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// /**
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// * Object class for Effector
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// * $Id$
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// * $HeadURL$
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// * $Author$
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// */
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#pragma once
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#include <QObject>
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#include "logger.h"
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#include "effector_state_machine.h"
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#include "Trajectory/trajectory_transform.h"
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#include <AreaEffectSimulation/aes_dtc.h>
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namespace AreaEffectSimulation
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{
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class MainHandler;
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class AbstractFiringStrategy;
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class ObjectEffector : public QObject
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{
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Q_OBJECT
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public:
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ObjectEffector(MainHandler *mainHandler, QObject *parent);
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bool init(int participantId);
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int assignedAesItemId(){return m_aesItemId;}
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AesEffectorState currentEffectorState();
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MainHandler *mainHandler() const;
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int aesItemId() const;
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int participantId() const;
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QVector<TrajectoryPoint> intendendTrajectory() const;
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EffectorData effectorData() const;
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public slots:
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void assignAesItemRequest(int aesItemId);
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bool reportFireReadinessRequest(); // Feuerbereitschaft melden
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void fireOrderRequest(); // Feuerbefehl
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void fireRequest(); // Feuern
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bool reportFiredRequest(); // Abgefeuert melden
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void reportEmptyChargeRequest(bool emptyCharge);
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bool overrideReadynessTimerMinMax(int newMillisecondsMin, int newMillisecondsMax);
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void resetReadynessTimer();
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void setEffectorData(const EffectorData& effectorData);
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signals:
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void signalNotReadyToFire(int participantId, int aesItemId);
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void signalReadyToFire(int participantId, int aesItemId);
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void signalReceivedOrder(int participantId, int aesItemId);
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void signalReportedFired(int participantId, int aesItemId);
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void signalFired(int participantId, int aesItemId, const QVector<int> &chargeEffectIds);
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public: // methods
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void assignAesItem(int aesItemId);
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void deleteAssignmentAesItem();
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private slots:
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// Achtung:!!!
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// die Punkte in geometry sind im SAA-Format prich relativ zum Abschusspunkt in Metern.
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// x = lon
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// y = lat
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// Die Zeit ist bereits relativ zum Abschusspunkt.
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void setIndendedTrajectory(const std::vector<Core::RelativePositionRelativeTime> &geometryRelativeToLaunchOrigin);
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void sendEffectorToDds();
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void onEffectorFired();
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void logMessage(QString message);
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private: // attributes
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MainHandler *m_mainHandler;
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EffectorStateMachine *m_effectorStateMachine {nullptr};
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int m_aesItemId {0};
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int m_participantId {0};
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QVector<TrajectoryPoint> m_intendendTrajectory; // Original
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EffectorData m_effectorData;
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AbstractFiringStrategy *m_firingStrategy {nullptr};
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LOGGER_T &m_logger;
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}; // class ObjectEffector
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} // namespace AreaEffectSimulation
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