Updated detection algorithm

Now the detected sets are kept consistent to previous sets. New
algorithm developed. This is important to keep assigned tasks consistent
with the detected sets.
This commit is contained in:
FlightControl
2016-07-10 09:11:05 +02:00
parent 40a9c1f7d1
commit 17abcb7b7f
19 changed files with 812 additions and 51696 deletions
+105
View File
@@ -0,0 +1,105 @@
--- @module Task_CAS
--- The TASK_CAS class
-- @type TASK_CAS
-- @extends Task#TASK_BASE
TASK_CAS = {
ClassName = "TASK_CAS",
}
--- Instantiates a new TASK_CAS.
-- @param #TASK_CAS self
-- @param Mission#MISSION Mission
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_CAS self
function TASK_CAS:New( Mission, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, "CAS Attack", "CAS", "A2G" ) )
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnBirth( self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerEnterUnit(self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnCrash(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnDead(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnPilotDead(self._EventUnAssignUnit, self )
return self
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_CAS self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_CAS self
function TASK_CAS:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_SEAD:New( self, TaskUnit, self.TargetSetUnit ) )
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Menu', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Route' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Await', returnevents = { 'Next' } }
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a ground unit", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a ground unit", -100 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_CAS self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_CAS:OnNext( Fsm, Event, From, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_CAS self
function TASK_CAS:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_CAS self
function TASK_CAS._Scheduler()
self:F2()
return true
end