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https://github.com/FlightControl-Master/MOOSE.git
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Merge remote-tracking branch 'origin/master' into develop
# Conflicts: # Moose Development/Moose/AI/AI_A2A_Dispatcher.lua # Moose Development/Moose/AI/AI_A2G_Dispatcher.lua # Moose Development/Moose/AI/AI_CAP.lua # Moose Development/Moose/AI/AI_CAS.lua # Moose Development/Moose/AI/AI_Patrol.lua # Moose Development/Moose/Core/Base.lua # Moose Development/Moose/Core/Beacon.lua # Moose Development/Moose/Core/Database.lua # Moose Development/Moose/Core/Fsm.lua # Moose Development/Moose/Core/MarkerOps_Base.lua # Moose Development/Moose/Core/Menu.lua # Moose Development/Moose/Core/Message.lua # Moose Development/Moose/Core/Point.lua # Moose Development/Moose/Core/ScheduleDispatcher.lua # Moose Development/Moose/Core/Scheduler.lua # Moose Development/Moose/Core/Set.lua # Moose Development/Moose/Core/Spawn.lua # Moose Development/Moose/Core/Zone.lua # Moose Development/Moose/DCS.lua # Moose Development/Moose/Functional/Detection.lua # Moose Development/Moose/Functional/Mantis.lua # Moose Development/Moose/Functional/Range.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Functional/Sead.lua # Moose Development/Moose/Modules.lua # Moose Development/Moose/Ops/ATIS.lua # Moose Development/Moose/Ops/Airboss.lua # Moose Development/Moose/Sound/UserSound.lua # Moose Development/Moose/Utilities/Enums.lua # Moose Development/Moose/Utilities/FiFo.lua # Moose Development/Moose/Utilities/Profiler.lua # Moose Development/Moose/Utilities/Routines.lua # Moose Development/Moose/Utilities/STTS.lua # Moose Development/Moose/Utilities/Utils.lua # Moose Development/Moose/Wrapper/Airbase.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Development/Moose/Wrapper/Group.lua # Moose Development/Moose/Wrapper/Marker.lua # Moose Development/Moose/Wrapper/Positionable.lua # Moose Development/Moose/Wrapper/Unit.lua # Moose Setup/Moose.files
This commit is contained in:
@@ -132,7 +132,7 @@ MISSION = {
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-- @param #string MissionName Name of the mission. This name will be used to reference the status of each mission by the players.
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-- @param #string MissionPriority String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.
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-- @param #string MissionBriefing String indicating the mission briefing to be shown when a player joins a @{CLIENT}.
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-- @param DCS#coaliton.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL.
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-- @param DCS#coalition.side MissionCoalition Side of the coalition, i.e. and enumerator @{#DCS.coalition.side} corresponding to RED, BLUE or NEUTRAL.
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-- @return #MISSION self
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function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
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@@ -82,7 +82,7 @@
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--
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-- 
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--
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-- A statistic report on the progress of the mission. Each task achievement will increase the %-tage to 100% as a goal to complete the task.
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-- A statistic report on the progress of the mission. Each task achievement will increase the % to 100% as a goal to complete the task.
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--
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-- ## 1.3) Join a Task.
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--
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@@ -1,13 +1,13 @@
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--- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements.
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--
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--
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-- ===
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--
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--
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-- ### Author: **FlightControl**
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--
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-- ### Contributions:
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--
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--
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-- ### Contributions:
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--
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-- ===
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--
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--
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-- @module Tasking.Task_A2A
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-- @image MOOSE.JPG
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@@ -35,12 +35,12 @@ do -- TASK_A2A
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-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
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-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
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--
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--
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-- @field #TASK_A2A
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TASK_A2A = {
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ClassName = "TASK_A2A",
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ClassName = "TASK_A2A"
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}
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--- Instantiates a new TASK_A2A.
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-- @param #TASK_A2A self
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-- @param Tasking.Mission#MISSION Mission
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@@ -54,51 +54,49 @@ do -- TASK_A2A
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function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing )
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local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A
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self:F()
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self.TargetSetUnit = TargetSetUnit
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self.TaskType = TaskType
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local Fsm = self:GetUnitProcess()
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Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
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Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
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Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
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Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
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Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
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Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
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Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
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Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
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-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
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-- Fsm:AddTransition( "Accounted", "Success", "Success" )
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-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
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-- Fsm:AddTransition( "Accounted", "Success", "Success" )
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Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
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Fsm:AddTransition( "Failed", "Fail", "Failed" )
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---- @param #FSM_PROCESS self
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #TASK_CARGO Task
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function Fsm:OnLeaveAssigned( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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self:SelectAction()
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end
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--- Test
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.RendezVousSetUnit
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if Task:GetRendezVousZone( TaskUnit ) then
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self:__RouteToRendezVousZone( 0.1 )
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else
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@@ -110,36 +108,36 @@ do -- TASK_A2A
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end
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end
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--- Test
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2A Task
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function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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self:__Engage( 0.1 )
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self:__Engage( 0.1 )
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end
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--- Test
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2A Task
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function Fsm:onafterEngage( TaskUnit, Task )
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self:F( { self } )
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self:__Account( 0.1 )
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self:__RouteToTarget(0.1 )
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self:__RouteToTarget( 0.1 )
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self:__RouteToTargets( -10 )
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end
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--- Test
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToTarget( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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if Task:GetTargetZone( TaskUnit ) then
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self:__RouteToTargetZone( 0.1 )
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else
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@@ -152,8 +150,8 @@ do -- TASK_A2A
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self:__RouteToTargetPoint( 0.1 )
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end
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end
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--- Test
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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@@ -165,20 +163,18 @@ do -- TASK_A2A
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end
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self:__RouteToTargets( -10 )
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end
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return self
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end
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--- @param #TASK_A2A self
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-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
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function TASK_A2A:SetTargetSetUnit( TargetSetUnit )
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self.TargetSetUnit = TargetSetUnit
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end
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--- @param #TASK_A2A self
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function TASK_A2A:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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@@ -188,34 +184,32 @@ do -- TASK_A2A
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-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
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function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
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ActRouteRendezVous:SetRange( RendezVousRange )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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function TASK_A2A:GetRendezVousCoordinate( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
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end
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--- @param #TASK_A2A self
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-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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@@ -232,18 +226,17 @@ do -- TASK_A2A
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteRendezVous:GetZone()
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end
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--- @param #TASK_A2A self
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-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteTarget:SetCoordinate( TargetCoordinate )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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@@ -256,18 +249,16 @@ do -- TASK_A2A
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return ActRouteTarget:GetCoordinate()
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end
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--- @param #TASK_A2A self
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-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetTargetZone( TargetZone, Altitude, Heading, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteTarget:SetZone( TargetZone, Altitude, Heading )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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@@ -281,45 +272,43 @@ do -- TASK_A2A
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end
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function TASK_A2A:SetGoalTotal()
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self.GoalTotal = self.TargetSetUnit:Count()
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end
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function TASK_A2A:GetGoalTotal()
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return self.GoalTotal
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end
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--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
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-- @param #TASK_A2A self
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function TASK_A2A:ReportOrder( ReportGroup )
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self:UpdateTaskInfo( self.DetectedItem )
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self:UpdateTaskInfo( self.DetectedItem )
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local Coordinate = self.TaskInfo:GetData( "Coordinate" )
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local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
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return Distance
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end
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--- This method checks every 10 seconds if the goal has been reached of the task.
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-- @param #TASK_A2A self
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function TASK_A2A:onafterGoal( TaskUnit, From, Event, To )
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local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
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if TargetSetUnit:Count() == 0 then
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self:Success()
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end
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self:__Goal( -10 )
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end
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--- @param #TASK_A2A self
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function TASK_A2A:UpdateTaskInfo( DetectedItem )
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if self:IsStatePlanned() or self:IsStateAssigned() then
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local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
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local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
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self.TaskInfo:AddTaskName( 0, "MSOD" )
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self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
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@@ -343,12 +332,12 @@ do -- TASK_A2A
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end
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end
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self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
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self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
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self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
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else
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local DetectedItemsCount = self.TargetSetUnit:Count()
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local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
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self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
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self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
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self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
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end
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end
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end
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@@ -359,8 +348,8 @@ do -- TASK_A2A
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-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
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-- @param Wrapper.Group#GROUP TaskGroup The player group.
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function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
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|
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if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
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|
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if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
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return math.random( 1, 9 )
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elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
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local Coordinate = self.TaskInfo:GetData( "Coordinate" )
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@@ -373,8 +362,7 @@ do -- TASK_A2A
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return 0
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end
|
||||
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||||
end
|
||||
|
||||
end
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do -- TASK_A2A_INTERCEPT
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@@ -384,44 +372,39 @@ do -- TASK_A2A_INTERCEPT
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-- @extends Tasking.Task#TASK
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||||
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--- Defines an intercept task for a human player to be executed.
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-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
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--
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-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
|
||||
-- When enemy planes need to be intercepted by human players, use this task type to urge the players to get out there!
|
||||
--
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||||
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
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||||
-- based on detected airborne enemy targets intruding friendly airspace.
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||||
--
|
||||
--
|
||||
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
|
||||
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
||||
--
|
||||
--
|
||||
-- @field #TASK_A2A_INTERCEPT
|
||||
TASK_A2A_INTERCEPT = {
|
||||
ClassName = "TASK_A2A_INTERCEPT",
|
||||
ClassName = "TASK_A2A_INTERCEPT"
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Instantiates a new TASK_A2A_INTERCEPT.
|
||||
-- @param #TASK_A2A_INTERCEPT self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_A2A_INTERCEPT
|
||||
function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT
|
||||
self:F()
|
||||
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Intercept incoming intruders.\n"
|
||||
)
|
||||
|
||||
self:SetBriefing( TaskBriefing or "Intercept incoming intruders.\n" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed.
|
||||
-- @param #TASK_A2A_INTERCEPT self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Score The score in points to be granted when task process has been achieved.
|
||||
@@ -433,7 +416,7 @@ do -- TASK_A2A_INTERCEPT
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -449,7 +432,7 @@ do -- TASK_A2A_INTERCEPT
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -465,14 +448,12 @@ do -- TASK_A2A_INTERCEPT
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- TASK_A2A_SWEEP
|
||||
|
||||
--- The TASK_A2A_SWEEP class
|
||||
@@ -484,20 +465,18 @@ do -- TASK_A2A_SWEEP
|
||||
-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
|
||||
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
|
||||
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
|
||||
--
|
||||
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
|
||||
--
|
||||
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
|
||||
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
|
||||
--
|
||||
--
|
||||
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
|
||||
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
||||
--
|
||||
--
|
||||
-- @field #TASK_A2A_SWEEP
|
||||
TASK_A2A_SWEEP = {
|
||||
ClassName = "TASK_A2A_SWEEP",
|
||||
ClassName = "TASK_A2A_SWEEP"
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Instantiates a new TASK_A2A_SWEEP.
|
||||
-- @param #TASK_A2A_SWEEP self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
@@ -509,29 +488,26 @@ do -- TASK_A2A_SWEEP
|
||||
function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP
|
||||
self:F()
|
||||
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n"
|
||||
)
|
||||
|
||||
self:SetBriefing( TaskBriefing or "Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n" )
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- @param #TASK_A2A_SWEEP self
|
||||
function TASK_A2A_SWEEP:onafterGoal( TaskUnit, From, Event, To )
|
||||
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
|
||||
|
||||
|
||||
if TargetSetUnit:Count() == 0 then
|
||||
self:Success()
|
||||
end
|
||||
|
||||
|
||||
self:__Goal( -10 )
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed.
|
||||
-- @param #TASK_A2A_SWEEP self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Score The score in points to be granted when task process has been achieved.
|
||||
@@ -543,7 +519,7 @@ do -- TASK_A2A_SWEEP
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -559,7 +535,7 @@ do -- TASK_A2A_SWEEP
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -575,13 +551,12 @@ do -- TASK_A2A_SWEEP
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- TASK_A2A_ENGAGE
|
||||
|
||||
--- The TASK_A2A_ENGAGE class
|
||||
@@ -591,42 +566,37 @@ do -- TASK_A2A_ENGAGE
|
||||
|
||||
--- Defines an engage task for a human player to be executed.
|
||||
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
|
||||
--
|
||||
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
|
||||
--
|
||||
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
|
||||
-- based on detected airborne enemy targets intruding friendly airspace.
|
||||
--
|
||||
--
|
||||
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
|
||||
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
||||
--
|
||||
--
|
||||
-- @field #TASK_A2A_ENGAGE
|
||||
TASK_A2A_ENGAGE = {
|
||||
ClassName = "TASK_A2A_ENGAGE",
|
||||
ClassName = "TASK_A2A_ENGAGE"
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Instantiates a new TASK_A2A_ENGAGE.
|
||||
-- @param #TASK_A2A_ENGAGE self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_A2A_ENGAGE self
|
||||
function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE
|
||||
self:F()
|
||||
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
|
||||
)
|
||||
|
||||
self:SetBriefing( TaskBriefing or "Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n" )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
||||
-- @param #TASK_A2A_ENGAGE self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
@@ -639,7 +609,7 @@ do -- TASK_A2A_ENGAGE
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -655,7 +625,7 @@ do -- TASK_A2A_ENGAGE
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -671,7 +641,7 @@ do -- TASK_A2A_ENGAGE
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
--- **Tasking** - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
|
||||
--
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
--
|
||||
-- * Dynamically assign tasks to human players based on detected targets.
|
||||
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
|
||||
-- * Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
|
||||
@@ -11,15 +11,15 @@
|
||||
-- * Define different ranges to engage upon intruders.
|
||||
-- * Keep task achievements.
|
||||
-- * Score task achievements.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @module Tasking.Task_A2A_Dispatcher
|
||||
-- @image Task_A2A_Dispatcher.JPG
|
||||
|
||||
@@ -30,72 +30,72 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- 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.
|
||||
-- Find a summary below describing for which situation a task type is created:
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
|
||||
-- * **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.
|
||||
-- * **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.
|
||||
--
|
||||
--
|
||||
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
|
||||
--
|
||||
--
|
||||
-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
|
||||
--
|
||||
--
|
||||
-- ### 1.1. Define or set the **Mission**:
|
||||
--
|
||||
--
|
||||
-- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
|
||||
--
|
||||
--
|
||||
-- local HQ = GROUP:FindByName( "HQ", "Bravo" )
|
||||
-- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
|
||||
-- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
|
||||
--
|
||||
--
|
||||
-- Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission.
|
||||
-- Create the MISSION object, and hook it under the command center.
|
||||
--
|
||||
--
|
||||
-- ### 1.2. Build a set of the groups seated by human players:
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.
|
||||
--
|
||||
--
|
||||
-- local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
|
||||
--
|
||||
--
|
||||
-- The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission.
|
||||
-- Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.
|
||||
--
|
||||
--
|
||||
-- ### 1.3. Define the **EWR network**:
|
||||
--
|
||||
--
|
||||
-- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter.
|
||||
-- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units.
|
||||
-- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US).
|
||||
-- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar.
|
||||
-- The position of these units is very important as they need to provide enough coverage
|
||||
-- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
|
||||
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
|
||||
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
|
||||
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
|
||||
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
|
||||
-- It all depends on what the desired effect is.
|
||||
--
|
||||
--
|
||||
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
|
||||
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
|
||||
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
|
||||
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
|
||||
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
|
||||
-- It all depends on what the desired effect is.
|
||||
--
|
||||
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional.Detection#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
|
||||
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
|
||||
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
|
||||
-- increasing or decreasing the radar coverage of the Early Warning System.
|
||||
--
|
||||
--
|
||||
-- See the following example to setup an EWR network containing EWR stations and AWACS.
|
||||
--
|
||||
--
|
||||
-- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
|
||||
--
|
||||
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
|
||||
@@ -104,50 +104,50 @@ do -- TASK_A2A_DISPATCHER
|
||||
--
|
||||
-- -- Setup the A2A dispatcher, and initialize it.
|
||||
-- A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
|
||||
--
|
||||
--
|
||||
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**.
|
||||
-- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set.
|
||||
-- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
|
||||
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km.
|
||||
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is chosen, which is 6 km.
|
||||
-- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
|
||||
--
|
||||
--
|
||||
-- ### 2. Define the detected **target grouping radius**:
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed.
|
||||
-- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
|
||||
-- Fast planes like in the 80s, need a larger radius than WWII planes.
|
||||
-- Fast planes like in the 80s, need a larger radius than WWII planes.
|
||||
-- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.
|
||||
--
|
||||
--
|
||||
-- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate
|
||||
-- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!
|
||||
--
|
||||
--
|
||||
-- ## 3. Set the **Engage radius**:
|
||||
--
|
||||
--
|
||||
-- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- So, if there is a target area detected and reported,
|
||||
-- then any friendlies that are airborne near this target area,
|
||||
--
|
||||
-- So, if there is a target area detected and reported,
|
||||
-- then any friendlies that are airborne near this target area,
|
||||
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
|
||||
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
|
||||
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
|
||||
-- will be considered to receive the command to engage that target area.
|
||||
-- You need to evaluate the value of this parameter carefully.
|
||||
-- If too small, more intercept missions may be triggered upon detected target areas.
|
||||
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
|
||||
--
|
||||
--
|
||||
-- ## 4. Set **Scoring** and **Messages**:
|
||||
--
|
||||
--
|
||||
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
|
||||
-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
|
||||
-- when the player reaches certain achievements in the task.
|
||||
--
|
||||
--
|
||||
-- The prototype to handle the **Assign** event needs to be developed as follows:
|
||||
--
|
||||
--
|
||||
-- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
|
||||
--
|
||||
--
|
||||
-- --- @param #TaskDispatcher self
|
||||
-- -- @param #string From Contains the name of the state from where the Event was triggered.
|
||||
-- -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
|
||||
@@ -160,22 +160,22 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
|
||||
-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
|
||||
-- end
|
||||
--
|
||||
--
|
||||
-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object.
|
||||
-- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
|
||||
-- So, this method will be called only **ONCE** when a player joins a unit in scope of the task.
|
||||
--
|
||||
--
|
||||
-- The TASK class implements various methods to additional **set scoring** for player achievements:
|
||||
--
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task.
|
||||
-- Examples of **task progress** can be destroying units, arriving at zones etc.
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
|
||||
-- This means the **task has been successfully completed**.
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
|
||||
-- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
|
||||
--
|
||||
--
|
||||
-- @field #TASK_A2A_DISPATCHER
|
||||
TASK_A2A_DISPATCHER = {
|
||||
ClassName = "TASK_A2A_DISPATCHER",
|
||||
@@ -184,8 +184,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
Tasks = {},
|
||||
SweepZones = {},
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- TASK_A2A_DISPATCHER constructor.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
|
||||
@@ -193,22 +192,21 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
|
||||
-- @return #TASK_A2A_DISPATCHER self
|
||||
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
|
||||
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
|
||||
|
||||
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
self.FlashNewTask = false
|
||||
|
||||
|
||||
-- TODO: Check detection through radar.
|
||||
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
|
||||
self.Detection:InitDetectRadar( true )
|
||||
self.Detection:SetRefreshTimeInterval( 30 )
|
||||
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Assign.
|
||||
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
@@ -220,14 +218,13 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @param #string PlayerName
|
||||
|
||||
self:__Start( 5 )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.
|
||||
-- So, if there is a target area detected and reported,
|
||||
-- then any friendlies that are airborne near this target area,
|
||||
-- So, if there is a target area detected and reported,
|
||||
-- then any friendlies that are airborne near this target area,
|
||||
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
|
||||
-- An ENGAGE task will be created for those pilots.
|
||||
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
|
||||
@@ -239,27 +236,27 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
|
||||
-- @return #TASK_A2A_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
--
|
||||
-- -- Set 50km as the radius to engage any target by airborne friendlies.
|
||||
-- TaskA2ADispatcher:SetEngageRadius( 50000 )
|
||||
--
|
||||
--
|
||||
-- -- Set 100km as the radius to engage any target by airborne friendlies.
|
||||
-- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
|
||||
--
|
||||
--
|
||||
function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius )
|
||||
|
||||
self.Detection:SetFriendliesRange( EngageRadius or 100000 )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set flashing player messages on or off
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param #boolean onoff Set messages on (true) or off (false)
|
||||
function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
|
||||
self.FlashNewTask = onoff
|
||||
self.FlashNewTask = onoff
|
||||
end
|
||||
|
||||
|
||||
--- Creates an INTERCEPT task when there are targets for it.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
@@ -267,26 +264,25 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
-- Check if there is at least one UNIT in the DetectedSet is visible.
|
||||
|
||||
|
||||
if DetectedItem.IsDetected == true then
|
||||
|
||||
-- Here we're doing something advanced... We're copying the DetectedSet.
|
||||
local TargetSetUnit = SET_UNIT:New()
|
||||
TargetSetUnit:SetDatabase( DetectedSet )
|
||||
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates an SWEEP task when there are targets for it.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
@@ -294,10 +290,9 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
|
||||
|
||||
if DetectedItem.IsDetected == false then
|
||||
|
||||
@@ -305,14 +300,13 @@ do -- TASK_A2A_DISPATCHER
|
||||
local TargetSetUnit = SET_UNIT:New()
|
||||
TargetSetUnit:SetDatabase( DetectedSet )
|
||||
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
@@ -320,13 +314,12 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
local DetectedZone = DetectedItem.Zone -- TODO: This seems unused, remove?
|
||||
|
||||
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
|
||||
|
||||
|
||||
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
|
||||
if PlayersCount > 0 and DetectedItem.IsDetected == true then
|
||||
|
||||
@@ -334,16 +327,13 @@ do -- TASK_A2A_DISPATCHER
|
||||
local TargetSetUnit = SET_UNIT:New()
|
||||
TargetSetUnit:SetDatabase( DetectedSet )
|
||||
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Evaluates the removal of the Task from the Mission.
|
||||
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
@@ -354,24 +344,24 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @param #boolean DetectedItemChange
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
|
||||
|
||||
|
||||
if Task then
|
||||
|
||||
if Task:IsStatePlanned() then
|
||||
local TaskName = Task:GetName()
|
||||
local TaskType = TaskName:match( "(%u+)%.%d+" )
|
||||
|
||||
|
||||
self:T2( { TaskType = TaskType } )
|
||||
|
||||
|
||||
local Remove = false
|
||||
|
||||
|
||||
local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
|
||||
if TaskType == "ENGAGE" then
|
||||
if IsPlayers == false then
|
||||
Remove = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if TaskType == "INTERCEPT" then
|
||||
if IsPlayers == true then
|
||||
Remove = true
|
||||
@@ -380,7 +370,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
Remove = true
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if TaskType == "SWEEP" then
|
||||
if DetectedItem.IsDetected == true then
|
||||
Remove = true
|
||||
@@ -388,18 +378,18 @@ do -- TASK_A2A_DISPATCHER
|
||||
end
|
||||
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
--DetectedSet:Flush( self )
|
||||
--self:F( { DetectedSetCount = DetectedSet:Count() } )
|
||||
-- DetectedSet:Flush( self )
|
||||
-- self:F( { DetectedSetCount = DetectedSet:Count() } )
|
||||
if DetectedSet:Count() == 0 then
|
||||
Remove = true
|
||||
end
|
||||
|
||||
|
||||
if DetectedItemChanged == true or Remove then
|
||||
Task = self:RemoveTask( DetectedItemIndex )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return Task
|
||||
end
|
||||
|
||||
@@ -408,10 +398,10 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @param DetectedItem
|
||||
-- @return #number, Core.CommandCenter#REPORT
|
||||
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
|
||||
|
||||
|
||||
local FriendlyTypes = {}
|
||||
local FriendliesCount = 0
|
||||
|
||||
@@ -423,27 +413,26 @@ do -- TASK_A2A_DISPATCHER
|
||||
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
|
||||
FriendliesCount = FriendliesCount + 1
|
||||
local FriendlyType = FriendlyUnit:GetTypeName()
|
||||
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
|
||||
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and (FriendlyTypes[FriendlyType] + 1) or 1
|
||||
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--self:F( { FriendliesCount = FriendliesCount } )
|
||||
|
||||
-- self:F( { FriendliesCount = FriendliesCount } )
|
||||
|
||||
local FriendlyTypesReport = REPORT:New()
|
||||
|
||||
|
||||
if FriendliesCount > 0 then
|
||||
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
|
||||
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
|
||||
FriendlyTypesReport:Add( string.format( "%d of %s", FriendlyTypeCount, FriendlyType ) )
|
||||
end
|
||||
else
|
||||
FriendlyTypesReport:Add( "-" )
|
||||
end
|
||||
|
||||
|
||||
|
||||
return FriendliesCount, FriendlyTypesReport
|
||||
end
|
||||
|
||||
@@ -452,10 +441,10 @@ do -- TASK_A2A_DISPATCHER
|
||||
-- @param DetectedItem
|
||||
-- @return #number, Core.CommandCenter#REPORT
|
||||
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
|
||||
|
||||
|
||||
local PlayerTypes = {}
|
||||
local PlayersCount = 0
|
||||
|
||||
@@ -464,7 +453,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
|
||||
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
|
||||
local PlayerName = PlayerUnit:GetPlayerName()
|
||||
--self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
|
||||
-- self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
|
||||
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
|
||||
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
|
||||
PlayersCount = PlayersCount + 1
|
||||
@@ -474,20 +463,19 @@ do -- TASK_A2A_DISPATCHER
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
local PlayerTypesReport = REPORT:New()
|
||||
|
||||
|
||||
if PlayersCount > 0 then
|
||||
for PlayerName, PlayerType in pairs( PlayerTypes ) do
|
||||
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
|
||||
PlayerTypesReport:Add( string.format( '"%s" in %s', PlayerName, PlayerType ) )
|
||||
end
|
||||
else
|
||||
PlayerTypesReport:Add( "-" )
|
||||
end
|
||||
|
||||
|
||||
|
||||
return PlayersCount, PlayerTypesReport
|
||||
end
|
||||
|
||||
@@ -496,24 +484,23 @@ do -- TASK_A2A_DISPATCHER
|
||||
self.Tasks[TaskIndex] = nil
|
||||
end
|
||||
|
||||
|
||||
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
|
||||
self:F()
|
||||
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
|
||||
if Mission:IsIDLE() or Mission:IsENGAGED() then
|
||||
|
||||
|
||||
local TaskReport = REPORT:New()
|
||||
|
||||
|
||||
-- Checking the task queue for the dispatcher, and removing any obsolete task!
|
||||
for TaskIndex, TaskData in pairs( self.Tasks ) do
|
||||
local Task = TaskData -- Tasking.Task#TASK
|
||||
@@ -531,18 +518,18 @@ do -- TASK_A2A_DISPATCHER
|
||||
|
||||
-- Now that all obsolete tasks are removed, loop through the detected targets.
|
||||
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
|
||||
|
||||
|
||||
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
local DetectedCount = DetectedSet:Count()
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
--DetectedSet:Flush( self )
|
||||
|
||||
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
-- DetectedSet:Flush( self )
|
||||
|
||||
local DetectedID = DetectedItem.ID
|
||||
local TaskIndex = DetectedItem.Index
|
||||
local DetectedItemChanged = DetectedItem.Changed
|
||||
|
||||
|
||||
local Task = self.Tasks[TaskIndex]
|
||||
Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
|
||||
|
||||
@@ -565,7 +552,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
Task:UpdateTaskInfo( DetectedItem )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -582,7 +569,7 @@ do -- TASK_A2A_DISPATCHER
|
||||
function Task.OnEnterCancelled( Task, From, Event, To )
|
||||
self:Cancelled( Task )
|
||||
end
|
||||
|
||||
|
||||
function Task.OnEnterFailed( Task, From, Event, To )
|
||||
self:Failed( Task )
|
||||
end
|
||||
@@ -590,38 +577,38 @@ do -- TASK_A2A_DISPATCHER
|
||||
function Task.OnEnterAborted( Task, From, Event, To )
|
||||
self:Aborted( Task )
|
||||
end
|
||||
|
||||
|
||||
TaskReport:Add( Task:GetName() )
|
||||
else
|
||||
self:F("This should not happen")
|
||||
self:F( "This should not happen" )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if Task then
|
||||
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
|
||||
Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" )
|
||||
Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" )
|
||||
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
|
||||
Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" )
|
||||
Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" )
|
||||
end
|
||||
|
||||
|
||||
-- OK, so the tasking has been done, now delete the changes reported for the area.
|
||||
Detection:AcceptChanges( DetectedItem )
|
||||
end
|
||||
|
||||
|
||||
-- TODO set menus using the HQ coordinator
|
||||
Mission:GetCommandCenter():SetMenu()
|
||||
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
|
||||
local TaskText = TaskReport:Text( ", " )
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and (self.FlashNewTask) then
|
||||
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and (self.FlashNewTask) then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
@@ -1,13 +1,13 @@
|
||||
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @module Tasking.Task_A2G
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
@@ -18,29 +18,29 @@ do -- TASK_A2G
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
|
||||
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
|
||||
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
||||
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The A2G task is planned.
|
||||
-- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}.
|
||||
-- * **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) 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.
|
||||
--
|
||||
--
|
||||
-- @field #TASK_A2G
|
||||
TASK_A2G = {
|
||||
ClassName = "TASK_A2G",
|
||||
ClassName = "TASK_A2G"
|
||||
}
|
||||
|
||||
|
||||
--- Instantiates a new TASK_A2G.
|
||||
-- @param #TASK_A2G self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
@@ -54,53 +54,51 @@ do -- TASK_A2G
|
||||
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
|
||||
self:F()
|
||||
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TaskType = TaskType
|
||||
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
|
||||
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
|
||||
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
|
||||
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
|
||||
|
||||
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
|
||||
|
||||
|
||||
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
|
||||
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
|
||||
|
||||
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
|
||||
|
||||
Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
|
||||
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
|
||||
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
|
||||
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
|
||||
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
|
||||
|
||||
--Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
|
||||
--Fsm:AddTransition( "Accounted", "Success", "Success" )
|
||||
|
||||
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
|
||||
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
|
||||
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
|
||||
--- Test
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterAssigned( TaskUnit, Task )
|
||||
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.RendezVousSetUnit
|
||||
|
||||
|
||||
self:RouteToRendezVous()
|
||||
end
|
||||
|
||||
--- Test
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
|
||||
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.RendezVousSetUnit
|
||||
|
||||
|
||||
if Task:GetRendezVousZone( TaskUnit ) then
|
||||
self:__RouteToRendezVousZone( 0.1 )
|
||||
else
|
||||
@@ -112,36 +110,36 @@ do -- TASK_A2G
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_A2G Task
|
||||
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
|
||||
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.TargetSetUnit
|
||||
|
||||
self:__Engage( 0.1 )
|
||||
|
||||
self:__Engage( 0.1 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_A2G Task
|
||||
function Fsm:onafterEngage( TaskUnit, Task )
|
||||
self:F( { self } )
|
||||
self:__Account( 0.1 )
|
||||
self:__RouteToTarget(0.1 )
|
||||
self:__RouteToTarget( 0.1 )
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToTarget( TaskUnit, Task )
|
||||
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.TargetSetUnit
|
||||
|
||||
|
||||
if Task:GetTargetZone( TaskUnit ) then
|
||||
self:__RouteToTargetZone( 0.1 )
|
||||
else
|
||||
@@ -154,8 +152,8 @@ do -- TASK_A2G
|
||||
self:__RouteToTargetPoint( 0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
@@ -167,20 +165,18 @@ do -- TASK_A2G
|
||||
end
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
|
||||
function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
|
||||
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
function TASK_A2G:GetPlannedMenuText()
|
||||
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
||||
@@ -190,34 +186,32 @@ do -- TASK_A2G
|
||||
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
|
||||
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
|
||||
|
||||
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
|
||||
ActRouteRendezVous:SetRange( RendezVousRange )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
|
||||
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
|
||||
function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
|
||||
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
|
||||
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
@@ -234,18 +228,17 @@ do -- TASK_A2G
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteRendezVous:GetZone()
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
|
||||
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteTarget:SetCoordinate( TargetCoordinate )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
@@ -258,18 +251,16 @@ do -- TASK_A2G
|
||||
return ActRouteTarget:GetCoordinate()
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
|
||||
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteTarget:SetZone( TargetZone )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
@@ -283,47 +274,46 @@ do -- TASK_A2G
|
||||
end
|
||||
|
||||
function TASK_A2G:SetGoalTotal()
|
||||
|
||||
|
||||
self.GoalTotal = self.TargetSetUnit:Count()
|
||||
end
|
||||
|
||||
function TASK_A2G:GetGoalTotal()
|
||||
|
||||
|
||||
return self.GoalTotal
|
||||
end
|
||||
|
||||
|
||||
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
|
||||
-- @param #TASK_A2G self
|
||||
function TASK_A2G:ReportOrder( ReportGroup )
|
||||
self:UpdateTaskInfo( self.DetectedItem )
|
||||
|
||||
function TASK_A2G:ReportOrder( ReportGroup )
|
||||
self:UpdateTaskInfo( self.DetectedItem )
|
||||
|
||||
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
||||
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
||||
|
||||
|
||||
return Distance
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- This method checks every 10 seconds if the goal has been reached of the task.
|
||||
-- @param #TASK_A2G self
|
||||
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
|
||||
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
|
||||
|
||||
|
||||
if TargetSetUnit:Count() == 0 then
|
||||
self:Success()
|
||||
end
|
||||
|
||||
|
||||
self:__Goal( -10 )
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
function TASK_A2G:UpdateTaskInfo( DetectedItem )
|
||||
|
||||
|
||||
if self:IsStatePlanned() or self:IsStateAssigned() then
|
||||
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
|
||||
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
|
||||
self.TaskInfo:AddTaskName( 0, "MSOD" )
|
||||
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
|
||||
|
||||
|
||||
local ThreatLevel, ThreatText
|
||||
if DetectedItem then
|
||||
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem )
|
||||
@@ -331,7 +321,7 @@ do -- TASK_A2G
|
||||
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
|
||||
end
|
||||
self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
|
||||
|
||||
|
||||
if self.Detection then
|
||||
local DetectedItemsCount = self.TargetSetUnit:Count()
|
||||
local ReportTypes = REPORT:New()
|
||||
@@ -344,33 +334,33 @@ do -- TASK_A2G
|
||||
end
|
||||
end
|
||||
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
|
||||
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
|
||||
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
|
||||
else
|
||||
local DetectedItemsCount = self.TargetSetUnit:Count()
|
||||
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
|
||||
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
|
||||
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
|
||||
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
|
||||
end
|
||||
self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" )
|
||||
self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" )
|
||||
self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
|
||||
-- @param #TASK_A2G self
|
||||
-- @param #number AutoAssignMethod The method to be applied to the task.
|
||||
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
|
||||
-- @param Wrapper.Group#GROUP TaskGroup The player group.
|
||||
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
|
||||
|
||||
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
|
||||
|
||||
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
|
||||
return math.random( 1, 9 )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
|
||||
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
||||
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
|
||||
self:F({Distance=Distance})
|
||||
self:F( { Distance = Distance } )
|
||||
return math.floor( Distance )
|
||||
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
|
||||
return 1
|
||||
@@ -379,8 +369,7 @@ do -- TASK_A2G
|
||||
return 0
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_A2G_SEAD
|
||||
|
||||
@@ -397,9 +386,9 @@ do -- TASK_A2G_SEAD
|
||||
--
|
||||
-- @field #TASK_A2G_SEAD
|
||||
TASK_A2G_SEAD = {
|
||||
ClassName = "TASK_A2G_SEAD",
|
||||
ClassName = "TASK_A2G_SEAD"
|
||||
}
|
||||
|
||||
|
||||
--- Instantiates a new TASK_A2G_SEAD.
|
||||
-- @param #TASK_A2G_SEAD self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
@@ -408,19 +397,16 @@ do -- TASK_A2G_SEAD
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_A2G_SEAD self
|
||||
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)
|
||||
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
|
||||
self:F()
|
||||
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Execute a Suppression of Enemy Air Defenses."
|
||||
)
|
||||
|
||||
self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses." )
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
||||
-- @param #TASK_A2G_SEAD self
|
||||
@@ -434,7 +420,7 @@ do -- TASK_A2G_SEAD
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -450,7 +436,7 @@ do -- TASK_A2G_SEAD
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -466,11 +452,10 @@ do -- TASK_A2G_SEAD
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_A2G_BAI
|
||||
@@ -488,10 +473,8 @@ do -- TASK_A2G_BAI
|
||||
-- based on detected enemy ground targets.
|
||||
--
|
||||
-- @field #TASK_A2G_BAI
|
||||
TASK_A2G_BAI = {
|
||||
ClassName = "TASK_A2G_BAI",
|
||||
}
|
||||
|
||||
TASK_A2G_BAI = { ClassName = "TASK_A2G_BAI" }
|
||||
|
||||
--- Instantiates a new TASK_A2G_BAI.
|
||||
-- @param #TASK_A2G_BAI self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
@@ -503,14 +486,11 @@ do -- TASK_A2G_BAI
|
||||
function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
|
||||
self:F()
|
||||
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Execute a Battlefield Air Interdiction of a group of enemy targets."
|
||||
)
|
||||
|
||||
|
||||
self:SetBriefing( TaskBriefing or "Execute a Battlefield Air Interdiction of a group of enemy targets." )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -526,7 +506,7 @@ do -- TASK_A2G_BAI
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -542,7 +522,7 @@ do -- TASK_A2G_BAI
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -558,15 +538,12 @@ do -- TASK_A2G_BAI
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
do -- TASK_A2G_CAS
|
||||
|
||||
--- The TASK_A2G_CAS class
|
||||
@@ -581,10 +558,8 @@ do -- TASK_A2G_CAS
|
||||
-- based on detected enemy ground targets.
|
||||
--
|
||||
-- @field #TASK_A2G_CAS
|
||||
TASK_A2G_CAS = {
|
||||
ClassName = "TASK_A2G_CAS",
|
||||
}
|
||||
|
||||
TASK_A2G_CAS = { ClassName = "TASK_A2G_CAS" }
|
||||
|
||||
--- Instantiates a new TASK_A2G_CAS.
|
||||
-- @param #TASK_A2G_CAS self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
@@ -596,19 +571,13 @@ do -- TASK_A2G_CAS
|
||||
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Execute a Close Air Support for a group of enemy targets. " ..
|
||||
"Beware of friendlies at the vicinity! "
|
||||
)
|
||||
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
self:SetBriefing( TaskBriefing or ( "Execute a Close Air Support for a group of enemy targets. " .. "Beware of friendlies at the vicinity! " ) )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
||||
-- @param #TASK_A2G_CAS self
|
||||
@@ -622,7 +591,7 @@ do -- TASK_A2G_CAS
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -638,7 +607,7 @@ do -- TASK_A2G_CAS
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -654,9 +623,8 @@ do -- TASK_A2G_CAS
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@@ -1,24 +1,25 @@
|
||||
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
|
||||
--
|
||||
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
--
|
||||
-- * Dynamically assign tasks to human players based on detected targets.
|
||||
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
|
||||
-- * Dynamically assign (CAS) Close Air Support tasks for human players.
|
||||
-- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players.
|
||||
-- * Dynamically assign (SEAD) Supression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
|
||||
-- * Dynamically assign (SEAD) Suppression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
|
||||
-- * Define and use an EWR (Early Warning Radar) network.
|
||||
-- * Define different ranges to engage upon intruders.
|
||||
-- * Keep task achievements.
|
||||
-- * Score task achievements.--
|
||||
-- * Score task achievements.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @module Tasking.Task_A2G_Dispatcher
|
||||
-- @image Task_A2G_Dispatcher.JPG
|
||||
|
||||
@@ -32,151 +33,151 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
|
||||
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
|
||||
--
|
||||
--
|
||||
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
|
||||
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
|
||||
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
|
||||
--
|
||||
--
|
||||
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**.
|
||||
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}.
|
||||
--
|
||||
--
|
||||
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
|
||||
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
|
||||
-- We call this the **RecceSet** of the A2G dispatcher.
|
||||
--
|
||||
--
|
||||
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
|
||||
-- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER:
|
||||
--
|
||||
--
|
||||
-- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area.
|
||||
-- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
|
||||
-- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
|
||||
--
|
||||
-- # 0. Tactical Situations
|
||||
--
|
||||
--
|
||||
-- This chapters provides some insights in the tactical situations when certain Task Types are created.
|
||||
-- The Task Types are depending on the enemy positions that were detected, and the current location of friendly units.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test],
|
||||
-- the tactical situation is a demonstration how the A2G detection works.
|
||||
-- This example will be taken further in the explanation in the following chapters.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- The red coalition are the players, the blue coalition is the enemy.
|
||||
--
|
||||
--
|
||||
-- Red reconnaissance vehicles and airborne units are detecting the targets.
|
||||
-- We call this the RecceSet as explained above, which is a Set of Groups that
|
||||
-- have a group name starting with `Recce` (configured in the mission script).
|
||||
--
|
||||
--
|
||||
-- Red attack units are responsible for executing the mission for the command center.
|
||||
-- We call this the AttackSet, which is a Set of Groups with a group name starting with `Attack` (configured in the mission script).
|
||||
-- These units are setup in this demonstration mission to be ground vehicles and airplanes.
|
||||
-- For demonstration purposes, the attack airplane is stationed on the ground to explain
|
||||
-- the messages and the menus properly.
|
||||
-- Further test missions demonstrate the A2G task dispatcher from within air.
|
||||
--
|
||||
--
|
||||
-- Depending upon the detection results, the A2G dispatcher will create different tasks.
|
||||
--
|
||||
--
|
||||
-- # 0.1. SEAD Task
|
||||
--
|
||||
--
|
||||
-- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task!
|
||||
-- - A CAS and BAI task may be converted into a SEAD task, once a radar has been detected within the area!
|
||||
--
|
||||
--
|
||||
-- # 0.2. CAS Task
|
||||
--
|
||||
--
|
||||
-- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- - After the detection of the CAS task, if the friendly Units are destroyed, the CAS task will convert into a BAI task!
|
||||
-- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support.
|
||||
--
|
||||
--
|
||||
-- # 0.3. BAI Task
|
||||
--
|
||||
--
|
||||
-- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range!
|
||||
--
|
||||
-- # 1. Player Experience
|
||||
--
|
||||
--
|
||||
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}.
|
||||
-- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**.
|
||||
--
|
||||
--
|
||||
-- For example, if there are 2 Command Centers (CC).
|
||||
-- Each CC is controlling a couple of Missions, the Radio Menu Structure could look like this:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Gori]
|
||||
-- F1. Mission "Alpha (Primary)"
|
||||
-- F2. Mission "Beta (Secondary)"
|
||||
-- F3. Mission "Gamma (Tactical)"
|
||||
-- F1. Command Center [Lima]
|
||||
-- F1. Mission "Overlord (High)"
|
||||
--
|
||||
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tacical mission Gamma.
|
||||
--
|
||||
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tactical mission Gamma.
|
||||
-- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
|
||||
--
|
||||
-- ## 1.1. Mission Menu (Under the Command Center Menu)
|
||||
--
|
||||
--
|
||||
-- The Mission Menu controls the information of the mission, including the:
|
||||
--
|
||||
--
|
||||
-- - **Mission Briefing**: A briefing of the Mission in text, which will be shown as a message.
|
||||
-- - **Mark Task Locations**: A summary of each Task will be shown on the map as a marker.
|
||||
-- - **Create Task Reports**: A menu to create various reports of the current tasks dispatched by the A2G dispatcher.
|
||||
-- - **Create Mission Reports**: A menu to create various reports on the current mission.
|
||||
--
|
||||
--
|
||||
-- For CC [Lima], Mission "Overlord", the menu structure could look like this:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Lima]
|
||||
-- F1. Mission "Overlord"
|
||||
-- F1. Mission Briefing
|
||||
-- F2. Mark Task Locations on Map
|
||||
-- F3. Task Reports
|
||||
-- F4. Mission Reports
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- ### 1.1.1. Mission Briefing Menu
|
||||
--
|
||||
--
|
||||
-- The Mission Briefing Menu will show in text a summary description of the overall mission objectives and expectations.
|
||||
-- Note that the Mission Briefing is not the briefing of a specific task, but rather provides an overall strategy and tactical situation,
|
||||
-- and explains the mission goals.
|
||||
--
|
||||
--
|
||||
-- and explains the mission goals.
|
||||
--
|
||||
--
|
||||
-- ### 1.1.2. Mark Task Locations Menu
|
||||
--
|
||||
--
|
||||
-- The Mark Task Locations Menu will mark the location indications of the Tasks on the map, if this intelligence is known by the Command Center.
|
||||
-- For A2G tasks this information will always be know, but it can be that for other tasks a location intelligence will be less relevant.
|
||||
-- Note that each Planned task and each Engaged task will be marked. Completed, Failed and Cancelled tasks are not marked.
|
||||
-- Depending on the task type, a summary information is shown to bring to the player the relevant information for situational awareness.
|
||||
--
|
||||
--
|
||||
-- ### 1.1.3. Task Reports Menu
|
||||
--
|
||||
--
|
||||
-- The Task Reports Menu is a sub menu, that allows to create various reports:
|
||||
--
|
||||
--
|
||||
-- - **Tasks Summary**: This report will list all the Tasks that are or were active within the mission, indicating its status.
|
||||
-- - **Planned Tasks**: This report will list all the Tasks that are in status Planned, which are Tasks not assigned to any player, and are ready to be executed.
|
||||
-- - **Assigned Tasks**: This report will list all the Tasks that are in status Assigned, which are Tasks assigned to (a) player(s) and are currently executed.
|
||||
-- - **Successful Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and are completed successfully.
|
||||
-- - **Failed Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and that have failed.
|
||||
--
|
||||
--
|
||||
-- The information shown of the tasks will vary according the underlying task type, but are self explanatory.
|
||||
--
|
||||
-- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Gori]
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -188,21 +189,21 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F4. Successful Tasks
|
||||
-- F5. Failed Tasks
|
||||
-- F4. Mission Reports
|
||||
--
|
||||
--
|
||||
-- Note that these reports provide an "overview" of the tasks. Detailed information of the task can be retrieved using the Detailed Report on the Task Menu.
|
||||
-- (See later).
|
||||
--
|
||||
--
|
||||
-- ### 1.1.4. Mission Reports Menu
|
||||
--
|
||||
--
|
||||
-- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission:
|
||||
--
|
||||
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a %-tage of completion.
|
||||
--
|
||||
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a % of completion.
|
||||
-- - **Report Players per Task**: Show which players are engaged on which Task within the Mission.
|
||||
--
|
||||
--
|
||||
-- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Gori]
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -211,25 +212,25 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F4. Mission Reports
|
||||
-- F1. Report Mission Progress
|
||||
-- F2. Report Players per Task
|
||||
--
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.2. Task Management Menus
|
||||
--
|
||||
--
|
||||
-- Very important to remember is: **Multiple Players can be assigned to the same Task, but from the player perspective, the Player can only be assigned to one Task per Mission at the same time!**
|
||||
-- Consider this like the two major modes in which a player can be in. He can be free of tasks or he can be assigned to a Task.
|
||||
-- Depending on whether a Task has been Planned or Assigned to a Player (Group),
|
||||
-- **the Mission Menu will contain extra Menus to control specific Tasks.**
|
||||
--
|
||||
--
|
||||
-- #### 1.2.1. Join a Planned Task
|
||||
--
|
||||
--
|
||||
-- If the Player has not yet been assigned to a Task within the Mission, the Mission Menu will contain additionally a:
|
||||
--
|
||||
--
|
||||
-- - Join Planned Task Menu: This menu structure allows the player to join a planned task (a Task with status Planned).
|
||||
--
|
||||
--
|
||||
-- For CC |Gori|, Mission "Alpha", the menu structure could look like this:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Gori]
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -237,23 +238,23 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F3. Task Reports
|
||||
-- F4. Mission Reports
|
||||
-- F5. Join Planned Task
|
||||
--
|
||||
--
|
||||
-- **The F5. Join Planned Task allows the player to join a Planned Task and take an engagement in the running Mission.**
|
||||
--
|
||||
-- #### 1.2.2. Manage an Assigned Task
|
||||
--
|
||||
--
|
||||
-- #### 1.2.2. Manage an Assigned Task
|
||||
--
|
||||
-- If the Player has been assigned to one Task within the Mission, the Mission Menu will contain an extra:
|
||||
--
|
||||
--
|
||||
-- - Assigned Task __TaskName__ Menu: This menu structure allows the player to take actions on the currently engaged task.
|
||||
--
|
||||
--
|
||||
-- In this example, the Group currently seated by the player is not assigned yet to a Task.
|
||||
-- The Player has the option to assign itself to a Planned Task using menu option F5 under the Mission Menu "Alpha".
|
||||
--
|
||||
--
|
||||
-- This would be an example menu structure,
|
||||
-- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Gori]
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -261,26 +262,25 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F3. Task Reports
|
||||
-- F4. Mission Reports
|
||||
-- F5. Assigned Task CAS.001
|
||||
--
|
||||
--
|
||||
-- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.**
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.3. Join Planned Task Menu
|
||||
--
|
||||
--
|
||||
-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**.
|
||||
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
|
||||
--
|
||||
-- For example, for CC [Gori], Mission "Alpha",
|
||||
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
|
||||
--
|
||||
-- For example, for CC [Gori], Mission "Alpha",
|
||||
-- if a Mission "ALpha" contains 5 Planned Tasks, which would be:
|
||||
--
|
||||
-- - 2 CAS Tasks
|
||||
--
|
||||
-- - 2 CAS Tasks
|
||||
-- - 1 BAI Task
|
||||
-- - 2 SEAD Tasks
|
||||
--
|
||||
--
|
||||
-- the Join Planned Task Menu Hierarchy could look like this:
|
||||
--
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center [Gori]
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -296,26 +296,26 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F1. SEAD.003
|
||||
-- F2. SEAD.004
|
||||
-- F3. SEAD.005
|
||||
--
|
||||
--
|
||||
-- An example from within a running simulation:
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- Each Task Type Menu would have a list of the Task Menus underneath.
|
||||
-- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**!
|
||||
--
|
||||
-- ### 1.3.1. Planned Task Menu
|
||||
--
|
||||
-- Each Planned Task Menu will allow for the following actions:
|
||||
--
|
||||
--
|
||||
-- - Report Task Details: Provides a detailed report on the Planned Task.
|
||||
-- - Mark Task Location on Map: Mark the approximate location of the Task on the Map, if relevant.
|
||||
-- - Join Task: Join the Task. This is THE menu option to let a Player join the Task, and to engage within the Mission.
|
||||
--
|
||||
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
|
||||
--
|
||||
--
|
||||
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
|
||||
--
|
||||
-- Radio MENU Structure (F10. Other)
|
||||
--
|
||||
--
|
||||
-- F1. Command Center |Gori|
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -328,22 +328,22 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F1. Report Task Details
|
||||
-- F2. Mark Task Location on Map
|
||||
-- F3. Join Task
|
||||
--
|
||||
--
|
||||
-- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.**
|
||||
--
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ## 1.4. Assigned Task Menu
|
||||
--
|
||||
--
|
||||
-- The Assigned Task Menu allows to control the **current assigned task** within the Mission.
|
||||
--
|
||||
--
|
||||
-- Depending on the Type of Task, the following menu options will be available:
|
||||
--
|
||||
--
|
||||
-- - **Report Task Details**: Provides a detailed report on the Planned Task.
|
||||
-- - **Mark Task Location on Map**: Mark the approximate location of the Task on the Map, if relevant.
|
||||
-- - **Abort Task: Abort the current assigned Task:** This menu option lets the player abort the Task.
|
||||
--
|
||||
--
|
||||
-- For example, for CC |Gori|, Mission "Alpha", the Assigned Menu could be:
|
||||
--
|
||||
--
|
||||
-- F1. Command Center |Gori|
|
||||
-- F1. Mission "Alpha"
|
||||
-- F1. Mission Briefing
|
||||
@@ -354,90 +354,89 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- F1. Report Task Details
|
||||
-- F2. Mark Task Location on Map
|
||||
-- F3. Abort Task
|
||||
--
|
||||
--
|
||||
-- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**.
|
||||
-- However, this will depend on the setup of each Mission.
|
||||
--
|
||||
-- However, this will depend on the setup of each Mission.
|
||||
--
|
||||
-- ## 1.5. Messages
|
||||
--
|
||||
--
|
||||
-- During game play, different messages are displayed.
|
||||
-- These messages provide an update of the achievements made, and the state wherein the task is.
|
||||
--
|
||||
--
|
||||
-- The various reports can be used also to retrieve the current status of the mission and its tasks.
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- The @{Settings} menu provides additional options to control the timing of the messages.
|
||||
-- There are:
|
||||
--
|
||||
--
|
||||
-- - Status messages, which are quick status updates. The settings menu allows to switch off these messages.
|
||||
-- - Information messages, which are shown a bit longer, as they contain important information.
|
||||
-- - Summary reports, which are quick reports showing a high level summary.
|
||||
-- - Overview reports, which are providing the essential information. It provides an overview of a greater thing, and may take a bit of time to read.
|
||||
-- - Detailed reports, which provide with very detailed information. It takes a bit longer to read those reports, so the display of those could be a bit longer.
|
||||
--
|
||||
--
|
||||
-- # 2. TASK\_A2G\_DISPATCHER constructor
|
||||
--
|
||||
--
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance.
|
||||
--
|
||||
-- # 3. Usage
|
||||
--
|
||||
-- To use the TASK\_A2G\_DISPATCHER class, you need:
|
||||
--
|
||||
--
|
||||
-- - A @{CommandCenter} object. The master communication channel.
|
||||
-- - A @{Mission} object. Each task belongs to a Mission.
|
||||
-- - A @{Detection} object. There are several detection grouping methods to choose from.
|
||||
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher.
|
||||
-- - A @{Set} of @{Wrapper.Group} objects that will detect the emeny, the RecceSet. This is attached to the @{Detection} object.
|
||||
-- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object.
|
||||
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object.
|
||||
--
|
||||
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
|
||||
--
|
||||
-- -- Declare the Command Center
|
||||
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
|
||||
--
|
||||
-- -- Declare the Command Center
|
||||
-- local HQ = GROUP
|
||||
-- :FindByName( "HQ", "Bravo HQ" )
|
||||
--
|
||||
-- local CommandCenter = COMMANDCENTER
|
||||
-- :New( HQ, "Lima" )
|
||||
--
|
||||
--
|
||||
-- -- Declare the Mission for the Command Center.
|
||||
-- local Mission = MISSION
|
||||
-- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
|
||||
--
|
||||
--
|
||||
-- -- Define the RecceSet that will detect the enemy.
|
||||
-- local RecceSet = SET_GROUP
|
||||
-- :New()
|
||||
-- :FilterPrefixes( "FAC" )
|
||||
-- :FilterCoalitions("red")
|
||||
-- :FilterStart()
|
||||
--
|
||||
--
|
||||
-- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius.
|
||||
-- local DetectionAreas = DETECTION_AREAS
|
||||
-- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies.
|
||||
--
|
||||
--
|
||||
-- -- Setup the AttackSet, which is a SET_GROUP.
|
||||
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
|
||||
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
|
||||
-- local AttackSet = SET_GROUP
|
||||
-- :New() -- Create the SET_GROUP object.
|
||||
-- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
|
||||
-- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
|
||||
-- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack.
|
||||
--
|
||||
--
|
||||
-- -- Now we have everything to setup the main A2G TaskDispatcher.
|
||||
-- TaskDispatcher = TASK_A2G_DISPATCHER
|
||||
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
|
||||
--
|
||||
--
|
||||
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will receive the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #TASK_A2G_DISPATCHER
|
||||
TASK_A2G_DISPATCHER = {
|
||||
ClassName = "TASK_A2G_DISPATCHER",
|
||||
Mission = nil,
|
||||
Detection = nil,
|
||||
Tasks = {},
|
||||
Tasks = {}
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- TASK_A2G_DISPATCHER constructor.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
|
||||
@@ -445,18 +444,18 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
|
||||
-- @return #TASK_A2G_DISPATCHER self
|
||||
function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
|
||||
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
|
||||
|
||||
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
self.FlashNewTask = true --set to false to suppress flash messages
|
||||
|
||||
self.FlashNewTask = true -- set to false to suppress flash messages
|
||||
|
||||
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
|
||||
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Assign.
|
||||
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
@@ -466,19 +465,19 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string PlayerName
|
||||
|
||||
|
||||
self:__Start( 5 )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set flashing player messages on or off
|
||||
|
||||
--- Set flashing player messages on or off
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param #boolean onoff Set messages on (true) or off (false)
|
||||
function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
|
||||
self.FlashNewTask = onoff
|
||||
self.FlashNewTask = onoff
|
||||
end
|
||||
|
||||
|
||||
--- Creates a SEAD task when there are targets for it.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
@@ -486,7 +485,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
@@ -500,10 +499,10 @@ do -- TASK_A2G_DISPATCHER
|
||||
TargetSetUnit:SetDatabase( DetectedSet )
|
||||
TargetSetUnit:FilterHasSEAD()
|
||||
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
@@ -514,11 +513,10 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
|
||||
-- Determine if the set has ground units.
|
||||
-- There should be ground unit friendlies nearby. Airborne units are valid friendlies types.
|
||||
-- And there shouldn't be any radar.
|
||||
@@ -532,13 +530,13 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = SET_UNIT:New()
|
||||
TargetSetUnit:SetDatabase( DetectedSet )
|
||||
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Creates a BAI task when there are targets for it.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
@@ -546,11 +544,10 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
|
||||
-- Determine if the set has ground units.
|
||||
-- There shouldn't be any ground unit friendlies nearby.
|
||||
-- And there shouldn't be any radar.
|
||||
@@ -564,19 +561,18 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = SET_UNIT:New()
|
||||
TargetSetUnit:SetDatabase( DetectedSet )
|
||||
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
|
||||
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
|
||||
self.Mission:RemoveTask( self.Tasks[TaskIndex] )
|
||||
self.Tasks[TaskIndex] = nil
|
||||
end
|
||||
|
||||
|
||||
--- Evaluates the removal of the Task from the Mission.
|
||||
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
@@ -586,17 +582,16 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @param #boolean DetectedItemChange
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
|
||||
|
||||
|
||||
if Task then
|
||||
if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then
|
||||
--self:F( "Removing Tasking: " .. Task:GetTaskName() )
|
||||
if (Task:IsStatePlanned() and DetectedItemChanged == true) or Task:IsStateCancelled() then
|
||||
-- self:F( "Removing Tasking: " .. Task:GetTaskName() )
|
||||
self:RemoveTask( TaskIndex )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return Task
|
||||
end
|
||||
|
||||
|
||||
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
@@ -604,15 +599,15 @@ do -- TASK_A2G_DISPATCHER
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
|
||||
self:F()
|
||||
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
|
||||
if Mission:IsIDLE() or Mission:IsENGAGED() then
|
||||
|
||||
|
||||
local TaskReport = REPORT:New()
|
||||
|
||||
-- Checking the task queue for the dispatcher, and removing any obsolete task!
|
||||
@@ -634,21 +629,21 @@ do -- TASK_A2G_DISPATCHER
|
||||
|
||||
--- First we need to the detected targets.
|
||||
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
|
||||
|
||||
|
||||
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
--DetectedSet:Flush( self )
|
||||
|
||||
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
-- DetectedSet:Flush( self )
|
||||
|
||||
local DetectedItemID = DetectedItem.ID
|
||||
local TaskIndex = DetectedItem.Index
|
||||
local DetectedItemChanged = DetectedItem.Changed
|
||||
|
||||
|
||||
self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
|
||||
|
||||
|
||||
local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
|
||||
|
||||
|
||||
if Task then
|
||||
-- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets.
|
||||
if Task:IsStateAssigned() then
|
||||
@@ -660,7 +655,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
Task:SetTargetSetUnit( TargetSetUnit )
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
Task:UpdateTaskInfo( DetectedItem )
|
||||
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
|
||||
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
|
||||
else
|
||||
Task:Cancel()
|
||||
end
|
||||
@@ -691,18 +686,18 @@ do -- TASK_A2G_DISPATCHER
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Now we send to each group the changes, if any.
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
local TargetsText = TargetsReport:Text(", ")
|
||||
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then
|
||||
local TargetsText = TargetsReport:Text( ", " )
|
||||
if (Mission:IsGroupAssigned( TaskGroup )) and TargetsText ~= "" and self.FlashNewTask then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if Task then
|
||||
if Task:IsStatePlanned() then
|
||||
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
|
||||
@@ -753,7 +748,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
|
||||
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
|
||||
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
end
|
||||
|
||||
@@ -762,7 +757,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
|
||||
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
|
||||
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
end
|
||||
|
||||
@@ -771,19 +766,19 @@ do -- TASK_A2G_DISPATCHER
|
||||
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
|
||||
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
|
||||
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
|
||||
Task:SetDetection( Detection, DetectedItem )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if Task then
|
||||
self.Tasks[TaskIndex] = Task
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
Task:SetDispatcher( self )
|
||||
Task:UpdateTaskInfo( DetectedItem )
|
||||
Mission:AddTask( Task )
|
||||
|
||||
|
||||
function Task.OnEnterSuccess( Task, From, Event, To )
|
||||
self:Success( Task )
|
||||
end
|
||||
@@ -791,7 +786,7 @@ do -- TASK_A2G_DISPATCHER
|
||||
function Task.OnEnterCancelled( Task, From, Event, To )
|
||||
self:Cancelled( Task )
|
||||
end
|
||||
|
||||
|
||||
function Task.OnEnterFailed( Task, From, Event, To )
|
||||
self:Failed( Task )
|
||||
end
|
||||
@@ -799,31 +794,29 @@ do -- TASK_A2G_DISPATCHER
|
||||
function Task.OnEnterAborted( Task, From, Event, To )
|
||||
self:Aborted( Task )
|
||||
end
|
||||
|
||||
|
||||
|
||||
TaskReport:Add( Task:GetName() )
|
||||
else
|
||||
self:F("This should not happen")
|
||||
self:F( "This should not happen" )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- OK, so the tasking has been done, now delete the changes reported for the area.
|
||||
Detection:AcceptChanges( DetectedItem )
|
||||
end
|
||||
|
||||
|
||||
-- TODO set menus using the HQ coordinator
|
||||
Mission:GetCommandCenter():SetMenu()
|
||||
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
|
||||
local TaskText = TaskReport:Text( ", " )
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and self.FlashNewTask then
|
||||
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and self.FlashNewTask then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
Reference in New Issue
Block a user