "Type: %2d of %s", DetectedItemsCount, DetectedItemType ) )
return Report
end
end
--- Report detailed of a detection result.
-- @param #DETECTION_TYPES self
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @return #string
function DETECTION_TYPES:DetectedReportDetailed( AttackGroup )
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 types:" )
Report:Add( ReportSummary:Text() )
end
local ReportText = Report:Text()
return ReportText
end
end
do -- DETECTION_AREAS
--- @type DETECTION_AREAS
-- @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
--- Detect units within the battle zone for a list of @{Wrapper.Group}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) are implemented in @{Functional.Detection#DETECTION_AREAS}.
--
-- 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_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
-- Use the methods @{Functional.Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Functional.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:
--
-- * @{Functional.Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Functional.Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
--
-- the detected zones when a new detection has taken place.
--
-- @field #DETECTION_AREAS
DETECTION_AREAS = {
ClassName = "DETECTION_AREAS",
DetectionZoneRange = nil,
}
--- DETECTION_AREAS constructor.
-- @param #DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return #DETECTION_AREAS
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) )
self.DetectionZoneRange = DetectionZoneRange
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self._BoundDetectedZones = false
return self
end
--- Retrieve set of detected zones.
-- @param #DETECTION_AREAS self
-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected.
function DETECTION_AREAS:GetDetectionZones()
local zoneset = SET_ZONE:New()
for _ID,_Item in pairs (self.DetectedItems) do
local item = _Item -- #DETECTION_BASE.DetectedItem
if item.Zone then
zoneset:AddZone(item.Zone)
end
end
return zoneset
end
--- Retrieve a specific zone by its ID (number)
-- @param #DETECTION_AREAS self
-- @param #number ID
-- @return Core.Zone#ZONE_UNIT The zone or nil if it does not exist
function DETECTION_AREAS:GetDetectionZoneByID(ID)
local zone = nil
for _ID,_Item in pairs (self.DetectedItems) do
local item = _Item -- #DETECTION_BASE.DetectedItem
if item.ID == ID then
zone = item.Zone
break
end
end
return zone
end
--- Retrieve number of detected zones.
-- @param #DETECTION_AREAS self
-- @return #number The number of zones.
function DETECTION_AREAS:GetDetectionZoneCount()
local zoneset = 0
for _ID,_Item in pairs (self.DetectedItems) do
if _Item.Zone then
zoneset = zoneset + 1
end
end
return zoneset
end
--- Report summary of a detected item using a given numeric index.
-- @param #DETECTION_AREAS 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_AREAS:DetectedItemReportMenu( 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 Report = REPORT:New()
Report:Add( DetectedItemID )
Report:Add( string.format( "Threat: [%s%s]", string.rep( "", ThreatLevelA2G ), string.rep( "", 10 - ThreatLevelA2G ) ) )
return Report
end
return nil
end
--- Report summary of a detected item using a given numeric index.
-- @param #DETECTION_AREAS 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_AREAS: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 = self:GetDetectedItemCoordinate( DetectedItem )
local DetectedAir = DetectedSet:HasAirUnits()
local DetectedAltitude = self:GetDetectedItemCoordinate( DetectedItem )
local DetectedItemCoordText = ""
if DetectedAir > 0 then
DetectedItemCoordText = DetectedItemCoordinate:ToStringA2A( AttackGroup, Settings )
else
DetectedItemCoordText = DetectedItemCoordinate:ToStringA2G( AttackGroup, Settings )
end
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%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_AREAS self
-- @param Wrapper.Group#GROUP AttackGroup The group to generate the report for.
-- @return #string
function DETECTION_AREAS: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_AREAS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
function DETECTION_AREAS: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
end
--- Smoke the detected units
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:SmokeDetectedUnits()
self:F2()
self._SmokeDetectedUnits = true
return self
end
--- Flare the detected units
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:FlareDetectedUnits()
self:F2()
self._FlareDetectedUnits = true
return self
end
--- Smoke the detected zones
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:SmokeDetectedZones()
self:F2()
self._SmokeDetectedZones = true
return self
end
--- Flare the detected zones
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:FlareDetectedZones()
self:F2()
self._FlareDetectedZones = true
return self
end
--- Bound the detected zones
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:BoundDetectedZones()
self:F2()
self._BoundDetectedZones = true
return self
end
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem
-- @return #string The Changes text
function DETECTION_AREAS: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 classes.
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:CreateDetectionItems()
self:F( "Checking Detected Items for new Detected Units ..." )
-- self:F( { DetectedObjects = self.DetectedObjects } )
-- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units.
-- Regroup when needed, split groups when needed.
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
if DetectedItem then
self:T2( { "Detected Item ID: ", DetectedItemID } )
local DetectedSet = DetectedItem.Set
local AreaExists = false -- This flag will determine of the detected area is still existing.
-- First test if the center unit is detected in the detection area.
self:T3( { "Zone Center Unit:", DetectedItem.Zone.ZoneUNIT.UnitName } )
local DetectedZoneObject = self:GetDetectedObject( DetectedItem.Zone.ZoneUNIT.UnitName )
self:T3( { "Detected Zone Object:", DetectedItem.Zone:GetName(), DetectedZoneObject } )
if DetectedZoneObject then
-- self:IdentifyDetectedObject( DetectedZoneObject )
AreaExists = true
else
-- The center object of the detected area has not been detected. Find an other unit of the set to become the center of the area.
-- First remove the center unit from the set.
DetectedSet:RemoveUnitsByName( DetectedItem.Zone.ZoneUNIT.UnitName )
self:AddChangeItem( DetectedItem, 'RAU', self:GetDetectedUnitTypeName( DetectedItem.Zone.ZoneUNIT ) )
-- Then search for a new center area unit within the set. Note that the new area unit candidate must be within the area range.
for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
local DetectedObject = self:GetDetectedObject( DetectedUnit.UnitName )
local DetectedUnitTypeName = self:GetDetectedUnitTypeName( DetectedUnit )
-- The DetectedObject can be nil when the DetectedUnit is not alive anymore or it is not in the DetectedObjects map.
-- If the DetectedUnit was already identified, DetectedObject will be nil.
if DetectedObject then
self:IdentifyDetectedObject( DetectedObject )
AreaExists = true
-- DetectedItem.Zone:BoundZone( 12, self.CountryID, true)
-- Assign the Unit as the new center unit of the detected area.
DetectedItem.Zone = ZONE_UNIT:New( DetectedUnit:GetName(), DetectedUnit, self.DetectionZoneRange )
self:AddChangeItem( DetectedItem, "AAU", DetectedUnitTypeName )
-- We don't need to add the DetectedObject to the area set, because it is already there ...
break
else
DetectedSet:Remove( DetectedUnitName )
self:AddChangeUnit( DetectedItem, "RU", DetectedUnitTypeName )
end
end
end
-- Now we've determined the center unit of the area, now we can iterate the units in the detected area.
-- Note that the position of the area may have moved due to the center unit repositioning.
-- If no center unit was identified, then the detected area does not exist anymore and should be deleted, as there are no valid units that can be the center unit.
if AreaExists then
-- ok, we found the center unit of the area, now iterate through the detected area set and see which units are still within the center unit zone ...
-- Those units within the zone are flagged as Identified.
-- If a unit was not found in the set, remove it from the set. This may be added later to other existing or new sets.
for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
local DetectedUnitTypeName = self:GetDetectedUnitTypeName( DetectedUnit )
local DetectedObject = nil
if DetectedUnit:IsAlive() then
-- self:F(DetectedUnit:GetName())
DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() )
end
if DetectedObject then
-- Check if the DetectedUnit is within the DetectedItem.Zone
if DetectedUnit:IsInZone( DetectedItem.Zone ) then
-- Yes, the DetectedUnit is within the DetectedItem.Zone, no changes, DetectedUnit can be kept within the Set.
self:IdentifyDetectedObject( DetectedObject )
DetectedSet:AddUnit( DetectedUnit )
else
-- No, the DetectedUnit is not within the DetectedItem.Zone, remove DetectedUnit from the Set.
DetectedSet:Remove( DetectedUnitName )
self:AddChangeUnit( DetectedItem, "RU", DetectedUnitTypeName )
end
else
-- There was no DetectedObject, remove DetectedUnit from the Set.
self:AddChangeUnit( DetectedItem, "RU", "destroyed target" )
DetectedSet:Remove( DetectedUnitName )
-- The DetectedObject has been identified, because it does not exist ...
-- self:IdentifyDetectedObject( DetectedObject )
end
end
else
-- DetectedItem.Zone:BoundZone( 12, self.CountryID, true)
self:RemoveDetectedItem( DetectedItemID )
self:AddChangeItem( DetectedItem, "RA" )
end
end
end
-- We iterated through the existing detection areas and:
-- - We checked which units are still detected in each detection area. Those units were flagged as Identified.
-- - We re-centered the detection area to new center units where it was needed.
--
-- Now we need to loop through the unidentified detected units and see where they belong:
-- - They can be added to a new detection area and become the new center unit.
-- - They can be added to a new detection area.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = self:GetDetectedObject( DetectedUnitName )
if DetectedObject then
-- We found an unidentified unit outside of any existing detection area.
local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Wrapper.Unit#UNIT
local DetectedUnitTypeName = self:GetDetectedUnitTypeName( DetectedUnit )
local AddedToDetectionArea = false
for DetectedItemID, DetectedItemData in pairs( self.DetectedItems ) do
local DetectedItem = DetectedItemData -- #DETECTION_BASE.DetectedItem
if DetectedItem then
local DetectedSet = DetectedItem.Set
if not self:IsDetectedObjectIdentified( DetectedObject ) and DetectedUnit:IsInZone( DetectedItem.Zone ) then
self:IdentifyDetectedObject( DetectedObject )
DetectedSet:AddUnit( DetectedUnit )
AddedToDetectionArea = true
self:AddChangeUnit( DetectedItem, "AU", DetectedUnitTypeName )
end
end
end
if AddedToDetectionArea == false then
-- New detection area
local DetectedItem = self:AddDetectedItemZone( "AREA", nil,
SET_UNIT:New():FilterDeads():FilterCrashes(),
ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
)
-- self:F( DetectedItem.Zone.ZoneUNIT.UnitName )
DetectedItem.Set:AddUnit( DetectedUnit )
self:AddChangeItem( DetectedItem, "AA", DetectedUnitTypeName )
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 = DetectedItem.Set
local DetectedFirstUnit = DetectedSet:GetFirst()
local DetectedZone = DetectedItem.Zone
-- 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.DetectionSet } ) -- 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_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedZone.ZoneUNIT:SmokeRed()
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_AREAS._FlareDetectedUnits or self._FlareDetectedUnits then
DetectedUnit:FlareGreen()
end
if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedUnit:SmokeGreen()
end
end
end )
if DETECTION_AREAS._FlareDetectedZones or self._FlareDetectedZones then
DetectedZone:FlareZone( SMOKECOLOR.White, 30, math.random( 0, 90 ) )
end
if DETECTION_AREAS._SmokeDetectedZones or self._SmokeDetectedZones then
DetectedZone:SmokeZone( SMOKECOLOR.White, 30 )
end
if DETECTION_AREAS._BoundDetectedZones or self._BoundDetectedZones then
self.CountryID = DetectedSet:GetFirst():GetCountry()
DetectedZone:BoundZone( 12, self.CountryID )
end
end
end
end