MOOSE/Moose Development/Moose/Detection.lua
FlightControl 9dcfe83ed8 Updates
2016-06-23 14:46:51 +02:00

302 lines
10 KiB
Lua

--- This module contains the DETECTION classes.
--
-- ===
--
-- 1) @{Detection#DETECTION_BASE} class, extends @{Base#BASE}
-- ==========================================================
-- The @{Detection#DETECTION_BASE} class defines the core functions to administer detected objects.
-- Detected objects are grouped in SETS of UNITS.
--
-- 1.1) DETECTION constructor:
-- ----------------------------
-- * @{Detection#DETECTION.New}(): Create a new DETECTION object.
--
-- 1.2) DETECTION initialization:
-- ------------------------------
-- By default, detection will return detected units with all the methods available.
-- However, you can specify which units it found with specific detection methods.
-- If you use one of the below functions, the detection will work with the detection method specified.
-- You can specify to apply multiple detection methods.
-- Use the following functions to report the units it detected using the methods Visual, Optical, Radar, IRST, RWR, DLINK:
--
-- * @{Detection#DETECTION.InitDetectVisual}(): Detected using Visual.
-- * @{Detection#DETECTION.InitDetectOptical}(): Detected using Optical.
-- * @{Detection#DETECTION.InitDetectRadar}(): Detected using Radar.
-- * @{Detection#DETECTION.InitDetectIRST}(): Detected using IRST.
-- * @{Detection#DETECTION.InitDetectRWR}(): Detected using RWR.
-- * @{Detection#DETECTION.InitDetectDLINK}(): Detected using DLINK.
--
-- ===
--
-- @module Detection
-- @author Mechanic : Concept & Testing
-- @author FlightControl : Design & Programming
--- DETECTION_BASE class
-- @type DETECTION_BASE
-- @field Group#GROUP FACGroup The GROUP in the Forward Air Controller role.
-- @field DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedUnitSets DetectedUnitSets A list of @{Set#SET_UNIT}s containing the units in each set that were detected within a DetectedZoneRange.
-- @field #DETECTION_BASE.DetectedUnitZones DetectedUnitZones A list of @{Zone#ZONE_UNIT}s containing the zones of the reference detected units.
-- @extends Set#SET_BASE
DETECTION_BASE = {
ClassName = "DETECTION_BASE",
DetectedUnitSets = {},
DetectedUnitZones = {},
DetectedUnits = {},
FACGroup = nil,
DetectionRange = nil,
DetectionZoneRange = nil,
}
--- @type DETECTION_BASE.DetectedUnitSets
-- @list <Set#SET_UNIT>
--- @type DETECTION_BASE.DetectedUnitZones
-- @list <Zone#ZONE_UNIT>
--- DETECTION constructor.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE self
function DETECTION_BASE:New( FACGroup, DetectionRange, DetectionZoneRange )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.FACGroup = FACGroup
self.DetectionRange = DetectionRange
self.DetectionZoneRange = DetectionZoneRange
self:InitDetectVisual( false )
self:InitDetectOptical( false )
self:InitDetectRadar( false )
self:InitDetectRWR( false )
self:InitDetectIRST( false )
self:InitDetectDLINK( false )
self.DetectionScheduler = SCHEDULER:New(self, self._DetectionScheduler, { self, "Detection" }, 10, 30, 0.2 )
return self
end
--- Detect Visual.
-- @param #DETECTION_BASE self
-- @param #boolean DetectVisual
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectVisual( DetectVisual )
self.DetectVisual = DetectVisual
end
--- Detect Optical.
-- @param #DETECTION_BASE self
-- @param #boolean DetectOptical
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectOptical( DetectOptical )
self:F2()
self.DetectOptical = DetectOptical
end
--- Detect Radar.
-- @param #DETECTION_BASE self
-- @param #boolean DetectRadar
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectRadar( DetectRadar )
self:F2()
self.DetectRadar = DetectRadar
end
--- Detect IRST.
-- @param #DETECTION_BASE self
-- @param #boolean DetectIRST
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectIRST( DetectIRST )
self:F2()
self.DetectIRST = DetectIRST
end
--- Detect RWR.
-- @param #DETECTION_BASE self
-- @param #boolean DetectRWR
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectRWR( DetectRWR )
self:F2()
self.DetectRWR = DetectRWR
end
--- Detect DLINK.
-- @param #DETECTION_BASE self
-- @param #boolean DetectDLINK
-- @return #DETECTION_BASE self
function DETECTION_BASE:InitDetectDLINK( DetectDLINK )
self:F2()
self.DetectDLINK = DetectDLINK
end
--- Gets the FAC group.
-- @param #DETECTION_BASE self
-- @return Group#GROUP self
function DETECTION_BASE:GetFACGroup()
self:F2()
return self.FACGroup
end
--- Get the detected @{Set#SET_UNIT}s.
-- @param #DETECTION_BASE self
-- @return #DETECTION_BASE.DetectedUnitSets DetectedUnitSets
function DETECTION_BASE:GetDetectionUnitSets()
local DetectionUnitSets = self.DetectedUnitSets
return DetectionUnitSets
end
--- Get the amount of SETs with detected units.
-- @param #DETECTION_BASE self
-- @return #number Count
function DETECTION_BASE:GetDetectionUnitSetCount()
local DetectionUnitSetCount = #self.DetectedUnitSets
return DetectionUnitSetCount
end
--- Get a SET of detected units using a given numeric index.
-- @param #DETECTION_BASE self
-- @param #number Index
-- @return Set#SET_UNIT
function DETECTION_BASE:GetDetectionUnitSet( Index )
local DetectionUnitSet = self.DetectedUnitSets[Index]
if DetectionUnitSet then
return DetectionUnitSet
end
return nil
end
--- Form @{Set}s of detected @{Unit#UNIT}s in an array of @{Set#SET_UNIT}s.
-- @param #DETECTION_BASE self
function DETECTION_BASE:_DetectionScheduler( SchedulerName )
self:F2( { SchedulerName } )
self.DetectedUnitSets = {}
self.DetectedUnitZones = {}
if self.FACGroup:IsAlive() then
local FACGroupName = self.FACGroup:GetName()
local FACDetectedTargets = self.FACGroup:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
self.DetectIRST,
self.DetectRWR,
self.DetectDLINK
)
for FACDetectedTargetID, FACDetectedTarget in pairs( FACDetectedTargets ) do
local FACObject = FACDetectedTarget.object
self:T2( FACObject )
if FACObject and FACObject:isExist() and FACObject.id_ < 50000000 then
local FACDetectedUnit = UNIT:Find( FACObject )
local FACDetectedUnitName = FACDetectedUnit:GetName()
local FACDetectedUnitPositionVec3 = FACDetectedUnit:GetPointVec3()
local FACGroupPositionVec3 = self.FACGroup:GetPointVec3()
local Distance = ( ( FACDetectedUnitPositionVec3.x - FACGroupPositionVec3.x )^2 +
( FACDetectedUnitPositionVec3.y - FACGroupPositionVec3.y )^2 +
( FACDetectedUnitPositionVec3.z - FACGroupPositionVec3.z )^2
) ^ 0.5 / 1000
self:T( { FACGroupName, FACDetectedUnitName, Distance } )
if Distance <= self.DetectionRange then
if not self.DetectedUnits[FACDetectedUnitName] then
self.DetectedUnits[FACDetectedUnitName] = {}
end
self.DetectedUnits[FACDetectedUnitName].DetectedUnit = UNIT:FindByName( FACDetectedUnitName )
self.DetectedUnits[FACDetectedUnitName].Visible = FACDetectedTarget.visible
self.DetectedUnits[FACDetectedUnitName].Type = FACDetectedTarget.type
self.DetectedUnits[FACDetectedUnitName].Distance = FACDetectedTarget.distance
else
-- if beyond the DetectionRange then nullify...
if self.DetectedUnits[FACDetectedUnitName] then
self.DetectedUnits[FACDetectedUnitName] = nil
end
end
end
end
-- okay, now we have a list of detected unit names ...
-- Sort the table based on distance ...
self:T( { "Sorting DetectedUnits table:", self.DetectedUnits } )
table.sort( self.DetectedUnits, function( a, b ) return a.Distance < b.Distance end )
self:T( { "Sorted Targets Table:", self.DetectedUnits } )
-- Now group the DetectedUnits table into SET_UNITs, evaluating the DetectionZoneRange.
if self.DetectedUnits then
for DetectedUnitName, DetectedUnitData in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnitData.DetectedUnit -- Unit#UNIT
if DetectedUnit and DetectedUnit:IsAlive() then
self:T( DetectedUnit:GetName() )
if #self.DetectedUnitSets == 0 then
self:T( { "Adding Unit Set #", 1 } )
self.DetectedUnitZones[1] = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
self.DetectedUnitSets[1] = SET_UNIT:New()
self.DetectedUnitSets[1]:AddUnit( DetectedUnit )
else
local AddedToSet = false
for DetectedZoneIndex = 1, #self.DetectedUnitZones do
self:T( "Detected Unit Set #" .. DetectedZoneIndex )
local DetectedUnitSet = self.DetectedUnitSets[DetectedZoneIndex] -- Set#SET_UNIT
DetectedUnitSet:Flush()
local DetectedZone = self.DetectedUnitZones[DetectedZoneIndex] -- Zone#ZONE_UNIT
if DetectedUnit:IsInZone( DetectedZone ) then
self:T( "Adding to Unit Set #" .. DetectedZoneIndex )
DetectedUnitSet:AddUnit( DetectedUnit )
AddedToSet = true
end
end
if AddedToSet == false then
local DetectedZoneIndex = #self.DetectedUnitZones + 1
self:T( "Adding new zone #" .. DetectedZoneIndex )
self.DetectedUnitZones[DetectedZoneIndex] = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
self.DetectedUnitSets[DetectedZoneIndex] = SET_UNIT:New()
self.DetectedUnitSets[DetectedZoneIndex]:AddUnit( DetectedUnit )
end
end
end
end
end
-- Now all the tests should have been build, now make some smoke and flares...
for DetectedZoneIndex = 1, #self.DetectedUnitZones do
local DetectedUnitSet = self.DetectedUnitSets[DetectedZoneIndex] -- Set#SET_UNIT
local DetectedZone = self.DetectedUnitZones[DetectedZoneIndex] -- Zone#ZONE_UNIT
self:T( "Detected Set #" .. DetectedZoneIndex )
DetectedUnitSet:ForEachUnit(
--- @param Unit#UNIT DetectedUnit
function( DetectedUnit )
self:T( DetectedUnit:GetName() )
DetectedUnit:FlareRed()
end
)
DetectedZone:FlareZone( POINT_VEC3.SmokeColor.White, 30, math.random( 0,90 ) )
end
end
end