Adds immediate migration results in progress
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@@ -65,7 +65,7 @@ EffectorData ObjectEffector::effectorData() const
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void ObjectEffector::assignAesItemRequest(int aesItemId)
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{
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DEBUG_LOG() << "assignAesItemRequest aesItemId=" << aesItemId;
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DEBUG_LOG(m_logger) << "assignAesItemRequest aesItemId=" << aesItemId;
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m_aesItemId = aesItemId;
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// Statemachine mit new anlegen
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if (m_effectorStateMachine)
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@@ -101,7 +101,7 @@ void ObjectEffector::assignAesItemRequest(int aesItemId)
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void ObjectEffector::deleteAssignmentAesItem()
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{
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DEBUG_LOG() << "deleteAssignmentAesItem";
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DEBUG_LOG(m_logger) << "deleteAssignmentAesItem";
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if (m_effectorStateMachine)
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{
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delete m_effectorStateMachine;
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@@ -119,7 +119,7 @@ bool ObjectEffector::reportFireReadinessRequest() // Feuerbereitschaft melden
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void ObjectEffector::fireOrderRequest() // Feuerbefehl erhalten
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{
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DEBUG_LOG() << "fireOrderRequest";
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DEBUG_LOG(m_logger) << "fireOrderRequest";
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if (!m_effectorStateMachine)
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return;
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@@ -128,7 +128,7 @@ void ObjectEffector::fireOrderRequest() // Feuerbefehl erhalten
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void ObjectEffector::fireRequest() // Feuern
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{
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DEBUG_LOG() << "fireRequest";
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DEBUG_LOG(m_logger) << "fireRequest";
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if (!m_effectorStateMachine)
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return;
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m_effectorStateMachine->fire();
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@@ -136,7 +136,7 @@ void ObjectEffector::fireRequest() // Feuern
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bool ObjectEffector::reportFiredRequest() // Abgefeuert melden
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{
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DEBUG_LOG() << "reportFiredRequest";
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DEBUG_LOG(m_logger) << "reportFiredRequest";
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if (!m_effectorStateMachine)
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return false;
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return m_effectorStateMachine->reportFired();
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@@ -144,7 +144,7 @@ bool ObjectEffector::reportFiredRequest() // Abgefeuert melden
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void ObjectEffector::reportEmptyChargeRequest(bool emptyCharge) // Munition leer
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{
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DEBUG_LOG() << "reportEmptyChargeRequest";
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DEBUG_LOG(m_logger) << "reportEmptyChargeRequest";
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if (!m_effectorStateMachine)
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return;
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m_effectorStateMachine->setEmptyCharge(emptyCharge);
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@@ -166,7 +166,7 @@ void ObjectEffector::resetReadynessTimer()
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void ObjectEffector::sendEffectorToDds()
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{
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// Effector Effector;
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DEBUG_LOG() << "sendEffectorToDds NewState= " << m_effectorStateMachine->getCurrentStateStr() << ", participantId=" << m_participantId
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DEBUG_LOG(m_logger) << "sendEffectorToDds NewState= " << m_effectorStateMachine->getCurrentStateStr() << ", participantId=" << m_participantId
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<< ", aesItemId=" << m_aesItemId;
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AreaEffectSimulation::Effector effector;
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effector.id(m_participantId);
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@@ -178,11 +178,11 @@ void ObjectEffector::sendEffectorToDds()
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void ObjectEffector::onEffectorFired()
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{
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DEBUG_LOG() << "onEffectorFired";
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DEBUG_LOG(m_logger) << "onEffectorFired";
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if (m_firingStrategy == nullptr)
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{
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ERROR_LOG() << "Not possible to fire. No firing strategy specified.";
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ERROR_LOG(m_logger) << "Not possible to fire. No firing strategy specified.";
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return;
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}
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@@ -195,7 +195,7 @@ void ObjectEffector::onEffectorFired()
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// Input: SAA-Format, relativ zum Geschoss in metern und die Zeit relativ zur Abschusszeit
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void ObjectEffector::setIndendedTrajectory(const std::vector<Core::RelativePositionRelativeTime> &geometryRelativeToLaunchOrigin)
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{
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DEBUG_LOG() << "setTrajectory #points=" << geometryRelativeToLaunchOrigin.size();
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DEBUG_LOG(m_logger) << "setTrajectory #points=" << geometryRelativeToLaunchOrigin.size();
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m_intendendTrajectory.clear();
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for (const Core::RelativePositionRelativeTime &geoPosRelTime : geometryRelativeToLaunchOrigin)
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{
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@@ -209,7 +209,7 @@ void ObjectEffector::setIndendedTrajectory(const std::vector<Core::RelativePosit
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void ObjectEffector::setEffectorData(const EffectorData &effectorData)
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{
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DEBUG_LOG() << "setEffectorData";
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DEBUG_LOG(m_logger) << "setEffectorData";
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m_effectorData = effectorData;
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setIndendedTrajectory(effectorData.trajectoryRelative());
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delete m_firingStrategy;
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@@ -221,7 +221,7 @@ void ObjectEffector::setEffectorData(const EffectorData &effectorData)
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void ObjectEffector::logMessage(QString message)
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{
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DEBUG_LOG() << "EffectorStateMachine logMessage=" << message << ", aesItemId=" << m_aesItemId << ", m_participantId=" << m_participantId;
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DEBUG_LOG(m_logger) << "EffectorStateMachine logMessage=" << message << ", aesItemId=" << m_aesItemId << ", m_participantId=" << m_participantId;
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}
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} // namespace AreaEffectSimulation
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