Revised the documentation.

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FlightControl 2018-07-31 07:26:33 +02:00
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--- **Tasking** - Creates and manages player TASK_CARGO tasks.
--
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
--
-- * As setup by the mission designer.
-- * Dynamically create CSAR missions (when a pilot is downed as part of a downed plane).
-- * Dynamically spawn new cargo and create cargo taskings!
--
--
--
-- **Specific features:**
--
-- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones.
@ -67,148 +78,158 @@ do -- TASK_CARGO_DISPATCHER
--- Implements the dynamic dispatching of cargo tasks.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia3.JPG)
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- 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:
-- There are currently two types of tasks that can be constructed:
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia9.JPG)
-- * A normal cargo transport task, which tasks humans to transport cargo from a location towards a deploy zone.
-- * A CSAR cargo transport task. CSAR tasks are automatically generated when a pilot is downed...
-- It is created when a fiendly pilot has ejected from a plane, and needs to be rescued (sometimes behind enemy lines).
--
-- * **CSAR Task**: Is created when a fiendly pilot has ejected from a plane, and needs to be rescued (sometimes behind enemy lines).
-- Let's explore step by step how to setup the task dispatcher.
--
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
-- # 1. Setup a mission environment.
--
-- The @{#TASK_CARGO_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
-- It is easy, as it works just like any other task setup, so setup a command center and a mission.
--
-- ### 1.1. Define or set the **Mission**:
-- ## 1.1. Create a command center.
--
-- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
-- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor.
--
-- 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:
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia6.JPG)
--
-- 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 CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" ) -- Create the CommandCenter.
--
-- 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.
-- ## 1.2. Create a mission.
--
-- ### 1.3. Define the **EWR network**:
-- Tasks work in a mission, which groups these tasks to achieve a joint mission goal.
-- A command center can govern multiple missions.
-- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor.
--
-- 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.
-- -- Declare the Mission for the Command Center.
-- local Mission = MISSION
-- :New( CommandCenter,
-- "Overlord",
-- "High",
-- "Transport the cargo.",
-- coalition.side.RED
-- )
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia5.JPG)
--
-- 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.
-- # 2. Dispatch a **transport cargo** task.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia7.JPG)
-- So, now that we have a command center and a mission, we now create the transport task.
-- We create the transport task using the @{#TASK_CARGO_DISPATCHER.AddTransportTask}() constructor.
--
-- ## 2.1. Create the cargo in the mission.
--
-- Because a transport task will not generate the cargo itself, you'll need to create it first.
--
-- -- Here we define the "cargo set", which is a collection of cargo objects.
-- -- The cargo set will be the input for the cargo transportation task.
-- -- So a transportation object is handling a cargo set, which is automatically refreshed when new cargo is added/deleted.
-- local WorkmaterialsCargoSet = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
--
-- -- Now we add cargo into the battle scene.
-- local PilotGroup = GROUP:FindByName( "Engineers" )
--
-- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath.
-- -- We name this group Engineers.
-- -- Note that the name of the cargo is "Engineers".
-- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set.
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 )
--
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local PilotGroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
--
-- ## 2.2. Setup the cargo transport task.
--
-- First, we need to create a TASK_CARGO_DISPATCHER object.
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, PilotGroupSet )
--
-- So, the variable `TaskDispatcher` will contain the object of class TASK_CARGO_DISPATCHER, which will allow you to dispatch cargo transport tasks:
--
-- 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.
-- * for mission `Mission`
-- * for the pilots `PilotGroupSet`.
--
-- 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,
-- increasing or decreasing the radar coverage of the Early Warning System.
-- Now that we have `TaskDispatcher` object, we can now create the TransportTask manually, using the @{#TASK_CARGO_DISPATCHER.AddTransportTask}() method!
--
-- See the following example to setup an EWR network containing EWR stations and AWACS.
-- local TransportTask = TaskDispatcher:AddTransportTask(
-- "Transport workmaterials",
-- WorkmaterialsCargoSet,
-- "Transport the workers, engineers and the equipment near the Workplace." )
--
-- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
--
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
-- EWRDetection:SetFriendliesRange( 10000 )
-- EWRDetection:SetRefreshTimeInterval(30)
--
-- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
-- And you're done! As you can see, it is a bit of work, but the reward is great.
-- And, because all this is done using program interfaces, you can build a mission with a **dynamic cargo transport task mechanism** yourself!
-- Based on events happening within your mission, you can use the above methods to create new cargo, and setup a new task for cargo transportation to a group of players!
--
-- 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.
-- The **EWRDetection** object is then passed to the @{#TASK_CARGO_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
--
-- ### 2. Define the detected **target grouping radius**:
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia8.JPG)
--
-- 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.
-- 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.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia11.JPG)
--
-- 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,
-- 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_CARGO_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.
-- -- @param #string To Contains the name of the state that will be transitioned to.
-- -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
-- -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
-- -- @param #string PlayerName The name of the Player that joined the TaskUnit.
-- function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
-- Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
-- 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.
-- This means the **task has been successfully completed**.
--
-- * @{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!
-- # 3. Dispatch CSAR tasks.
--
-- CSAR tasks can be dynamically created when a friendly pilot ejects, or can be created manually.
-- We'll explore both options.
--
-- ## 3.1. CSAR task dynamic creation.
--
-- Because there is an "event" in a running simulation that creates CSAR tasks, the method @{#TASK_CARGO_DISPATCHER.StartCSARTasks}() will create automatically:
--
-- 1. a new downed pilot at the location where the plane was shot
-- 2. declare that pilot as cargo
-- 3. creates a CSAR task automatically to retrieve that pilot
-- 4. requires deploy zones to be specified where to transport the downed pilot to, in order to complete that task.
--
-- You create a CSAR task dynamically in a very easy way:
--
-- TaskDispatcher:StartCSARTasks(
-- "CSAR",
-- { ZONE_UNIT:New( "Hospital", STATIC:FindByName( "Hospital" ), 100 ) },
-- "One of our pilots has ejected. Go out to Search and Rescue our pilot!\n" ..
-- "Use the radio menu to let the command center assist you with the CSAR tasking."
-- )
--
-- The method @{#TASK_CARGO_DISPATCHER.StopCSARTasks}() will automatically stop with the creation of CSAR tasks when friendly pilots eject.
--
-- **Remarks:**
--
-- * the ZONE_UNIT can also be a ZONE, or a ZONE_POLYGON object, or any other ZONE_ object!
-- * you can declare the array of zones in another variable, or course!
--
--
-- ## 3.2. CSAR task manual creation.
--
-- We create the CSAR task using the @{#TASK_CARGO_DISPATCHER.AddCSARTask}() constructor.
--
-- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate.
--
-- What is first needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
--
-- We need to create a TASK_CARGO_DISPATCHER object.
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, GroupSet )
--
-- So, the variable `TaskDispatcher` will contain the object of class TASK_CARGO_DISPATCHER, which will allow you to dispatch cargo CSAR tasks:
--
-- * for mission `Mission`.
-- * for the group of players (pilots) captured within the `GroupSet` (those groups with a name starting with `"Transport"`).
--
-- Now that we have a PilotsCargoSet and a GroupSet, we can now create the CSAR task manually.
--
-- -- Declare the CSAR task.
-- local CSARTask = TaskDispatcher:AddCSARTask(
-- "CSAR Task",
-- Coordinate,
-- 270,
-- "Bring the pilot back!"
-- )
--
-- Note that when you declare a CSAR task manually, you'll still need to specify a deployment zone!
--
--
-- @field #TASK_CARGO_DISPATCHER
TASK_CARGO_DISPATCHER = {
@ -363,11 +384,11 @@ do -- TASK_CARGO_DISPATCHER
--
-- -- Add a CSAR task to rescue a downed pilot from within a coordinate.
-- local Coordinate = PlaneUnit:GetPointVec2()
-- TaskA2ADispatcher:AddCSARTask( Coordinate )
-- TaskA2ADispatcher:AddCSARTask( "CSAR Task", Coordinate )
--
-- -- Add a CSAR task to rescue a downed pilot from within a coordinate of country RUSSIA, which is pointing to the west (270°).
-- local Coordinate = PlaneUnit:GetPointVec2()
-- TaskA2ADispatcher:AddCSARTask( Coordinate, 270, Country.RUSSIA )
-- TaskA2ADispatcher:AddCSARTask( "CSAR Task", Coordinate, 270, Country.RUSSIA )
--
function TASK_CARGO_DISPATCHER:AddCSARTask( CSARTaskPrefix, CSARCoordinate, CSARHeading, CSARCountry, CSARBriefing )