Updated the DETECTION_MANAGER

-- Added a scoring tailoring possibility for TASK_DISPATCHER class
tasks.
-- DETECTION_MANAGER has become an FSM
-- TASK_A2G_DISPATCHER has become an FSM. It implements an Assign Event,
that can be handled. In the Assign event handler, you can specify
scoring schemes etc.
This commit is contained in:
FlightControl
2017-03-19 07:59:47 +01:00
parent 90cb0dc012
commit 2e894df4c2
18 changed files with 634 additions and 175 deletions

View File

@@ -175,7 +175,7 @@ do -- ACT_ASSIGN_ACCEPT
self:Message( "You are assigned to the task " .. self.Task:GetName() )
self.Task:Assign( ProcessUnit, self.Task )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_ACCEPT

View File

@@ -2,7 +2,7 @@
--
-- ===
--
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Base#BASE}
-- 1) @{DetectionManager#DETECTION_MANAGER} class, extends @{Fsm#FSM}
-- ====================================================================
-- The @{DetectionManager#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
@@ -48,7 +48,7 @@ do -- DETECTION MANAGER
-- @type DETECTION_MANAGER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends Base#BASE
-- @extends Core.Fsm#FSM
DETECTION_MANAGER = {
ClassName = "DETECTION_MANAGER",
SetGroup = nil,
@@ -63,19 +63,37 @@ do -- DETECTION MANAGER
function DETECTION_MANAGER:New( SetGroup, Detection )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- Functional.Detection#DETECTION_MANAGER
local self = BASE:Inherit( self, FSM:New() ) -- #DETECTION_MANAGER
self.SetGroup = SetGroup
self.Detection = Detection
self:SetStartState( "Stopped" )
self:AddTransition( "Stopped", "Start", "Started" )
self:AddTransition( "Started", "Stop", "Stopped" )
self:AddTransition( "Started", "Report", "Started" )
self:SetReportInterval( 30 )
self:SetReportDisplayTime( 25 )
Detection:__Start( 5 )
Detection:__Start( 1 )
return self
end
function DETECTION_MANAGER:onafterStart( From, Event, To )
self:Report()
end
function DETECTION_MANAGER:onafterReport( From, Event, To )
self:E( "onafterReport" )
self:__Report( -self._ReportInterval )
self:ProcessDetected( self.Detection )
end
--- Set the reporting time interval.
-- @param #DETECTION_MANAGER self
-- @param #number ReportInterval The interval in seconds when a report needs to be done.
@@ -106,51 +124,14 @@ do -- DETECTION MANAGER
return self._ReportDisplayTime
end
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_MANAGER self
-- @param Functional.Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:ReportDetected( Detection )
self:F2()
function DETECTION_MANAGER:ProcessDetected( Detection )
self:E()
end
--- Schedule the FAC reporting.
-- @param #DETECTION_MANAGER self
-- @param #number DelayTime The delay in seconds to wait the reporting.
-- @param #number ReportInterval The repeat interval in seconds for the reporting to happen repeatedly.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:Schedule( DelayTime, ReportInterval )
self:F2()
self._ScheduleDelayTime = DelayTime
self:SetReportInterval( ReportInterval )
self.FacScheduler = SCHEDULER:New(self, self._FacScheduler, { self, "DetectionManager" }, self._ScheduleDelayTime, self._ReportInterval )
return self
end
--- Report the detected @{Unit#UNIT}s detected within the @{Detection#DETECTION_BASE} object to the @{Set#SET_GROUP}s.
-- @param #DETECTION_MANAGER self
function DETECTION_MANAGER:_FacScheduler( SchedulerName )
self:F2( { SchedulerName } )
return self:ProcessDetected( self.Detection )
-- self.SetGroup:ForEachGroup(
-- --- @param Wrapper.Group#GROUP Group
-- function( Group )
-- if Group:IsAlive() then
-- return self:ProcessDetected( self.Detection )
-- end
-- end
-- )
-- return true
end
end

View File

@@ -981,11 +981,16 @@ end
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onenterAssigned( From, Event, To )
function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
self:E("Task Assigned")
self:MessageToGroups( "Task " .. self:GetName() .. " has been assigned to your group." )
if self.Dispatcher then
self.Dispatcher:Assign( self, PlayerUnit, PlayerName )
end
self:GetMission():__Start( 1 )
end
@@ -1097,6 +1102,18 @@ function TASK:onbeforeTimeOut( From, Event, To )
return false
end
do -- Dispatcher
--- Set dispatcher of a task
-- @param #TASK self
-- @param Tasking.DetectionManager#DETECTION_MANAGER Dispatcher
-- @return #TASK
function TASK:SetDispatcher( Dispatcher )
self.Dispatcher = Dispatcher
end
end
do -- Reporting
--- Create a summary report of the Task.

View File

@@ -1,4 +1,7 @@
--- This module contains the TASK_A2G classes.
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
--
-- ![Banner Image](..\Presentations\TASK_A2G\Dia1.JPG)
--
--
-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
--
@@ -12,10 +15,30 @@
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
-- # 1.1) Set the scoring of achievements in an A2G attack.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
--
-- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
--
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
--
-- ===
--
-- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G}
--
-- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units.
--
-- ===
--
-- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G}
--
-- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units.
--
-- ====
--
-- # **API CHANGE HISTORY**
@@ -277,6 +300,52 @@ do -- TASK_A2G
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteTarget:GetZone()
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G self
-- @param #string Text The text to display to the player, when the target has been destroyed.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G
function TASK_A2G:SetScoreOnDestroy( Text, Score, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
return self
end
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- @param #TASK_A2G self
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G
function TASK_A2G:SetScoreOnSuccess( Text, Score, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", Text, Score )
return self
end
--- Set a penalty when the A2G attack has failed.
-- @param #TASK_A2G self
-- @param #string Text The text to display to the player, when the A2G attack has failed.
-- @param #number Penalty The penalty in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_A2G
function TASK_A2G:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", Text, Penalty )
return self
end
end

View File

@@ -72,7 +72,20 @@ do -- TASK_A2G_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self:Schedule( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
-- @param #TASK_A2G_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2G#TASK_A2G Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:__Start( 5 )
return self
end
@@ -186,7 +199,7 @@ do -- TASK_A2G_DISPATCHER
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
self:F2()
self:E()
local AreaMsg = {}
local TaskMsg = {}
@@ -217,6 +230,7 @@ do -- TASK_A2G_DISPATCHER
if TargetSetUnit then
local Task = TASK_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", ItemID ), TargetSetUnit )
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
SEADTask = Mission:AddTask( Task )
end
end
@@ -232,6 +246,7 @@ do -- TASK_A2G_DISPATCHER
if TargetSetUnit then
local Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", ItemID ), TargetSetUnit )
--Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
CASTask = Mission:AddTask( Task )
end
end
@@ -247,6 +262,7 @@ do -- TASK_A2G_DISPATCHER
if TargetSetUnit then
local Task = TASK_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", ItemID ), TargetSetUnit )
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
BAITask = Mission:AddTask( Task )
end
end