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https://github.com/Pax1601/DCSOlympus.git
synced 2025-10-29 16:56:34 +00:00
Renamed src to backend
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379
backend/core/src/airunit.cpp
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379
backend/core/src/airunit.cpp
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#include "airunit.h"
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#include "utils.h"
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#include "logger.h"
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#include "commands.h"
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#include "scheduler.h"
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#include "defines.h"
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#include "unitsManager.h"
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#include <GeographicLib/Geodesic.hpp>
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using namespace GeographicLib;
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extern Scheduler* scheduler;
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extern UnitsManager* unitsManager;
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/* Air unit */
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AirUnit::AirUnit(json::value json, unsigned int ID) : Unit(json, ID)
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{
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};
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void AirUnit::setDefaults(bool force)
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{
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if (!getAlive() || !getControlled() || getHuman() || !getIsLeader()) return;
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/* Set the default IDLE state */
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setState(State::IDLE);
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/* Set desired altitude to be equal to current altitude so the unit does not climb/descend after spawn */
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setDesiredAltitude(position.alt);
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/* Set the default options */
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setROE(ROE::OPEN_FIRE_WEAPON_FREE, force);
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setReactionToThreat(ReactionToThreat::EVADE_FIRE, force);
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setEmissionsCountermeasures(EmissionCountermeasure::DEFEND, force);
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strcpy_s(TACAN.callsign, 4, "TKR");
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setTACAN(TACAN, force);
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setRadio(radio, force);
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setGeneralSettings(generalSettings, force);
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}
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void AirUnit::setState(unsigned char newState)
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{
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Coords currentTargetPosition = getTargetPosition();
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/************ Perform any action required when LEAVING a state ************/
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if (newState != state) {
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switch (state) {
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case State::IDLE: {
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break;
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}
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case State::REACH_DESTINATION: {
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break;
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}
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case State::ATTACK: {
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setTargetID(NULL);
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break;
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}
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case State::FOLLOW: {
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setLeaderID(NULL);
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break;
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}
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case State::LAND: {
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break;
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}
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case State::REFUEL: {
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break;
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}
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case State::BOMB_POINT:
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case State::CARPET_BOMB:
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case State::BOMB_BUILDING: {
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setTargetPosition(Coords(NULL));
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break;
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}
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case State::LAND_AT_POINT: {
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break;
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}
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default:
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break;
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}
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}
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/************ Perform any action required when ENTERING a state ************/
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switch (newState) {
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case State::IDLE: {
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setEnableTaskCheckFailed(false);
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clearActivePath();
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resetActiveDestination();
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break;
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}
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case State::REACH_DESTINATION: {
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setEnableTaskCheckFailed(true);
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resetActiveDestination();
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break;
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}
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case State::ATTACK: {
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setEnableTaskCheckFailed(true);
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if (isTargetAlive()) {
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Unit* target = unitsManager->getUnit(targetID);
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Coords targetPosition = Coords(target->getPosition().lat, target->getPosition().lng, 0);
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clearActivePath();
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pushActivePathFront(targetPosition);
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resetActiveDestination();
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}
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break;
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}
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case State::FOLLOW: {
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setEnableTaskCheckFailed(true);
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clearActivePath();
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resetActiveDestination();
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break;
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}
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case State::LAND: {
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setEnableTaskCheckFailed(false);
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resetActiveDestination();
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break;
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}
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case State::REFUEL: {
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setEnableTaskCheckFailed(true);
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initialFuel = fuel;
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clearActivePath();
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resetActiveDestination();
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break;
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}
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case State::BOMB_POINT:
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case State::CARPET_BOMB:
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case State::BOMB_BUILDING: {
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setTargetPosition(currentTargetPosition);
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setEnableTaskCheckFailed(true);
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clearActivePath();
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resetActiveDestination();
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break;
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}
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case State::LAND_AT_POINT: {
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setEnableTaskCheckFailed(true);
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resetActiveDestination();
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break;
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}
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default:
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break;
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}
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setHasTask(false);
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resetTaskFailedCounter();
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log(unitName + " setting state from " + to_string(state) + " to " + to_string(newState));
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state = newState;
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triggerUpdate(DataIndex::state);
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AIloop();
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}
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void AirUnit::AIloop()
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{
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srand(static_cast<unsigned int>(time(NULL)) + ID);
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/* State machine */
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switch (state) {
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case State::IDLE: {
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if (isActiveTanker)
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setTask("Tanker racetrack");
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else if (isActiveAWACS)
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setTask("AWACS racetrack");
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else
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setTask("Idle");
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if (!getHasTask())
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{
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std::ostringstream taskSS;
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if (isActiveTanker) {
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taskSS << "{ [1] = { id = 'Tanker' }, [2] = { id = 'Orbit', pattern = 'Race-Track', altitude = " <<
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desiredAltitude << ", speed = " << desiredSpeed << ", altitudeType = '" <<
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(desiredAltitudeType ? "AGL" : "ASL") << "', speedType = '" << (desiredSpeedType ? "GS" : "CAS") << "' }}";
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}
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else if (isActiveAWACS) {
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taskSS << "{ [1] = { id = 'AWACS' }, [2] = { id = 'Orbit', pattern = 'Circle', altitude = " <<
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desiredAltitude << ", speed = " << desiredSpeed << ", altitudeType = '" <<
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(desiredAltitudeType ? "AGL" : "ASL") << "', speedType = '" << (desiredSpeedType ? "GS" : "CAS") << "' }}";
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}
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else {
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taskSS << "{ id = 'Orbit', pattern = 'Circle', altitude = " <<
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desiredAltitude << ", speed = " << desiredSpeed << ", altitudeType = '" <<
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(desiredAltitudeType ? "AGL" : "ASL") << "', speedType = '" << (desiredSpeedType ? "GS" : "CAS") << "'}";
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}
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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break;
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}
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case State::REACH_DESTINATION: {
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string enrouteTask = "";
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bool looping = false;
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if (isActiveTanker)
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{
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enrouteTask = "{ id = 'Tanker' }";
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setTask("Tanker");
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}
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else if (isActiveAWACS)
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{
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enrouteTask = "{ id = 'AWACS' }";
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setTask("AWACS");
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}
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else
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{
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enrouteTask = "nil";
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setTask("Reaching destination");
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}
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if (activeDestination == NULL || !getHasTask())
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{
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if (!setActiveDestination())
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setState(State::IDLE);
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else
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goToDestination(enrouteTask);
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}
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else {
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if (isDestinationReached(getDestinationReachedThreshold())) {
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if (updateActivePath(looping) && setActiveDestination())
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goToDestination(enrouteTask);
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else
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setState(State::IDLE);
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}
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}
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break;
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}
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case State::LAND: {
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string enrouteTask = "{ id = 'Land' }";
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setTask("Landing");
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if (activeDestination == NULL)
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{
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setActiveDestination();
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goToDestination(enrouteTask);
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}
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break;
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}
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case State::ATTACK: {
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/* If the target is not alive (either not set or was succesfully destroyed) go back to REACH_DESTINATION */
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if (!isTargetAlive()) {
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setState(State::REACH_DESTINATION);
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break;
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}
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/* Attack state is an "enroute" task, meaning the unit will keep trying to attack even if a new destination is set. This is useful to
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manoeuvre the unit so that it can detect and engage the target. */
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std::ostringstream enrouteTaskSS;
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enrouteTaskSS << "{"
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<< "id = 'EngageUnit'" << ","
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<< "targetID = " << targetID << ","
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<< "}";
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string enrouteTask = enrouteTaskSS.str();
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setTask("Attacking " + getTargetName());
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if (!getHasTask())
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{
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setActiveDestination();
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goToDestination(enrouteTask);
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}
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break;
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}
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case State::FOLLOW: {
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clearActivePath();
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activeDestination = Coords(NULL);
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/* If the leader is not alive (either not set or was destroyed) go back to IDLE */
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if (!isLeaderAlive()) {
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setState(State::IDLE);
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break;
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}
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setTask("Following " + getTargetName());
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Unit* leader = unitsManager->getUnit(leaderID);
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if (!getHasTask()) {
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if (leader != nullptr && leader->getAlive() && formationOffset != NULL)
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{
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std::ostringstream taskSS;
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taskSS << "{"
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<< "id = 'FollowUnit'" << ", "
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<< "leaderID = " << leader->getID() << ","
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<< "offset = {"
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<< "x = " << formationOffset.x << ","
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<< "y = " << formationOffset.y << ","
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<< "z = " << formationOffset.z
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<< "},"
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<< "}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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}
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break;
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}
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case State::REFUEL: {
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setTask("Refueling");
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if (!getHasTask()) {
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if (fuel <= initialFuel) {
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std::ostringstream taskSS;
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taskSS << "{"
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<< "id = 'Refuel'"
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<< "}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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else {
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setState(State::IDLE);
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}
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}
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break;
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}
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case State::BOMB_POINT: {
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setTask("Bombing point");
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if (!getHasTask()) {
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'Bombing', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << "}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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break;
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}
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case State::CARPET_BOMB: {
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setTask("Carpet bombing");
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if (!getHasTask()) {
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'CarpetBombing', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << "}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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break;
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}
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case State::BOMB_BUILDING: {
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setTask("Bombing building");
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if (!getHasTask()) {
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std::ostringstream taskSS;
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taskSS.precision(10);
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taskSS << "{id = 'AttackMapObject', lat = " << targetPosition.lat << ", lng = " << targetPosition.lng << "}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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break;
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}
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case State::LAND_AT_POINT: {
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setTask("Landing at point");
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if (!getHasTask()) {
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setActiveDestination();
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std::ostringstream taskSS;
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taskSS.precision(10),
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taskSS << "{"
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<< "id = 'LandAtPoint', "
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<< "lat = " << activeDestination.lat << ", "
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<< "lng = " << activeDestination.lng
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<< "}";
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Command* command = dynamic_cast<Command*>(new SetTask(groupName, taskSS.str(), [this]() { this->setHasTaskAssigned(true); }));
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scheduler->appendCommand(command);
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setHasTask(true);
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}
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break;
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}
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default:
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break;
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}
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}
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