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First A2A class
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Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua
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Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua
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--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
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--
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-- ===
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--
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-- # 1) @{#TASK_A2A_DISPATCHER} class, extends @{#DETECTION_MANAGER}
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--
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-- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
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-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
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-- Find a summary below describing for which situation a task type is created:
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--
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-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
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-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
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-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
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--
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-- Other task types will follow...
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--
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-- 3.1) TASK_A2A_DISPATCHER constructor:
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-- --------------------------------------
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-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK_A2A_DISPATCHER instance.
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--
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-- ===
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- @module Task_A2A_Dispatcher
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do -- TASK_A2A_DISPATCHER
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--- TASK_A2A_DISPATCHER class.
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-- @type TASK_A2A_DISPATCHER
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-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
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-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!!
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-- @field Tasking.Mission#MISSION Mission
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-- @extends Tasking.DetectionManager#DETECTION_MANAGER
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TASK_A2A_DISPATCHER = {
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ClassName = "TASK_A2A_DISPATCHER",
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Mission = nil,
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Detection = nil,
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Tasks = {},
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}
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--- TASK_A2A_DISPATCHER constructor.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
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-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
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-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
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-- @return #TASK_A2A_DISPATCHER self
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function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
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-- Inherits from DETECTION_MANAGER
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local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
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self.Detection = Detection
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self.Mission = Mission
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self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
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self.Detection:InitDetectRadar( true )
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self:AddTransition( "Started", "Assign", "Started" )
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--- OnAfter Transition Handler for Event Assign.
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-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
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-- @param #TASK_A2A_DISPATCHER self
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @param Tasking.Task_A2A#TASK_A2A Task
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #string PlayerName
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self:__Start( 5 )
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return self
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end
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--- Creates an INTERCEPT task when there are targets for it.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Put here the intercept logic....
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if true then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Evaluates the removal of the Task from the Mission.
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-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Tasking.Task#TASK Task
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-- @param #boolean DetectedItemID
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-- @param #boolean DetectedItemChange
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-- @return Tasking.Task#TASK
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function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged )
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if Task then
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if Task:IsStatePlanned() and DetectedItemChanged == true then
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self:E( "Removing Tasking: " .. Task:GetTaskName() )
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Mission:RemoveTask( Task )
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self.Tasks[DetectedItemID] = nil
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end
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end
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return Task
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end
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--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
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-- @param #TASK_A2A_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
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function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
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self:E()
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local AreaMsg = {}
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local TaskMsg = {}
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local ChangeMsg = {}
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local Mission = self.Mission
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if Mission:IsIDLE() or Mission:IsENGAGED() then
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local TaskReport = REPORT:New()
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--- First we need to the detected targets.
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for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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local DetectedZone = DetectedItem.Zone
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self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
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DetectedSet:Flush()
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local DetectedItemID = DetectedItem.ID
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local DetectedItemChanged = DetectedItem.Changed
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local Task = self.Tasks[DetectedItemID]
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Task = self:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
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-- Evaluate INTERCEPT
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if not Task then
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local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
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if TargetSetUnit then
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Task = TASK_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedItemID ), TargetSetUnit )
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end
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if Task then
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self.Tasks[DetectedItemID] = Task
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Task:SetTargetZone( DetectedZone )
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Task:SetDispatcher( self )
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Task:SetInfo( "ThreatLevel", DetectedSet:CalculateThreatLevelA2G() )
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Task:SetInfo( "Detection", Detection:DetectedItemReportSummary( DetectedItemID ) )
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Task:SetInfo( "Changes", Detection:GetChangeText( DetectedItem ) )
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Mission:AddTask( Task )
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else
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self:E("This should not happen")
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end
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end
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TaskReport:Add( Task:GetName() )
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-- OK, so the tasking has been done, now delete the changes reported for the area.
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Detection:AcceptChanges( DetectedItem )
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end
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-- TODO set menus using the HQ coordinator
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Mission:GetCommandCenter():SetMenu()
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for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
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if not Mission:IsGroupAssigned(TaskGroup) then
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Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskReport:Text(", ") ), TaskGroup )
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end
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end
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end
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return true
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end
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end
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