* Added a maximum markings per designated target group. So not all FACs
are occupied.
* Optimized the designation report. Move the horizontal line.
* Ensured in DESIGNATE that when targets are ordered to be smoke or
designated, that this also will happen. Was issue with the scheduler,
which got garbage collected before actually being executed, resulting in
an obsolete schedule.
* Fixed the tasking, coordinates are now updated when enquiring a task
report.
This commit is contained in:
FlightControl_Master
2017-08-12 08:27:58 +02:00
parent b1e7951a47
commit a9ac185034
4 changed files with 108 additions and 48 deletions
+2 -1
View File
@@ -210,7 +210,8 @@ SCHEDULER = {
-- @return #SCHEDULER self. -- @return #SCHEDULER self.
-- @return #number The ScheduleID of the planned schedule. -- @return #number The ScheduleID of the planned schedule.
function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop ) function SCHEDULER:New( SchedulerObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } ) self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil local ScheduleID = nil
@@ -390,6 +390,7 @@ do -- DESIGNATE
self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off self:SetThreatLevelPrioritization( false ) -- self.ThreatLevelPrioritization, default is threat level priorization off
self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations. self:SetMaximumDesignations( 5 ) -- Sets the maximum designations. The default is 5 designations.
self:SetMaximumDistanceDesignations( 12000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters. self:SetMaximumDistanceDesignations( 12000 ) -- Sets the maximum distance on which designations can be accepted. The default is 8000 meters.
self:SetMaximumMarkings( 2 ) -- Per target group, a maximum of 2 markings will be made by default.
self.LaserCodesUsed = {} self.LaserCodesUsed = {}
@@ -397,6 +398,8 @@ do -- DESIGNATE
self:__Detect( -15 ) self:__Detect( -15 )
self.MarkScheduler = SCHEDULER:New( self )
return self return self
end end
@@ -460,6 +463,16 @@ do -- DESIGNATE
end end
--- Set the maximum amount of markings FACs will do, per designated target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
function DESIGNATE:SetMaximumMarkings( MaximumMarkings )
self.MaximumMarkings = MaximumMarkings
return self
end
--- Set an array of possible laser codes. --- Set an array of possible laser codes.
-- Each new lase will select a code from this table. -- Each new lase will select a code from this table.
-- @param #DESIGNATE self -- @param #DESIGNATE self
@@ -693,8 +706,8 @@ do -- DESIGNATE
local DetectedItem = DetectedItems[DesignateIndex] local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " ) local Report = self.Detection:DetectedItemReportSummary( DesignateIndex, AttackGroup ):Text( ", " )
DetectedReport:Add( " - " .. Report )
DetectedReport:Add( string.rep( "-", 140 ) ) DetectedReport:Add( string.rep( "-", 140 ) )
DetectedReport:Add( " - " .. Report )
end end
end end
@@ -910,6 +923,8 @@ do -- DESIGNATE
local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local MarkedCount = 0
TargetSetUnit:Flush() TargetSetUnit:Flush()
--self:F( { Recces = self.Recces } ) --self:F( { Recces = self.Recces } )
@@ -927,30 +942,47 @@ do -- DESIGNATE
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit ) function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } ) self:F( { TargetUnit = TargetUnit:GetName() } )
if MarkedCount < self.MaximumMarkings then
if TargetUnit:IsAlive() then if TargetUnit:IsAlive() then
local Recce = self.Recces[TargetUnit] local Recce = self.Recces[TargetUnit]
if not Recce then if not Recce then
self:E( "Lasing..." )
self.RecceSet:Flush() self.RecceSet:Flush()
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
local RecceUnit = UnitData -- Wrapper.Unit#UNIT local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc() local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } ) --self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } ) --self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then if RecceUnit:IsDetected( TargetUnit ) and RecceUnit:IsLOS( TargetUnit ) then
local LaserCodeIndex = math.random( 1, #self.LaserCodes ) local LaserCodeIndex = math.random( 1, #self.LaserCodes )
local LaserCode = self.LaserCodes[LaserCodeIndex] local LaserCode = self.LaserCodes[LaserCodeIndex]
--self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } ) --self:F( { LaserCode = LaserCode, LaserCodeUsed = self.LaserCodesUsed[LaserCode] } )
if not self.LaserCodesUsed[LaserCode] then if not self.LaserCodesUsed[LaserCode] then
self.LaserCodesUsed[LaserCode] = LaserCodeIndex self.LaserCodesUsed[LaserCode] = LaserCodeIndex
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration ) local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet local AttackSet = self.AttackSet
function Spot:OnAfterDestroyed( From, Event, To ) function Spot:OnAfterDestroyed( From, Event, To )
self:E( "Destroyed Message" ) self:E( "Destroyed Message" )
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet ) self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.", 5, AttackSet )
end end
self.Recces[TargetUnit] = RecceUnit self.Recces[TargetUnit] = RecceUnit
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet ) RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", 5, self.AttackSet )
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function. -- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
@@ -961,21 +993,28 @@ do -- DESIGNATE
end end
else else
-- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report. -- The Recce is lasing, but the Target is not detected or within LOS. So stop lasing and send a report.
if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then if not RecceUnit:IsDetected( TargetUnit ) or not RecceUnit:IsLOS( TargetUnit ) then
local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT local Recce = self.Recces[TargetUnit] -- Wrapper.Unit#UNIT
if Recce then if Recce then
Recce:LaseOff() Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet ) Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet )
end end
else
MarkedCount = MarkedCount + 1
end end
end end
end end
end end
else else
MarkedCount = MarkedCount + 1
Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet ) Recce:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
end end
end end
end end
end
) )
self:__Lasing( 30, Index, Duration ) self:__Lasing( 30, Index, Duration )
@@ -1021,19 +1060,29 @@ do -- DESIGNATE
local TargetSetUnit = self.Detection:GetDetectedSet( Index ) local TargetSetUnit = self.Detection:GetDetectedSet( Index )
local TargetSetUnitCount = TargetSetUnit:Count() local TargetSetUnitCount = TargetSetUnit:Count()
TargetSetUnit:ForEachUnit( local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
--- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit ) function( SmokeUnit )
self:E("In procedure")
if math.random( 1, TargetSetUnitCount ) == math.random( 1, TargetSetUnitCount ) then if MarkedCount < self.MaximumMarkings then
MarkedCount = MarkedCount + 1
self:E( "Smoking ..." )
local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2()) local RecceGroup = self.RecceSet:FindNearestGroupFromPointVec2(SmokeUnit:GetPointVec2())
local RecceUnit = RecceGroup:GetUnit( 1 ) local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then if RecceUnit then
RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet ) RecceUnit:MessageToSetGroup( "Smoking " .. SmokeUnit:GetTypeName() .. ".", 5, self.AttackSet )
SCHEDULER:New( nil,
self.MarkScheduler:Schedule( self,
function() function()
if SmokeUnit:IsAlive() then if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( Color, 50 ) SmokeUnit:Smoke( Color, 50, 2 )
end end
self:Done( Index ) self:Done( Index )
end, {}, math.random( 5, 20 ) end, {}, math.random( 5, 20 )
@@ -1059,7 +1108,7 @@ do -- DESIGNATE
local RecceUnit = RecceGroup:GetUnit( 1 ) local RecceUnit = RecceGroup:GetUnit( 1 )
if RecceUnit then if RecceUnit then
RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet ) RecceUnit:MessageToSetGroup( "Illuminating " .. TargetUnit:GetTypeName() .. ".", 5, self.AttackSet )
SCHEDULER:New( self, self.MarkScheduler:Schedule( self,
function() function()
if TargetUnit:IsAlive() then if TargetUnit:IsAlive() then
TargetUnit:GetPointVec3():AddY(300):IlluminationBomb() TargetUnit:GetPointVec3():AddY(300):IlluminationBomb()
+3
View File
@@ -1382,6 +1382,7 @@ end
-- @return #string -- @return #string
function TASK:ReportOverview( ReportGroup ) --R2.1 fixed report. Now nicely formatted and contains the info required. function TASK:ReportOverview( ReportGroup ) --R2.1 fixed report. Now nicely formatted and contains the info required.
self:UpdateTaskInfo()
-- List the name of the Task. -- List the name of the Task.
local TaskName = self:GetName() local TaskName = self:GetName()
@@ -1479,6 +1480,8 @@ end
-- @return #string -- @return #string
function TASK:ReportDetails( ReportGroup ) function TASK:ReportDetails( ReportGroup )
self:UpdateTaskInfo()
local Report = REPORT:New():SetIndent( 3 ) local Report = REPORT:New():SetIndent( 3 )
-- List the name of the Task. -- List the name of the Task.
@@ -765,11 +765,18 @@ end
--- Smoke the POSITIONABLE. --- Smoke the POSITIONABLE.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
function POSITIONABLE:Smoke( SmokeColor, Range ) -- @param Utilities.Utils#SMOKECOLOR SmokeColor The color to smoke to positionable.
-- @param #number Range The range in meters to randomize the smoking around the positionable.
-- @param #number AddHeight The height in meters to add to the altitude of the positionable.
function POSITIONABLE:Smoke( SmokeColor, Range, AddHeight )
self:F2() self:F2()
if Range then if Range then
trigger.action.smoke( self:GetRandomVec3( Range ), SmokeColor ) local Vec3 = self:GetRandomVec3( Range )
Vec3.y = Vec3.y + AddHeight or 0
trigger.action.smoke( Vec3, SmokeColor )
else else
local Vec3 = self:GetVec3()
Vec3.y = Vec3.y + AddHeight or 0
trigger.action.smoke( self:GetVec3(), SmokeColor ) trigger.action.smoke( self:GetVec3(), SmokeColor )
end end