WSF
WsfSA_Processor::PerceiveData Struct Reference

#include <WsfSA_Processor.hpp>

Collaboration diagram for WsfSA_Processor::PerceiveData:

Public Attributes

std::vector< WsfSA_EntityPerception * > mPerceivedAssets
 List of currently perceived assets.
std::vector< WsfSA_EntityPerception * > mPerceivedAircraftAssets
 List of currently perceived aircraft assets.
std::vector< WsfSA_EntityPerception * > mPerceivedMissileAssets
 List of currently perceived missile assets.
EntityPerceptionType mAssetPerception {TRUTH}
 Type of asset perception being used (TRUTH or STATUS_MESSAGES).
std::map< size_t, int > mImportantAssets
 Should be included in perception (asset's platform index = 1).
std::map< WsfStringId, int > mImportantAssetTypes
 Map of important asset types.
std::map< size_t, int > mUnimportantAssets
 Should NOT be included in perception (asset's platform index = 1).
std::map< WsfStringId, int > mUnimportantAssetTypes
 Map of unimportant asset types.
bool mPerceiveSelfStatus {false}
 True if perceiving self, false otherwise.
std::map< size_t, WsfSA_EntityPerception * > mReceivedAssetStatus
 Map of asset status messages (platform index = message).
bool mReportingOthersStatus {false}
 True if reporting asset knowledge, false otherwise.
bool mReportingSelfStatus {true}
 True if reporting self status, false otherwise.
unsigned int mAssetTruthPerceptionMask
 Asset truth perception mask (WsfComm:: cCOMMANDER | cPEERS | cSUBORDINATES).
WsfCategoryList mIgnoredAssetCategories
 Asset categories which we should ignore creating perceptions for.
std::vector< WsfSA_EntityPerception * > mPerceivedBogies
 List of currently perceived bogies.
std::vector< WsfSA_EntityPerception * > mPerceivedAircraftBogies
 List of currently perceived aircraft bogies.
std::vector< WsfSA_EntityPerception * > mPerceivedMissileBogies
 List of currently perceived missile bogies.
std::vector< WsfSA_EntityPerception * > mPerceivedBandits
 List of currently perceived bandits.
std::vector< WsfSA_EntityPerception * > mPerceivedAircraftBandits
 List of currently perceived aircraft bandits.
std::vector< WsfSA_EntityPerception * > mPerceivedMissileBandits
 List of currently perceived missile bandits.
std::map< size_t, int > mImportantThreats
 Should be included in perception (track's target platform index = 1).
std::map< WsfStringId, int > mImportantThreatTypes
 Map of important threat types.
std::map< size_t, int > mUnimportantThreats
 Should NOT be included in perception (track's target platform index = 1).
std::map< WsfStringId, int > mUnimportantThreatTypes
 Map of unimportant threat types.
bool mFilterAssetsFromBogies {true}
 True if assets should be filtered from bogie list.
std::list< WsfSA_Group * > mCurrentlyPerceivedGroups
 Perceived groups (these persist).
UtScript * mAssetConsiderationScoringScriptPtr {nullptr}
 Pointer to the script being used to score assets.
UtScript * mBogieBanditConsiderationScoringScriptPtr
 Pointer to the script being used to score bogies and bandits.
UtScript * mMissileConsiderationScoringScriptPtr {nullptr}
 Pointer to the script being used to score missiles.
UtScript * mUnfocusedGroupConsiderationScoringScriptPtr
 Pointer to the script being used to score unfocused groups.
UtScript * mPruningScriptPtr {nullptr}
 Pointer to the script being used to prune excess PIs.
UtScriptClass * mSA_EntityPerceptionClassPtr {nullptr}
 Script class for WsfSA_EntityPerception.
UtScriptClass * mSA_GroupClassPtr {nullptr}
 Script class for WsfSA_Group.
UtScriptClass * mSA_PerceivedItemClassPtr {nullptr}
 Script class for WsfSA_PerceivedItem.
UtScriptClass * mTrackClassPtr {nullptr}
 Script class for WsfTrack.
std::vector< double > mExtraCognitiveDelaysAssets
 List of delays to add to the next update time when updating asset perceptions.
std::vector< double > mExtraCognitiveDelaysThreats
 List of delays to add to the next update time when updating threat perceptions.
int mMaxAssetLoad {-1}
 Max number of assets that can be perceived (negative value means no limit).
int mMaxAssetLoadInitial {-1}
 Max number of assets that can be perceived as initialized by user.
int mMaxThreatLoad {-1}
 Max number of threats that can be perceived (negative value means no limit).
int mMaxThreatLoadInitial {-1}
 Max number of threats that can be perceived as initialized by user.
double mAssetCoastTime {0.0}
 The amount of time (in seconds) that an asset is allowed to coast before removal.
double mBanditCoastTime {0.0}
 The amount of time (in seconds) that a bandit is allowed to coast before removal.
double mBogeyCoastTime {0.0}
 The amount of time (in seconds) that a bogey is allowed to coast before removal.
WsfSA_Processor::SA_EngagedTarget mEngagedTarget {}
 Current engaged target.
WsfExplicitWeaponmSelectedWeapon {nullptr}
 Pointer to the current selected weapon.
std::vector< WsfExplicitWeapon * > mWeaponList
 List of weapons.
bool mShootCueActive {false}
 Flag indicating if shoot cue is active (true=active, false=off).
bool mShootCueBlinking {false}
 Flag indicating if shoot cue is blinking (true=blinking, false=not blinking).
bool mWeaponBayDoorsAreOpen {false}
 Flag indicating if weapon bay doors are open (true=open, false=closed).
bool mMasterArm {false}
 Flag indicating master arm state (true=armed, false=safe).
bool mMasterWarningActive {false}
 Flag indicating master warning state (true=active, false=off).
bool mMasterCautionActive {false}
 Flag indicating master caution state (true=active, false=off).
bool mJammingDetected
 Flag indicating if jamming is detected (true=jamming present, false=no jamming detected).
WsfExplicitWeaponmChaffDispenser {nullptr}
 Pointer to the current chaff dispenser.
bool mUseSimpleCM {false}
 Flag indicating if simple CM is used.
size_t mNumSimpleChaff {0}
 Quantity of simple chaff remaining.
size_t mNumSimpleFlare {0}
 Quantity of simple flares remaining.
size_t mNumSimpleDecoy {0}
 Quantity of simple decoys remaining.

Member Data Documentation

◆ mAssetCoastTime

double WsfSA_Processor::PerceiveData::mAssetCoastTime {0.0}

The amount of time (in seconds) that an asset is allowed to coast before removal.

◆ mAssetConsiderationScoringScriptPtr

UtScript* WsfSA_Processor::PerceiveData::mAssetConsiderationScoringScriptPtr {nullptr}

Pointer to the script being used to score assets.

◆ mAssetPerception

EntityPerceptionType WsfSA_Processor::PerceiveData::mAssetPerception {TRUTH}

Type of asset perception being used (TRUTH or STATUS_MESSAGES).

◆ mAssetTruthPerceptionMask

unsigned int WsfSA_Processor::PerceiveData::mAssetTruthPerceptionMask
Initial value:
{
0}

Asset truth perception mask (WsfComm:: cCOMMANDER | cPEERS | cSUBORDINATES).

◆ mBanditCoastTime

double WsfSA_Processor::PerceiveData::mBanditCoastTime {0.0}

The amount of time (in seconds) that a bandit is allowed to coast before removal.

◆ mBogeyCoastTime

double WsfSA_Processor::PerceiveData::mBogeyCoastTime {0.0}

The amount of time (in seconds) that a bogey is allowed to coast before removal.

◆ mBogieBanditConsiderationScoringScriptPtr

UtScript* WsfSA_Processor::PerceiveData::mBogieBanditConsiderationScoringScriptPtr
Initial value:
{
nullptr}

Pointer to the script being used to score bogies and bandits.

◆ mChaffDispenser

WsfExplicitWeapon* WsfSA_Processor::PerceiveData::mChaffDispenser {nullptr}

Pointer to the current chaff dispenser.

◆ mCurrentlyPerceivedGroups

std::list<WsfSA_Group*> WsfSA_Processor::PerceiveData::mCurrentlyPerceivedGroups

Perceived groups (these persist).

Referenced by WsfSA_Assess::PerceivedGroups().

◆ mEngagedTarget

WsfSA_Processor::SA_EngagedTarget WsfSA_Processor::PerceiveData::mEngagedTarget {}

Current engaged target.

◆ mExtraCognitiveDelaysAssets

std::vector<double> WsfSA_Processor::PerceiveData::mExtraCognitiveDelaysAssets

List of delays to add to the next update time when updating asset perceptions.

◆ mExtraCognitiveDelaysThreats

std::vector<double> WsfSA_Processor::PerceiveData::mExtraCognitiveDelaysThreats

List of delays to add to the next update time when updating threat perceptions.

◆ mFilterAssetsFromBogies

bool WsfSA_Processor::PerceiveData::mFilterAssetsFromBogies {true}

True if assets should be filtered from bogie list.

◆ mIgnoredAssetCategories

WsfCategoryList WsfSA_Processor::PerceiveData::mIgnoredAssetCategories

Asset categories which we should ignore creating perceptions for.

◆ mImportantAssets

std::map<size_t, int> WsfSA_Processor::PerceiveData::mImportantAssets

Should be included in perception (asset's platform index = 1).

◆ mImportantAssetTypes

std::map<WsfStringId, int> WsfSA_Processor::PerceiveData::mImportantAssetTypes

Map of important asset types.

◆ mImportantThreats

std::map<size_t, int> WsfSA_Processor::PerceiveData::mImportantThreats

Should be included in perception (track's target platform index = 1).

◆ mImportantThreatTypes

std::map<WsfStringId, int> WsfSA_Processor::PerceiveData::mImportantThreatTypes

Map of important threat types.

◆ mJammingDetected

bool WsfSA_Processor::PerceiveData::mJammingDetected
Initial value:
{
false}

Flag indicating if jamming is detected (true=jamming present, false=no jamming detected).

◆ mMasterArm

bool WsfSA_Processor::PerceiveData::mMasterArm {false}

Flag indicating master arm state (true=armed, false=safe).

◆ mMasterCautionActive

bool WsfSA_Processor::PerceiveData::mMasterCautionActive {false}

Flag indicating master caution state (true=active, false=off).

◆ mMasterWarningActive

bool WsfSA_Processor::PerceiveData::mMasterWarningActive {false}

Flag indicating master warning state (true=active, false=off).

◆ mMaxAssetLoad

int WsfSA_Processor::PerceiveData::mMaxAssetLoad {-1}

Max number of assets that can be perceived (negative value means no limit).

◆ mMaxAssetLoadInitial

int WsfSA_Processor::PerceiveData::mMaxAssetLoadInitial {-1}

Max number of assets that can be perceived as initialized by user.

◆ mMaxThreatLoad

int WsfSA_Processor::PerceiveData::mMaxThreatLoad {-1}

Max number of threats that can be perceived (negative value means no limit).

◆ mMaxThreatLoadInitial

int WsfSA_Processor::PerceiveData::mMaxThreatLoadInitial {-1}

Max number of threats that can be perceived as initialized by user.

◆ mMissileConsiderationScoringScriptPtr

UtScript* WsfSA_Processor::PerceiveData::mMissileConsiderationScoringScriptPtr {nullptr}

Pointer to the script being used to score missiles.

◆ mNumSimpleChaff

size_t WsfSA_Processor::PerceiveData::mNumSimpleChaff {0}

Quantity of simple chaff remaining.

◆ mNumSimpleDecoy

size_t WsfSA_Processor::PerceiveData::mNumSimpleDecoy {0}

Quantity of simple decoys remaining.

◆ mNumSimpleFlare

size_t WsfSA_Processor::PerceiveData::mNumSimpleFlare {0}

Quantity of simple flares remaining.

◆ mPerceivedAircraftAssets

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedAircraftAssets

List of currently perceived aircraft assets.

◆ mPerceivedAircraftBandits

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedAircraftBandits

List of currently perceived aircraft bandits.

◆ mPerceivedAircraftBogies

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedAircraftBogies

List of currently perceived aircraft bogies.

◆ mPerceivedAssets

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedAssets

List of currently perceived assets.

◆ mPerceivedBandits

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedBandits

List of currently perceived bandits.

Referenced by WsfSA_Assess::PerceivedThreatItems().

◆ mPerceivedBogies

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedBogies

List of currently perceived bogies.

◆ mPerceivedMissileAssets

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedMissileAssets

List of currently perceived missile assets.

◆ mPerceivedMissileBandits

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedMissileBandits

List of currently perceived missile bandits.

◆ mPerceivedMissileBogies

std::vector<WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mPerceivedMissileBogies

List of currently perceived missile bogies.

◆ mPerceiveSelfStatus

bool WsfSA_Processor::PerceiveData::mPerceiveSelfStatus {false}

True if perceiving self, false otherwise.

◆ mPruningScriptPtr

UtScript* WsfSA_Processor::PerceiveData::mPruningScriptPtr {nullptr}

Pointer to the script being used to prune excess PIs.

◆ mReceivedAssetStatus

std::map<size_t, WsfSA_EntityPerception*> WsfSA_Processor::PerceiveData::mReceivedAssetStatus

Map of asset status messages (platform index = message).

◆ mReportingOthersStatus

bool WsfSA_Processor::PerceiveData::mReportingOthersStatus {false}

True if reporting asset knowledge, false otherwise.

◆ mReportingSelfStatus

bool WsfSA_Processor::PerceiveData::mReportingSelfStatus {true}

True if reporting self status, false otherwise.

◆ mSA_EntityPerceptionClassPtr

UtScriptClass* WsfSA_Processor::PerceiveData::mSA_EntityPerceptionClassPtr {nullptr}

Script class for WsfSA_EntityPerception.

◆ mSA_GroupClassPtr

UtScriptClass* WsfSA_Processor::PerceiveData::mSA_GroupClassPtr {nullptr}

Script class for WsfSA_Group.

◆ mSA_PerceivedItemClassPtr

UtScriptClass* WsfSA_Processor::PerceiveData::mSA_PerceivedItemClassPtr {nullptr}

Script class for WsfSA_PerceivedItem.

◆ mSelectedWeapon

WsfExplicitWeapon* WsfSA_Processor::PerceiveData::mSelectedWeapon {nullptr}

Pointer to the current selected weapon.

◆ mShootCueActive

bool WsfSA_Processor::PerceiveData::mShootCueActive {false}

Flag indicating if shoot cue is active (true=active, false=off).

◆ mShootCueBlinking

bool WsfSA_Processor::PerceiveData::mShootCueBlinking {false}

Flag indicating if shoot cue is blinking (true=blinking, false=not blinking).

◆ mTrackClassPtr

UtScriptClass* WsfSA_Processor::PerceiveData::mTrackClassPtr {nullptr}

Script class for WsfTrack.

◆ mUnfocusedGroupConsiderationScoringScriptPtr

UtScript* WsfSA_Processor::PerceiveData::mUnfocusedGroupConsiderationScoringScriptPtr
Initial value:
{
nullptr}

Pointer to the script being used to score unfocused groups.

◆ mUnimportantAssets

std::map<size_t, int> WsfSA_Processor::PerceiveData::mUnimportantAssets

Should NOT be included in perception (asset's platform index = 1).

◆ mUnimportantAssetTypes

std::map<WsfStringId, int> WsfSA_Processor::PerceiveData::mUnimportantAssetTypes

Map of unimportant asset types.

◆ mUnimportantThreats

std::map<size_t, int> WsfSA_Processor::PerceiveData::mUnimportantThreats

Should NOT be included in perception (track's target platform index = 1).

◆ mUnimportantThreatTypes

std::map<WsfStringId, int> WsfSA_Processor::PerceiveData::mUnimportantThreatTypes

Map of unimportant threat types.

◆ mUseSimpleCM

bool WsfSA_Processor::PerceiveData::mUseSimpleCM {false}

Flag indicating if simple CM is used.

◆ mWeaponBayDoorsAreOpen

bool WsfSA_Processor::PerceiveData::mWeaponBayDoorsAreOpen {false}

Flag indicating if weapon bay doors are open (true=open, false=closed).

◆ mWeaponList

std::vector<WsfExplicitWeapon*> WsfSA_Processor::PerceiveData::mWeaponList

List of weapons.


The documentation for this struct was generated from the following file:
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