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160 lines
6.6 KiB
Lua
160 lines
6.6 KiB
Lua
--- This module contains the DETECTION classes.
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--
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-- ===
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--
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-- 1) @{Detection#DETECTION_BASE} class, extends @{Base#BASE}
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-- =====================================================
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-- The @{Detection#DETECTION_BASE} class defines the core functions to administer detected objects.
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-- Detected objects are grouped in SETS of UNITS.
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--
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-- @module Detection
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-- @author Mechanic : Concept & Testing
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-- @author FlightControl : Design & Programming
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--- DETECTION_BASE class
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-- @type DETECTION_BASE
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-- @field Group#GROUP FACGroup The GROUP in the Forward Air Controller role.
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-- @field DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
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-- @field DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
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-- @field #DETECTION_BASE.DetectedUnitSets DetectedUnitSets A list of @{Set#SET_UNIT}s containing the units in each set that were detected within a DetectedZoneRange.
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-- @field #DETECTION_BASE.DetectedZones DetectedZones A list of @{Zone#ZONE_UNIT}s containing the zones of the reference detected units.
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-- @extends Set#SET_BASE
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DETECTION_BASE = {
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ClassName = "DETECTION_BASE",
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DetectedUnitSets = {},
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DetectedUnits = {},
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FACGroup = nil,
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DetectionRange = nil,
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DetectionZoneRange = nil,
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}
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--- @type DETECTION_BASE.DetectedUnitSets
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-- @list <Set#SET_UNIT>
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--- @type DETECTION_BASE.DetectedZones
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-- @list <Zone#ZONE_UNIT>
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--- DETECTION constructor.
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-- @param #DETECTION_BASE self
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-- @return #DETECTION_BASE self
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function DETECTION_BASE:New( FACGroup, DetectionRange, DetectionZoneRange )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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self.FACGroup = FACGroup
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self.DetectionRange = DetectionRange
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self.DetectionZoneRange = DetectionZoneRange
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self.DetectionScheduler = SCHEDULER:New(self, self._DetectionScheduler, { self, "Detection" }, 10, 30, 0.2 )
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end
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--- Form @{Set}s of detected @{Unit#UNIT}s in an array of @{Set#SET_UNIT}s.
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-- @param #DETECTION_BASE self
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function DETECTION_BASE:_DetectionScheduler( SchedulerName )
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self:F2( { SchedulerName } )
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self.DetectedUnitSets = {}
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if self.FACGroup:IsAlive() then
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local FACGroupName = self.FACGroup:GetName()
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local FACDetectedTargets = self.FACGroup:GetDetectedTargets()
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for FACDetectedTargetID, FACDetectedTarget in pairs( FACDetectedTargets ) do
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local FACObject = FACDetectedTarget.object
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self:T2( FACObject )
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if FACObject and FACObject:isExist() and FACObject.id_ < 50000000 then
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local FACDetectedUnit = UNIT:Find( FACObject )
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local FACDetectedUnitName = FACDetectedUnit:GetName()
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local FACDetectedUnitPositionVec3 = FACDetectedUnit:GetPointVec3()
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local FACGroupPositionVec3 = self.FACGroup:GetPointVec3()
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local Distance = ( ( FACDetectedUnitPositionVec3.x - FACGroupPositionVec3.x )^2 +
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( FACDetectedUnitPositionVec3.y - FACGroupPositionVec3.y )^2 +
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( FACDetectedUnitPositionVec3.z - FACGroupPositionVec3.z )^2
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) ^ 0.5 / 1000
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self:T( { FACGroupName, FACDetectedUnitName, Distance } )
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if Distance <= self.DetectionRange then
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if not self.DetectedUnits[FACDetectedUnitName] then
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self.DetectedUnits[FACDetectedUnitName] = {}
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end
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self.DetectedUnits[FACDetectedUnitName].DetectedUnit = UNIT:FindByName( FACDetectedUnitName )
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self.DetectedUnits[FACDetectedUnitName].Visible = FACDetectedTarget.visible
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self.DetectedUnits[FACDetectedUnitName].Type = FACDetectedTarget.type
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self.DetectedUnits[FACDetectedUnitName].Distance = FACDetectedTarget.distance
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else
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-- if beyond the DetectionRange then nullify...
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if self.DetectedUnits[FACDetectedUnitName] then
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self.DetectedUnits[FACDetectedUnitName] = nil
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end
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end
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end
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end
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-- okay, now we have a list of detected unit names ...
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-- Sort the table based on distance ...
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self:T( { "Sorting DetectedUnits table:", self.DetectedUnits } )
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table.sort( self.DetectedUnits, function( a, b ) return a.Distance < b.Distance end )
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self:T( { "Sorted Targets Table:", self.DetectedUnits } )
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-- Now group the DetectedUnits table into SET_UNITs, evaluating the DetectionZoneRange.
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if self.DetectedUnits then
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for DetectedUnitName, DetectedUnitData in pairs( self.DetectedUnits ) do
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local DetectedUnit = DetectedUnitData.DetectedUnit -- Unit#UNIT
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self:T( DetectedUnit:GetName() )
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if #self.DetectedUnitSets == 0 then
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self:T( { "Adding Unit Set #", 1 } )
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self.DetectedUnitSets[1] = {}
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self.DetectedUnitSets[1].Zone = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
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self.DetectedUnitSets[1].Set = SET_UNIT:New()
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self.DetectedUnitSets[1].Set:AddUnit( DetectedUnit )
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else
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local AddedToSet = false
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for DetectedUnitSetID, DetectedUnitSetData in pairs( self.DetectedUnitSets ) do
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self:T( "Detected Unit Set #" .. DetectedUnitSetID )
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local DetectedUnitSet = DetectedUnitSetData.Set -- Set#SET_UNIT
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local DetectedZone = DetectedUnitSetData.Zone -- Zone#ZONE_UNIT
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if DetectedUnit:IsInZone( DetectedZone ) then
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self:T( "Adding to Unit Set #" .. DetectedUnitSetID )
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self.DetectedUnitSets[DetectedUnitSetID].Set:AddUnit( DetectedUnit )
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AddedToSet = true
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end
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end
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if AddedToSet == false then
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self:T( "Adding new Unit Set #" .. #self.DetectedUnitSets+1 )
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self.DetectedUnitSets[#self.DetectedUnitSets+1] = {}
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self.DetectedUnitSets[#self.DetectedUnitSets].Zone = ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
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self.DetectedUnitSets[#self.DetectedUnitSets].Set = SET_UNIT:New()
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self.DetectedUnitSets[#self.DetectedUnitSets].Set:AddUnit( DetectedUnit )
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end
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end
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end
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end
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-- Now all the tests should have been build, now make some smoke and flares...
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for DetectedUnitSetID, DetectedUnitSetData in pairs( self.DetectedUnitSets ) do
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local DetectedUnitSet = DetectedUnitSetData.Set -- Set#SET_UNIT
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local DetectedZone = DetectedUnitSetData.Zone -- Zone#ZONE_UNIT
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self:T( "Detected Set #" .. DetectedUnitSetID )
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DetectedUnitSet:ForEachUnit(
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--- @param Unit#UNIT DetectedUnit
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function( DetectedUnit )
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self:T( DetectedUnit:GetName() )
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DetectedUnit:FlareRed()
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end
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)
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DetectedZone:SmokeZone( POINT_VEC3.SmokeColor.White, 30 )
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end
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end
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end |