Working version of the DETECTION classes

This commit is contained in:
FlightControl
2016-07-19 18:12:26 +02:00
parent 86b283c7f0
commit d5671a5f65
143 changed files with 71123 additions and 3660 deletions

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@@ -0,0 +1,5 @@
-------------------------------------------------------------------------------
-- @module DCStrigger
trigger = {} --#timer

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@@ -157,6 +157,7 @@ function AIRBASEPOLICE_BASE:_AirbaseMonitor()
self:SetState( self, "Taxi", true )
end
-- TODO: GetVelocityKMH function usage
local VelocityVec3 = Client:GetVelocity()
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
local Velocity = Velocity * 3.6 -- now it is in km/h.

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@@ -55,8 +55,9 @@
--
-- ====
--
-- ### Author: FlightControl
--
-- @module Base
-- @author FlightControl
@@ -131,8 +132,7 @@ function BASE:Inherit( Child, Parent )
setmetatable( Child, Parent )
Child.__index = Child
end
--Child.ClassName = Child.ClassName .. '.' .. Child.ClassID
self:T( 'Inherited from ' .. Parent.ClassName )
--self:T( 'Inherited from ' .. Parent.ClassName )
return Child
end
@@ -140,7 +140,7 @@ end
-- @param #BASE self
-- @param #BASE Child is the Child class from which the Parent class needs to be retrieved.
-- @return #BASE
function BASE:Inherited( Child )
function BASE:GetParent( Child )
local Parent = getmetatable( Child )
-- env.info('Inherited class of ' .. Child.ClassName .. ' is ' .. Parent.ClassName )
return Parent
@@ -338,11 +338,9 @@ function BASE:SetState( Object, StateName, State )
local ClassNameAndID = Object:GetClassNameAndID()
if not self.States[ClassNameAndID] then
self.States[ClassNameAndID] = {}
end
self.States[ClassNameAndID] = self.States[ClassNameAndID] or {}
self.States[ClassNameAndID][StateName] = State
self:F2( { ClassNameAndID, StateName, State } )
self:T2( { ClassNameAndID, StateName, State } )
return self.States[ClassNameAndID][StateName]
end
@@ -353,7 +351,7 @@ function BASE:GetState( Object, StateName )
if self.States[ClassNameAndID] then
local State = self.States[ClassNameAndID][StateName]
self:F2( { ClassNameAndID, StateName, State } )
self:T2( { ClassNameAndID, StateName, State } )
return State
end
@@ -378,7 +376,7 @@ end
-- When Moose is loaded statically, (as one file), tracing is switched off by default.
-- So tracing must be switched on manually in your mission if you are using Moose statically.
-- When moose is loading dynamically (for moose class development), tracing is switched on by default.
-- @param BASE self
-- @param #BASE self
-- @param #boolean TraceOnOff Switch the tracing on or off.
-- @usage
-- -- Switch the tracing On
@@ -390,6 +388,19 @@ function BASE:TraceOnOff( TraceOnOff )
_TraceOnOff = TraceOnOff
end
--- Enquires if tracing is on (for the class).
-- @param #BASE self
-- @return #boolean
function BASE:IsTrace()
if debug and ( _TraceAll == true ) or ( _TraceClass[self.ClassName] or _TraceClassMethod[self.ClassName] ) then
return true
else
return false
end
end
--- Set trace level
-- @param #BASE self
-- @param #number Level

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@@ -120,7 +120,6 @@ function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
local UnitRegister = UNIT:Register( DCSUnitName )
self:E( UnitRegister.UnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
end

View File

@@ -34,16 +34,16 @@
--
-- ===
--
-- 2) @{Detection#DETECTION_UNITGROUPS} class, extends @{Detection#DETECTION_BASE}
-- 2) @{Detection#DETECTION_AREAS} class, extends @{Detection#DETECTION_BASE}
-- ===============================================================================
-- The @{Detection#DETECTION_UNITGROUPS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- The @{Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- 2.1) Retrieve the Detected Unit sets and Detected Zones
-- -------------------------------------------------------
-- The DetectedUnitSets methods are implemented in @{Detection#DECTECTION_BASE} and the DetectedZones methods is implemented in @{Detection#DETECTION_UNITGROUPS}.
-- The DetectedUnitSets methods are implemented in @{Detection#DECTECTION_BASE} and the DetectedZones methods is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedUnitSets with the method @{Detection#DETECTION_BASE.GetDetectedSets}(). A table will be return of @{Set#SET_UNIT}s.
-- To understand the amount of sets created, use the method @{Detection#DETECTION_BASE.GetDetectedSetCount}().
@@ -55,33 +55,36 @@
--
-- 1.4) Flare or Smoke detected units
-- ----------------------------------
-- Use the methods @{Detection#DETECTION_UNITGROUPS.FlareDetectedUnits}() or @{Detection#DETECTION_UNITGROUPS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- 1.5) Flare or Smoke detected zones
-- ----------------------------------
-- Use the methods @{Detection#DETECTION_UNITGROUPS.FlareDetectedZones}() or @{Detection#DETECTION_UNITGROUPS.SmokeDetectedZones}() to flare or smoke the detected zones when a new detection has taken place.
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedZones}() or @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to flare or smoke the detected zones when a new detection has taken place.
--
-- ===
--
-- ### Contributions: Mechanic - Concept & Testing
-- ### Authors: FlightControl : Design & Programming
--
-- @module Detection
-- @author Mechanic : Concept & Testing
-- @author FlightControl : Design & Programming
--- DETECTION_BASE class
-- @type DETECTION_BASE
-- @field Group#GROUP DetectionGroups The GROUP in the Forward Air Controller role.
-- @field Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @field DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
-- @field #table DetectedObjectsIdentified Map of the DetectedObjects identified.
-- @field #number DetectionRun
-- @extends Base#BASE
DETECTION_BASE = {
ClassName = "DETECTION_BASE",
DetectionGroups = nil,
DetectionSetGroup = nil,
DetectionRange = nil,
DetectedObjects = {},
DetectionRun = 0,
DetectedObjectsIdentified = {},
}
--- @type DETECTION_BASE.DetectedObjects
@@ -96,15 +99,15 @@ DETECTION_BASE = {
--- DETECTION constructor.
-- @param #DETECTION_BASE self
-- @param Group#GROUP DetectionGroups The GROUP in the Forward Air Controller role.
-- @param Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @param DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @return #DETECTION_BASE self
function DETECTION_BASE:New( DetectionGroups, DetectionRange )
function DETECTION_BASE:New( DetectionSetGroup, DetectionRange )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() )
self.DetectionGroups = DetectionGroups
self.DetectionSetGroup = DetectionSetGroup
self.DetectionRange = DetectionRange
self:InitDetectVisual( false )
@@ -176,16 +179,62 @@ function DETECTION_BASE:InitDetectDLINK( DetectDLINK )
self.DetectDLINK = DetectDLINK
end
--- Determines if a detected object has already been identified during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
-- @return #boolean true if already identified.
function DETECTION_BASE:IsDetectedObjectIdentified( DetectedObject )
self:F3( DetectedObject.Name )
local DetectedObjectName = DetectedObject.Name
local DetectedObjectIdentified = self.DetectedObjectsIdentified[DetectedObjectName] == true
self:T3( DetectedObjectIdentified )
return DetectedObjectIdentified
end
--- Identifies a detected object during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
function DETECTION_BASE:IdentifyDetectedObject( DetectedObject )
self:F( DetectedObject.Name )
local DetectedObjectName = DetectedObject.Name
self.DetectedObjectsIdentified[DetectedObjectName] = true
end
--- UnIdentify a detected object during detection processing.
-- @param #DETECTION_BASE self
-- @param #DETECTION_BASE.DetectedObject DetectedObject
function DETECTION_BASE:UnIdentifyDetectedObject( DetectedObject )
local DetectedObjectName = DetectedObject.Name
self.DetectedObjectsIdentified[DetectedObjectName] = false
end
--- UnIdentify all detected objects during detection processing.
-- @param #DETECTION_BASE self
function DETECTION_BASE:UnIdentifyAllDetectedObjects()
self.DetectedObjectsIdentified = {} -- Table will be garbage collected.
end
--- Gets a detected object with a given name.
-- @param #DETECTION_BASE self
-- @param #string ObjectName
-- @return #DETECTION_BASE.DetectedObject
function DETECTION_BASE:GetDetectedObject( ObjectName )
self:F( ObjectName )
self:F3( ObjectName )
if ObjectName then
local DetectedObject = self.DetectedObjects[ObjectName]
return DetectedObject
-- Only return detected objects that are alive!
local DetectedUnit = UNIT:FindByName( ObjectName )
if DetectedUnit and DetectedUnit:IsAlive() then
if self:IsDetectedObjectIdentified( DetectedObject ) == false then
return DetectedObject
end
end
end
return nil
@@ -226,10 +275,10 @@ end
--- Get the detection Groups.
-- @param #DETECTION_BASE self
-- @return Group#GROUP
function DETECTION_BASE:GetDetectionGroups()
function DETECTION_BASE:GetDetectionSetGroup()
local DetectionGroups = self.DetectionGroups
return DetectionGroups
local DetectionSetGroup = self.DetectionSetGroup
return DetectionSetGroup
end
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
@@ -242,6 +291,7 @@ function DETECTION_BASE:CreateDetectionSets()
end
--- Schedule the DETECTION construction.
-- @param #DETECTION_BASE self
-- @param #number DelayTime The delay in seconds to wait the reporting.
@@ -263,167 +313,179 @@ end
function DETECTION_BASE:_DetectionScheduler( SchedulerName )
self:F2( { SchedulerName } )
self.DetectedObjects = {}
self.DetectionRun = self.DetectionRun + 1
if self.DetectionGroups:IsAlive() then
local DetectionGroupsName = self.DetectionGroups:GetName()
local DetectionDetectedTargets = self.DetectionGroups:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
self.DetectIRST,
self.DetectRWR,
self.DetectDLINK
)
for DetectionDetectedTargetID, DetectionDetectedTarget in pairs( DetectionDetectedTargets ) do
local DetectionObject = DetectionDetectedTarget.object -- DCSObject#Object
self:T2( DetectionObject )
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
for DetectionGroupID, DetectionGroupData in pairs( self.DetectionSetGroup:GetSet() ) do
local DetectionGroup = DetectionGroupData -- Group#GROUP
if DetectionGroup:IsAlive() then
local DetectionGroupName = DetectionGroup:GetName()
if DetectionObject and DetectionObject:isExist() and DetectionObject.id_ < 50000000 then
local DetectionDetectedObjectName = DetectionObject:getName()
local DetectionDetectedObjectPositionVec3 = DetectionObject:getPoint()
local DetectionGroupsPositionVec3 = self.DetectionGroups:GetPointVec3()
local Distance = ( ( DetectionDetectedObjectPositionVec3.x - DetectionGroupsPositionVec3.x )^2 +
( DetectionDetectedObjectPositionVec3.y - DetectionGroupsPositionVec3.y )^2 +
( DetectionDetectedObjectPositionVec3.z - DetectionGroupsPositionVec3.z )^2
) ^ 0.5 / 1000
self:T2( { DetectionGroupsName, DetectionDetectedObjectName, Distance } )
if Distance <= self.DetectionRange then
if not self.DetectedObjects[DetectionDetectedObjectName] then
self.DetectedObjects[DetectionDetectedObjectName] = {}
end
self.DetectedObjects[DetectionDetectedObjectName].Name = DetectionDetectedObjectName
self.DetectedObjects[DetectionDetectedObjectName].Visible = DetectionDetectedTarget.visible
self.DetectedObjects[DetectionDetectedObjectName].Type = DetectionDetectedTarget.type
self.DetectedObjects[DetectionDetectedObjectName].Distance = DetectionDetectedTarget.distance
self.DetectedObjects[DetectionDetectedObjectName].Identified = false -- This flag is used to control identification.
else
-- if beyond the DetectionRange then nullify...
if self.DetectedObjects[DetectionDetectedObjectName] then
self.DetectedObjects[DetectionDetectedObjectName] = nil
local DetectionDetectedTargets = DetectionGroup:GetDetectedTargets(
self.DetectVisual,
self.DetectOptical,
self.DetectRadar,
self.DetectIRST,
self.DetectRWR,
self.DetectDLINK
)
for DetectionDetectedTargetID, DetectionDetectedTarget in pairs( DetectionDetectedTargets ) do
local DetectionObject = DetectionDetectedTarget.object -- DCSObject#Object
self:T2( DetectionObject )
if DetectionObject and DetectionObject:isExist() and DetectionObject.id_ < 50000000 then
local DetectionDetectedObjectName = DetectionObject:getName()
local DetectionDetectedObjectPositionVec3 = DetectionObject:getPoint()
local DetectionGroupPositionVec3 = DetectionGroup:GetPointVec3()
local Distance = ( ( DetectionDetectedObjectPositionVec3.x - DetectionGroupPositionVec3.x )^2 +
( DetectionDetectedObjectPositionVec3.y - DetectionGroupPositionVec3.y )^2 +
( DetectionDetectedObjectPositionVec3.z - DetectionGroupPositionVec3.z )^2
) ^ 0.5 / 1000
self:T2( { DetectionGroupName, DetectionDetectedObjectName, Distance } )
if Distance <= self.DetectionRange then
if not self.DetectedObjects[DetectionDetectedObjectName] then
self.DetectedObjects[DetectionDetectedObjectName] = {}
end
self.DetectedObjects[DetectionDetectedObjectName].Name = DetectionDetectedObjectName
self.DetectedObjects[DetectionDetectedObjectName].Visible = DetectionDetectedTarget.visible
self.DetectedObjects[DetectionDetectedObjectName].Type = DetectionDetectedTarget.type
self.DetectedObjects[DetectionDetectedObjectName].Distance = DetectionDetectedTarget.distance
else
-- if beyond the DetectionRange then nullify...
if self.DetectedObjects[DetectionDetectedObjectName] then
self.DetectedObjects[DetectionDetectedObjectName] = nil
end
end
end
end
self:T2( self.DetectedObjects )
-- okay, now we have a list of detected object names ...
-- Sort the table based on distance ...
table.sort( self.DetectedObjects, function( a, b ) return a.Distance < b.Distance end )
end
self:T2( self.DetectedObjects )
-- okay, now we have a list of detected object names ...
-- Sort the table based on distance ...
self:T( { "Sorting DetectedObjects table:", self.DetectedObjects } )
table.sort( self.DetectedObjects, function( a, b ) return a.Distance < b.Distance end )
self:T( { "Sorted Targets Table:", self.DetectedObjects } )
-- Now group the DetectedObjects table into SET_BASEs, evaluating the DetectionZoneRange.
if self.DetectedObjects then
self:CreateDetectionSets()
end
end
if self.DetectedObjects then
self:CreateDetectionSets()
end
return true
end
--- DETECTION_UNITGROUPS class
-- @type DETECTION_UNITGROUPS
--- DETECTION_AREAS class
-- @type DETECTION_AREAS
-- @field DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_UNITGROUPS.DetectedAreas DetectedAreas A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @field #DETECTION_AREAS.DetectedAreas DetectedAreas A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Detection#DETECTION_BASE
DETECTION_UNITGROUPS = {
ClassName = "DETECTION_UNITGROUPS",
DETECTION_AREAS = {
ClassName = "DETECTION_AREAS",
DetectedAreas = { n = 0 },
DetectionZoneRange = nil,
}
--- @type DETECTION_UNITGROUPS.DetectedAreas
-- @list <#DETECTION_UNITGROUPS.DetectedArea>
--- @type DETECTION_AREAS.DetectedAreas
-- @list <#DETECTION_AREAS.DetectedArea>
--- @type DETECTION_UNITGROUPS.DetectedArea
--- @type DETECTION_AREAS.DetectedArea
-- @field Set#SET_UNIT Set -- The Set of Units in the detected area.
-- @field Zone#ZONE_UNIT Zone -- The Zone of the detected area.
-- @field #boolean Changed Documents if the detected area has changes.
-- @field #table Changes A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes).
-- @field #number AreaID -- The identifier of the detected area.
-- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area.
--- DETECTION_UNITGROUPS constructor.
-- @param Detection#DETECTION_UNITGROUPS self
-- @param Group#GROUP DetectionGroups The GROUP in the Forward Air Controller role.
--- DETECTION_AREAS constructor.
-- @param Detection#DETECTION_AREAS self
-- @param Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @param DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
-- @param DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @return Detection#DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:New( DetectionGroups, DetectionRange, DetectionZoneRange )
-- @return Detection#DETECTION_AREAS self
function DETECTION_AREAS:New( DetectionSetGroup, DetectionRange, DetectionZoneRange )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionGroups, DetectionRange ) )
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup, DetectionRange ) )
self.DetectionZoneRange = DetectionZoneRange
self:Schedule( 10, 30 )
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self:Schedule( 0, 15 )
return self
end
--- Add a detected @{#DETECTION_UNITGROUPS.DetectedArea}.
--- Add a detected @{#DETECTION_AREAS.DetectedArea}.
-- @param Set#SET_UNIT Set -- The Set of Units in the detected area.
-- @param Zone#ZONE_UNIT Zone -- The Zone of the detected area.
-- @return #DETECTION_UNITGROUPS.DetectedArea DetectedArea
function DETECTION_UNITGROUPS:AddDetectedArea( Set, Zone )
-- @return #DETECTION_AREAS.DetectedArea DetectedArea
function DETECTION_AREAS:AddDetectedArea( Set, Zone )
local DetectedAreas = self:GetDetectedAreas()
DetectedAreas.n = self:GetDetectedAreaCount() + 1
DetectedAreas[DetectedAreas.n] = {}
local DetectedArea = DetectedAreas[DetectedAreas.n]
DetectedArea.Set = Set
DetectedArea.Zone = Zone
DetectedArea.AreaID = #DetectedAreas
DetectedArea.Removed = false
DetectedArea.AreaID = DetectedAreas.n
return DetectedArea
end
--- Remove a detected @{#DETECTION_UNITGROUPS.DetectedArea} with a given Index.
-- @param #DETECTION_UNITGROUPS self
--- Remove a detected @{#DETECTION_AREAS.DetectedArea} with a given Index.
-- @param #DETECTION_AREAS self
-- @param #number Index The Index of the detection are to be removed.
-- @return #nil
function DETECTION_UNITGROUPS:RemoveDetectedArea( Index )
function DETECTION_AREAS:RemoveDetectedArea( Index )
local DetectedAreas = self:GetDetectedAreas()
local DetectedAreaCount = self:GetDetectedAreaCount()
DetectedAreas[Index] = nil
DetectedAreas.n = DetectedAreas.n - 1
local DetectedArea = DetectedAreas[Index]
local DetectedAreaSet = DetectedArea.Set
DetectedArea[Index] = nil
return nil
end
--- Get the detected @{#DETECTION_UNITGROUPS.DetectedAreas}.
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS.DetectedAreas DetectedAreas
function DETECTION_UNITGROUPS:GetDetectedAreas()
--- Get the detected @{#DETECTION_AREAS.DetectedAreas}.
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS.DetectedAreas DetectedAreas
function DETECTION_AREAS:GetDetectedAreas()
local DetectedAreas = self.DetectedAreas
return DetectedAreas
end
--- Get the amount of @{#DETECTION_UNITGROUPS.DetectedAreas}.
-- @param #DETECTION_UNITGROUPS self
--- Get the amount of @{#DETECTION_AREAS.DetectedAreas}.
-- @param #DETECTION_AREAS self
-- @return #number DetectedAreaCount
function DETECTION_UNITGROUPS:GetDetectedAreaCount()
function DETECTION_AREAS:GetDetectedAreaCount()
local DetectedAreaCount = self.DetectedAreas.n
return DetectedAreaCount
end
--- Get the @{Set#SET_UNIT} of a detecttion area using a given numeric index.
-- @param #DETECTION_UNITGROUPS self
-- @param #DETECTION_AREAS self
-- @param #number Index
-- @return Set#SET_UNIT DetectedSet
function DETECTION_UNITGROUPS:GetDetectedSet( Index )
function DETECTION_AREAS:GetDetectedSet( Index )
local DetectedSetUnit = self.DetectedAreas[Index].Set
if DetectedSetUnit then
@@ -434,10 +496,10 @@ function DETECTION_UNITGROUPS:GetDetectedSet( Index )
end
--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
-- @param #DETECTION_UNITGROUPS self
-- @param #DETECTION_AREAS self
-- @param #number Index
-- @return Zone#ZONE_UNIT DetectedZone
function DETECTION_UNITGROUPS:GetDetectedZone( Index )
function DETECTION_AREAS:GetDetectedZone( Index )
local DetectedZone = self.DetectedAreas[Index].Zone
if DetectedZone then
@@ -447,11 +509,107 @@ function DETECTION_UNITGROUPS:GetDetectedZone( Index )
return nil
end
--- Background worker function to determine if there are friendlies nearby ...
-- @param #DETECTION_AREAS self
-- @param Unit#UNIT ReportUnit
function DETECTION_AREAS:ReportFriendliesNearBy( ReportGroupData )
self:F2()
local DetectedArea = ReportGroupData.DetectedArea -- Detection#DETECTION_AREAS.DetectedArea
local DetectedSet = ReportGroupData.DetectedArea.Set
local DetectedZone = ReportGroupData.DetectedArea.Zone
local DetectedZoneUnit = DetectedZone.ZoneUNIT
DetectedArea.FriendliesNearBy = false
local SphereSearch = {
id = world.VolumeType.SPHERE,
params = {
point = DetectedZoneUnit:GetPointVec3(),
radius = 6000,
}
}
--- @param DCSUnit#Unit FoundDCSUnit
-- @param Group#GROUP ReportGroup
-- @param Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
local DetectedArea = ReportGroupData.DetectedArea -- Detection#DETECTION_AREAS.DetectedArea
local DetectedSet = ReportGroupData.DetectedArea.Set
local DetectedZone = ReportGroupData.DetectedArea.Zone
local DetectedZoneUnit = DetectedZone.ZoneUNIT -- Unit#UNIT
local ReportSetGroup = ReportGroupData.ReportSetGroup
local EnemyCoalition = DetectedZoneUnit:GetCoalition()
local FoundUnitCoalition = FoundDCSUnit:getCoalition()
local FoundUnitName = FoundDCSUnit:getName()
local FoundUnitGroupName = FoundDCSUnit:getGroup():getName()
local EnemyUnitName = DetectedZoneUnit:GetName()
local FoundUnitInReportSetGroup = ReportSetGroup:FindGroup( FoundUnitGroupName ) ~= nil
self:T3( { "Friendlies search:", FoundUnitName, FoundUnitCoalition, EnemyUnitName, EnemyCoalition, FoundUnitInReportSetGroup } )
if FoundUnitCoalition ~= EnemyCoalition and FoundUnitInReportSetGroup == false then
DetectedArea.FriendliesNearBy = true
return false
end
return true
end
world.searchObjects( Object.Category.UNIT, SphereSearch, FindNearByFriendlies, ReportGroupData )
end
--- Returns if there are friendlies nearby the FAC units ...
-- @param #DETECTION_AREAS self
-- @return #boolean trhe if there are friendlies nearby
function DETECTION_AREAS:IsFriendliesNearBy( DetectedArea )
self:T3( DetectedArea.FriendliesNearBy )
return DetectedArea.FriendliesNearBy or false
end
--- Calculate the maxium A2G threat level of the DetectedArea.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
function DETECTION_AREAS:CalculateThreatLevelA2G( DetectedArea )
local MaxThreatLevelA2G = 0
for UnitName, UnitData in pairs( DetectedArea.Set:GetSet() ) do
local ThreatUnit = UnitData -- Unit#UNIT
local ThreatLevelA2G = ThreatUnit:GetThreatLevel()
if ThreatLevelA2G > MaxThreatLevelA2G then
MaxThreatLevelA2G = ThreatLevelA2G
end
end
self:T3( MaxThreatLevelA2G )
DetectedArea.MaxThreatLevelA2G = MaxThreatLevelA2G
end
--- Returns the A2G threat level of the units in the DetectedArea
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return #number a scale from 0 to 10.
function DETECTION_AREAS:GetTreatLevelA2G( DetectedArea )
self:T3( DetectedArea.MaxThreatLevelA2G )
return DetectedArea.MaxThreatLevelA2G
end
--- Smoke the detected units
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:SmokeDetectedUnits()
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:SmokeDetectedUnits()
self:F2()
self._SmokeDetectedUnits = true
@@ -459,9 +617,9 @@ function DETECTION_UNITGROUPS:SmokeDetectedUnits()
end
--- Flare the detected units
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:FlareDetectedUnits()
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:FlareDetectedUnits()
self:F2()
self._FlareDetectedUnits = true
@@ -469,9 +627,9 @@ function DETECTION_UNITGROUPS:FlareDetectedUnits()
end
--- Smoke the detected zones
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:SmokeDetectedZones()
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:SmokeDetectedZones()
self:F2()
self._SmokeDetectedZones = true
@@ -479,59 +637,181 @@ function DETECTION_UNITGROUPS:SmokeDetectedZones()
end
--- Flare the detected zones
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:FlareDetectedZones()
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:FlareDetectedZones()
self:F2()
self._FlareDetectedZones = true
return self
end
--- Add a change to the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @param #string ChangeCode
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:AddChangeArea( DetectedArea, ChangeCode, AreaUnitType )
DetectedArea.Changed = true
local AreaID = DetectedArea.AreaID
DetectedArea.Changes = DetectedArea.Changes or {}
DetectedArea.Changes[ChangeCode] = DetectedArea.Changes[ChangeCode] or {}
DetectedArea.Changes[ChangeCode].AreaID = AreaID
DetectedArea.Changes[ChangeCode].AreaUnitType = AreaUnitType
self:T( { "Change on Detection Area:", DetectedArea.AreaID, ChangeCode, AreaUnitType } )
return self
end
--- Add a change to the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @param #string ChangeCode
-- @param #string ChangeUnitType
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:AddChangeUnit( DetectedArea, ChangeCode, ChangeUnitType )
DetectedArea.Changed = true
local AreaID = DetectedArea.AreaID
DetectedArea.Changes = DetectedArea.Changes or {}
DetectedArea.Changes[ChangeCode] = DetectedArea.Changes[ChangeCode] or {}
DetectedArea.Changes[ChangeCode][ChangeUnitType] = DetectedArea.Changes[ChangeCode][ChangeUnitType] or 0
DetectedArea.Changes[ChangeCode][ChangeUnitType] = DetectedArea.Changes[ChangeCode][ChangeUnitType] + 1
DetectedArea.Changes[ChangeCode].AreaID = AreaID
self:T( { "Change on Detection Area:", DetectedArea.AreaID, ChangeCode, ChangeUnitType } )
return self
end
--- Make text documenting the changes of the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return #string The Changes text
function DETECTION_AREAS:GetChangeText( DetectedArea )
self:F( DetectedArea )
local MT = {}
for ChangeCode, ChangeData in pairs( DetectedArea.Changes ) do
if ChangeCode == "AA" then
MT[#MT+1] = "Detected new area " .. ChangeData.AreaID .. ". The center target is a " .. ChangeData.AreaUnitType .. "."
end
if ChangeCode == "RAU" then
MT[#MT+1] = "Changed area " .. ChangeData.AreaID .. ". Removed the center target " .. ChangeData.AreaUnitType "."
end
if ChangeCode == "AAU" then
MT[#MT+1] = "Changed area " .. ChangeData.AreaID .. ". The new center target is a " .. ChangeData.AreaUnitType "."
end
if ChangeCode == "RA" then
MT[#MT+1] = "Removed old area " .. ChangeData.AreaID .. ". No more targets in this area."
end
if ChangeCode == "AU" then
local MTUT = {}
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
if ChangeUnitType ~= "AreaID" then
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
end
end
MT[#MT+1] = "Detected for area " .. ChangeData.AreaID .. " new target(s) " .. table.concat( MTUT, ", " ) .. "."
end
if ChangeCode == "RU" then
local MTUT = {}
for ChangeUnitType, ChangeUnitCount in pairs( ChangeData ) do
if ChangeUnitType ~= "AreaID" then
MTUT[#MTUT+1] = ChangeUnitCount .. " of " .. ChangeUnitType
end
end
MT[#MT+1] = "Removed for area " .. ChangeData.AreaID .. " invisible or destroyed target(s) " .. table.concat( MTUT, ", " ) .. "."
end
end
return table.concat( MT, "\n" )
end
--- Accepts changes from the detected zone.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_AREAS.DetectedArea DetectedArea
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:AcceptChanges( DetectedArea )
DetectedArea.Changed = false
DetectedArea.Changes = {}
return self
end
--- Make a DetectionSet table. This function will be overridden in the derived clsses.
-- @param #DETECTION_UNITGROUPS self
-- @return #DETECTION_UNITGROUPS self
function DETECTION_UNITGROUPS:CreateDetectionSets()
-- @param #DETECTION_AREAS self
-- @return #DETECTION_AREAS self
function DETECTION_AREAS:CreateDetectionSets()
self:F2()
-- First go through all detected sets, and check if there are new detected units, match all existing detected units and identify undetected units.
-- Regroup when needed, split groups when needed.
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_UNITGROUPS.DetectedArea
local DetectedArea = DetectedAreaData -- #DETECTION_AREAS.DetectedArea
if DetectedArea then
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
DetectedSet:Flush()
-- first test if the center unit is detected in the detection area.
local AreaExists = false -- This flag will determine of the detected area is still existing.
local DetectedObject = self:GetDetectedObject( DetectedArea.Zone.ZoneUNIT.UnitName )
self:T( DetectedObject )
if DetectedObject then
DetectedObject.Identified = true
-- First test if the center unit is detected in the detection area.
self:T3( DetectedArea.Zone.ZoneUNIT.UnitName )
local DetectedZoneObject = self:GetDetectedObject( DetectedArea.Zone.ZoneUNIT.UnitName )
self:T3( { "Detecting Zone Object", DetectedArea.AreaID, DetectedArea.Zone, DetectedZoneObject } )
if DetectedZoneObject then
--self:IdentifyDetectedObject( DetectedZoneObject )
AreaExists = true
self:T( { DetectedArea = DetectedArea.AreaID, "Detected Center Unit " .. DetectedArea.Zone.ZoneUNIT.UnitName } )
else
-- The center object of the detected area has not been detected. Find an other unit of the set to become the center of the area.
-- First remove the center unit from the set.
DetectedSet:RemoveUnitsByName( DetectedArea.Zone.ZoneUNIT.UnitName )
self:T( { DetectedArea = DetectedArea.AreaID, "Removed Center Unit " .. DetectedArea.Zone.ZoneUNIT.UnitName } )
self:AddChangeArea( DetectedArea, 'RAU', DetectedArea.Zone.ZoneUNIT:GetTypeName() )
-- Then search for a new center area unit within the set. Note that the new area unit candidate must be within the area range.
for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Unit#UNIT
local DetectedObject = self:GetDetectedObject( DetectedUnit.UnitName )
local DetectedObject = self:GetDetectedObject( DetectedUnit.UnitName )
-- The DetectedObject can be nil when the DetectedUnit is not alive anymore or it is not in the DetectedObjects map.
-- If the DetectedUnit was already identified, DetectedObject will be nil.
if DetectedObject then
if DetectedObject.Identified == false and DetectedUnit:IsAlive() then
DetectedObject.Identified = true
AreaExists = true
-- Assign the Unit as the new center unit of the detected area.
DetectedArea.Zone = ZONE_UNIT:New( DetectedUnit:GetName(), DetectedUnit, self.DetectionZoneRange )
self:T( { DetectedArea = DetectedArea.AreaID, "New Center Unit " .. DetectedArea.Zone.ZoneUNIT.UnitName } )
break
end
self:IdentifyDetectedObject( DetectedObject )
AreaExists = true
-- Assign the Unit as the new center unit of the detected area.
DetectedArea.Zone = ZONE_UNIT:New( DetectedUnit:GetName(), DetectedUnit, self.DetectionZoneRange )
self:AddChangeArea( DetectedArea, "AAU", DetectedArea.Zone.ZoneUNIT:GetTypeName() )
-- We don't need to add the DetectedObject to the area set, because it is already there ...
break
end
end
end
@@ -540,32 +820,44 @@ function DETECTION_UNITGROUPS:CreateDetectionSets()
-- Note that the position of the area may have moved due to the center unit repositioning.
-- If no center unit was identified, then the detected area does not exist anymore and should be deleted, as there are no valid units that can be the center unit.
if AreaExists then
-- ok, we found the center unit of the area, now iterate through the detected area set and see which units are still within the center unit zone ...
-- Those units within the zone are flagged as Identified.
-- If a unit was not found in the set, remove it from the set. This may be added later to other existing or new sets.
for DetectedUnitName, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Unit#UNIT
local DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() )
local DetectedObject = nil
if DetectedUnit:IsAlive() then
--self:E(DetectedUnit:GetName())
DetectedObject = self:GetDetectedObject( DetectedUnit:GetName() )
end
if DetectedObject then
if DetectedObject.Identified == false then
if DetectedUnit:IsInZone( DetectedZone ) then
DetectedObject.Identified = true
self:T( { DetectedArea = DetectedArea.AreaID, "Unit in zone " .. DetectedUnit.UnitName } )
else
-- Not anymore in the zone. Remove from the set.
DetectedSet:Remove( DetectedUnitName )
self:T( { DetectedArea = DetectedArea.AreaID, "Unit not in zone " .. DetectedUnit.UnitName } )
end
-- Check if the DetectedUnit is within the DetectedArea.Zone
if DetectedUnit:IsInZone( DetectedArea.Zone ) then
-- Yes, the DetectedUnit is within the DetectedArea.Zone, no changes, DetectedUnit can be kept within the Set.
self:IdentifyDetectedObject( DetectedObject )
else
-- No, the DetectedUnit is not within the DetectedArea.Zone, remove DetectedUnit from the Set.
DetectedSet:Remove( DetectedUnitName )
self:AddChangeUnit( DetectedArea, "RU", DetectedUnit:GetTypeName() )
end
else
-- The detected object has not been found, delete from the Set!
-- There was no DetectedObject, remove DetectedUnit from the Set.
self:AddChangeUnit( DetectedArea, "RU", "destroyed target" )
DetectedSet:Remove( DetectedUnitName )
self:T( { DetectedArea = DetectedArea.AreaID, "Unit not found " .. DetectedUnit.UnitName } )
-- The DetectedObject has been identified, because it does not exist ...
-- self:IdentifyDetectedObject( DetectedObject )
end
end
else
self:T( { DetectedArea = DetectedArea.AreaID, "Removed detected area " } )
self:RemoveDetectedArea( DetectedAreaID )
self:AddChangeArea( DetectedArea, "RA" )
end
end
end
@@ -579,72 +871,77 @@ function DETECTION_UNITGROUPS:CreateDetectionSets()
-- - They can be added to a new detection area.
for DetectedUnitName, DetectedObjectData in pairs( self.DetectedObjects ) do
local DetectedObject = DetectedObjectData -- #DETECTION_BASE.DetectedObject
local DetectedObject = self:GetDetectedObject( DetectedUnitName )
if DetectedObject.Identified == false then
-- We found an unidentified unit outside of any existing detection area.
local DetectedUnit = UNIT:FindByName( DetectedObjectData.Name ) -- Unit#UNIT
if DetectedUnit and DetectedUnit:IsAlive() then
self:T( { "Search for " .. DetectedObjectData.Name, DetectedObjectData.Identified } )
if DetectedObject then
local AddedToDetectionArea = false
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_UNITGROUPS.DetectedArea
if DetectedArea then
self:T( "Detection Area #" .. DetectedArea.AreaID )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone -- Zone#ZONE_UNIT
if DetectedUnit:IsInZone( DetectedZone ) then
DetectedSet:AddUnit( DetectedUnit )
AddedToDetectionArea = true
DetectedObject.Identified = true
self:T( "Detection Area #" .. DetectedArea.AreaID .. " added unit " .. DetectedUnit.UnitName )
end
-- We found an unidentified unit outside of any existing detection area.
local DetectedUnit = UNIT:FindByName( DetectedUnitName ) -- Unit#UNIT
local AddedToDetectionArea = false
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_AREAS.DetectedArea
if DetectedArea then
self:T( "Detection Area #" .. DetectedArea.AreaID )
local DetectedSet = DetectedArea.Set
if not self:IsDetectedObjectIdentified( DetectedObject ) and DetectedUnit:IsInZone( DetectedArea.Zone ) then
self:IdentifyDetectedObject( DetectedObject )
DetectedSet:AddUnit( DetectedUnit )
AddedToDetectionArea = true
self:AddChangeUnit( DetectedArea, "AU", DetectedUnit:GetTypeName() )
end
end
if AddedToDetectionArea == false then
-- New detection area
local DetectedArea = self:AddDetectedArea(
SET_UNIT:New(),
ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
)
self:T( { "Added Detection Area #", DetectedArea.AreaID } )
DetectedArea.Set:AddUnit( DetectedUnit )
self:T( "Detection Area #" .. DetectedArea.AreaID .. " added unit " .. DetectedUnit.UnitName )
DetectedObject.Identified = true
end
end
if AddedToDetectionArea == false then
-- New detection area
local DetectedArea = self:AddDetectedArea(
SET_UNIT:New(),
ZONE_UNIT:New( DetectedUnitName, DetectedUnit, self.DetectionZoneRange )
)
--self:E( DetectedArea.Zone.ZoneUNIT.UnitName )
DetectedArea.Set:AddUnit( DetectedUnit )
self:AddChangeArea( DetectedArea, "AA", DetectedUnit:GetTypeName() )
end
end
end
-- Now all the tests should have been build, now make some smoke and flares...
-- We also report here the friendlies within the detected areas.
for DetectedAreaID, DetectedAreaData in ipairs( self.DetectedAreas ) do
local DetectedArea = DetectedAreaData -- #DETECTION_UNITGROUPS.DetectedArea
local DetectedArea = DetectedAreaData -- #DETECTION_AREAS.DetectedArea
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
DetectedZone.ZoneUNIT:SmokeRed()
self:ReportFriendliesNearBy( { DetectedArea = DetectedArea, ReportSetGroup = self.DetectionSetGroup } ) -- Fill the Friendlies table
self:CalculateThreatLevelA2G( DetectedArea ) -- Calculate A2G threat level
if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedZone.ZoneUNIT:SmokeRed()
end
DetectedSet:ForEachUnit(
--- @param Unit#UNIT DetectedUnit
function( DetectedUnit )
self:T( "Detected Set #" .. DetectedArea.AreaID .. ":" .. DetectedUnit:GetName() )
if self._FlareDetectedUnits then
DetectedUnit:FlareRed()
end
if self._SmokeDetectedUnits then
DetectedUnit:SmokeRed()
if DetectedUnit:IsAlive() then
self:T( "Detected Set #" .. DetectedArea.AreaID .. ":" .. DetectedUnit:GetName() )
if DETECTION_AREAS._FlareDetectedUnits or self._FlareDetectedUnits then
DetectedUnit:FlareGreen()
end
if DETECTION_AREAS._SmokeDetectedUnits or self._SmokeDetectedUnits then
DetectedUnit:SmokeGreen()
end
end
end
)
if self._FlareDetectedZones then
if DETECTION_AREAS._FlareDetectedZones or self._FlareDetectedZones then
DetectedZone:FlareZone( POINT_VEC3.SmokeColor.White, 30, math.random( 0,90 ) )
end
if self._SmokeDetectedZones then
if DETECTION_AREAS._SmokeDetectedZones or self._SmokeDetectedZones then
DetectedZone:SmokeZone( POINT_VEC3.SmokeColor.White, 30 )
end
end

View File

@@ -1,5 +1,4 @@
--- This module contains the DETECTION_MANAGER class and derived classes.
-- @module DetectionManager
--
-- ===
--
@@ -27,396 +26,479 @@
--
-- ===
--
-- 2) @{DetectionManager#FAC_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
-- ======================================================
-- The @{DetectionManager#FAC_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
-- 2) @{DetectionManager#DETECTION_REPORTING} class, extends @{DetectionManager#DETECTION_MANAGER}
-- =========================================================================================
-- The @{DetectionManager#DETECTION_REPORTING} class implements detected units reporting. Reporting can be controlled using the reporting methods available in the @{DetectionManager#DETECTION_MANAGER} class.
--
-- 2.1) FAC_REPORTING constructor:
-- 2.1) DETECTION_REPORTING constructor:
-- -------------------------------
-- The @{DetectionManager#FAC_REPORTING.New}() method creates a new FAC_REPORTING instance.
-- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
--
-- ===
--
-- ### Contributions - Mechanic, Prof_Hilactic, FlightControl : Concept & Testing
-- ### Author - FlightControl : Framework Design & Programming
-- 3) @{#DETECTION_DISPATCHER} class, extends @{#DETECTION_MANAGER}
-- ================================================================
-- The @{#DETECTION_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
-- The FAC 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:
--
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
--
-- Other task types will follow...
--
-- 3.1) DETECTION_DISPATCHER constructor:
-- --------------------------------------
-- The @{#DETECTION_DISPATCHER.New}() method creates a new DETECTION_DISPATCHER instance.
--
-- ===
--
-- ### Contributions: Mechanic, Prof_Hilactic, FlightControl - Concept & Testing
-- ### Author: FlightControl - Framework Design & Programming
--
-- @module DetectionManager
--- DETECTION_MANAGER class.
-- @type DETECTION_MANAGER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends Base#BASE
DETECTION_MANAGER = {
ClassName = "DETECTION_MANAGER",
SetGroup = nil,
Detection = nil,
}
--- FAC constructor.
-- @param #DETECTION_MANAGER self
-- @param Set#SET_GROUP SetGroup
-- @param Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:New( SetGroup, Detection )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- Detection#DETECTION_MANAGER
do -- DETECTION MANAGER
self.SetGroup = SetGroup
self.Detection = Detection
--- DETECTION_MANAGER class.
-- @type DETECTION_MANAGER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends Base#BASE
DETECTION_MANAGER = {
ClassName = "DETECTION_MANAGER",
SetGroup = nil,
Detection = nil,
}
self:SetReportInterval( 60 )
self:SetReportDisplayTime( 15 )
--- FAC constructor.
-- @param #DETECTION_MANAGER self
-- @param Set#SET_GROUP SetGroup
-- @param Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:New( SetGroup, Detection )
return self
end
--- Set the reporting time interval.
-- @param #DETECTION_MANAGER self
-- @param #number ReportInterval The interval in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportInterval( ReportInterval )
self:F2()
self._ReportInterval = ReportInterval
end
--- Set the reporting message display time.
-- @param #DETECTION_MANAGER self
-- @param #number ReportDisplayTime The display time in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportDisplayTime( ReportDisplayTime )
self:F2()
self._ReportDisplayTime = ReportDisplayTime
end
--- Get the reporting message display time.
-- @param #DETECTION_MANAGER self
-- @return #number ReportDisplayTime The display time in seconds when a report needs to be done.
function DETECTION_MANAGER:GetReportDisplayTime()
self:F2()
return self._ReportDisplayTime
end
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_MANAGER self
-- @param Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:ReportDetected( Detection )
self:F2()
end
--- Schedule the FAC reporting.
-- @param #DETECTION_MANAGER self
-- @param #number DelayTime The delay in seconds to wait the reporting.
-- @param #number ReportInterval The repeat interval in seconds for the reporting to happen repeatedly.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:Schedule( DelayTime, ReportInterval )
self:F2()
self._ScheduleDelayTime = DelayTime
self:SetReportInterval( ReportInterval )
self.FacScheduler = SCHEDULER:New(self, self._FacScheduler, { self, "DetectionManager" }, self._ScheduleDelayTime, self._ReportInterval )
return self
end
--- Report the detected @{Unit#UNIT}s detected within the @{Detection#DETECTION_BASE} object to the @{Set#SET_GROUP}s.
-- @param #DETECTION_MANAGER self
function DETECTION_MANAGER:_FacScheduler( SchedulerName )
self:F2( { SchedulerName } )
self.SetGroup:ForEachGroup(
--- @param Group#GROUP Group
function( Group )
if Group:IsAlive() then
return self:ProcessDetected( Group, self.Detection )
end
end
)
return true
end
-- FAC_REPORTING
--- FAC_REPORTING class.
-- @type FAC_REPORTING
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends #DETECTION_MANAGER
FAC_REPORTING = {
ClassName = "FAC_REPORTING",
}
--- FAC_REPORTING constructor.
-- @param #FAC_REPORTING self
-- @param Set#SET_GROUP SetGroup
-- @param Detection#DETECTION_UNITGROUPS Detection
-- @return #FAC_REPORTING self
function FAC_REPORTING:New( SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #FAC_REPORTING
self:Schedule( 5, 60 )
return self
end
--- Creates a string of the detected items in a @{Detection}.
-- @param #DETECTION_MANAGER self
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
-- @return #DETECTION_MANAGER self
function FAC_REPORTING:GetDetectedItemsText( DetectedSet )
self:F2()
local MT = {} -- Message Text
local UnitTypes = {}
for DetectedUnitID, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Unit#UNIT
local UnitType = DetectedUnit:GetTypeName()
if not UnitTypes[UnitType] then
UnitTypes[UnitType] = 1
else
UnitTypes[UnitType] = UnitTypes[UnitType] + 1
end
end
for UnitTypeID, UnitType in pairs( UnitTypes ) do
MT[#MT+1] = UnitType .. " of " .. UnitTypeID
end
return table.concat( MT, ", " )
end
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #FAC_REPORTING self
-- @param Group#GROUP Group The @{Group} object to where the report needs to go.
-- @param Detection#DETECTION_UNITGROUPS Detection The detection created by the @{Detection#DETECTION_BASE} object.
-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
function FAC_REPORTING:ProcessDetected( Group, Detection )
self:F2( Group )
self:E( Group )
local DetectedMsg = {}
for DetectedAreaID, DetectedAreaData in pairs( Detection:GetDetectedAreas() ) do
local DetectedArea = DetectedAreaData -- Detection#DETECTION_UNITGROUPS.DetectedArea
DetectedMsg[#DetectedMsg+1] = " - Group #" .. DetectedAreaID .. ": " .. self:GetDetectedItemsText( DetectedArea.Set )
end
local FACGroup = Detection:GetDetectionGroups()
FACGroup:MessageToGroup( "Reporting detected target groups:\n" .. table.concat( DetectedMsg, "\n" ), self:GetReportDisplayTime(), Group )
return true
end
--- TASK_DISPATCHER
--- TASK_DISPATCHER class.
-- @type TASK_DISPATCHER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Mission#MISSION Mission
-- @field Group#GROUP CommandCenter
-- @extends DetectionManager#DETECTION_MANAGER
TASK_DISPATCHER = {
ClassName = "TASK_DISPATCHER",
Mission = nil,
CommandCenter = nil,
Detection = nil,
}
--- TASK_DISPATCHER constructor.
-- @param #TASK_DISPATCHER self
-- @param Set#SET_GROUP SetGroup
-- @param Detection#DETECTION_BASE Detection
-- @return #TASK_DISPATCHER self
function TASK_DISPATCHER:New( Mission, CommandCenter, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_DISPATCHER
self.Detection = Detection
self.CommandCenter = CommandCenter
self.Mission = Mission
self:Schedule( 30 )
return self
end
--- Creates a SEAD task when there are targets for it.
-- @param #TASK_DISPATCHER self
-- @param Mission#MISSION Mission
-- @param Detection#DETECTION_UNITGROUPS.DetectedArea DetectedArea
-- @return #string Message explaining which task was added.
function TASK_DISPATCHER:EvaluateTaskSEAD( Mission, DetectedArea )
self:F( { Mission, DetectedArea.AreaID } )
local MT = {}
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local RadarCount = DetectedSet:HasRadar( Unit.RadarType.AS )
DetectedArea.Tasks = DetectedArea.Tasks or {}
self:E(RadarCount)
if RadarCount > 0 then
if not DetectedArea.Tasks.SEADTask then
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with Radar units in it.
local TargetSetUnit = SET_UNIT:New():SetDatabase( DetectedSet )
TargetSetUnit:FilterHasRadar( Unit.RadarType.AS )
self:E( TargetSetUnit.Filter )
TargetSetUnit:FilterStart()
local MenuText = "SEAD " .. self:GetDetectedItemsText( TargetSetUnit )
MT[#MT+1] = " - " .. MenuText
local Task = TASK_SEAD:New( Mission, MenuText, TargetSetUnit, DetectedZone )
self.Mission:AddTask( Task )
DetectedArea.Tasks.SEADTask = Task
end
else
if DetectedArea.Tasks.SEADTask then
-- Abort Task
end
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- Detection#DETECTION_MANAGER
self.SetGroup = SetGroup
self.Detection = Detection
self:SetReportInterval( 30 )
self:SetReportDisplayTime( 25 )
return self
end
if #MT > 0 then
return table.concat( MT, "," )
else
return nil
end
end
--- Creates a CAS task when there are targets for it.
-- @param #TASK_DISPATCHER self
-- @param Mission#MISSION Mission
-- @param Detection#DETECTION_UNITGROUPS.DetectedArea DetectedArea
-- @return #string Message explaining which task was added.
function TASK_DISPATCHER:EvaluateTaskCAS( Mission, DetectedArea )
self:F2( { Mission, DetectedArea.AreaID } )
local MT = {}
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
--- Set the reporting time interval.
-- @param #DETECTION_MANAGER self
-- @param #number ReportInterval The interval in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportInterval( ReportInterval )
self:F2()
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
DetectedArea.Tasks = DetectedArea.Tasks or {}
if GroundUnitCount > 0 then
if not DetectedArea.Tasks.CASTask then
local MenuText = "CAS " .. self:GetDetectedItemsText( DetectedSet )
MT[#MT+1] = " -" .. MenuText
local Task = TASK_CAS:New( Mission, MenuText, DetectedSet , DetectedZone )
self.Mission:AddTask( Task )
DetectedArea.Tasks.CASTask = Task
end
else
if DetectedArea.Tasks.CASTask then
-- Abort Mission
end
self._ReportInterval = ReportInterval
end
--- Set the reporting message display time.
-- @param #DETECTION_MANAGER self
-- @param #number ReportDisplayTime The display time in seconds when a report needs to be done.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:SetReportDisplayTime( ReportDisplayTime )
self:F2()
self._ReportDisplayTime = ReportDisplayTime
end
--- Get the reporting message display time.
-- @param #DETECTION_MANAGER self
-- @return #number ReportDisplayTime The display time in seconds when a report needs to be done.
function DETECTION_MANAGER:GetReportDisplayTime()
self:F2()
return self._ReportDisplayTime
end
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_MANAGER self
-- @param Detection#DETECTION_BASE Detection
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:ReportDetected( Detection )
self:F2()
end
--- Schedule the FAC reporting.
-- @param #DETECTION_MANAGER self
-- @param #number DelayTime The delay in seconds to wait the reporting.
-- @param #number ReportInterval The repeat interval in seconds for the reporting to happen repeatedly.
-- @return #DETECTION_MANAGER self
function DETECTION_MANAGER:Schedule( DelayTime, ReportInterval )
self:F2()
self._ScheduleDelayTime = DelayTime
self:SetReportInterval( ReportInterval )
self.FacScheduler = SCHEDULER:New(self, self._FacScheduler, { self, "DetectionManager" }, self._ScheduleDelayTime, self._ReportInterval )
return self
end
--- Report the detected @{Unit#UNIT}s detected within the @{Detection#DETECTION_BASE} object to the @{Set#SET_GROUP}s.
-- @param #DETECTION_MANAGER self
function DETECTION_MANAGER:_FacScheduler( SchedulerName )
self:F2( { SchedulerName } )
return self:ProcessDetected( self.Detection )
-- self.SetGroup:ForEachGroup(
-- --- @param Group#GROUP Group
-- function( Group )
-- if Group:IsAlive() then
-- return self:ProcessDetected( self.Detection )
-- end
-- end
-- )
-- return true
end
if #MT > 0 then
return table.concat( MT, "," )
else
return nil
end
end
--- Creates a string of the detected items in a @{Detection}.
-- @param #TASK_DISPATCHER self
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
-- @return #string The text
function TASK_DISPATCHER:GetDetectedItemsText( DetectedSet )
self:F2()
local MT = {} -- Message Text
local UnitTypes = {}
for DetectedUnitID, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Unit#UNIT
local UnitType = DetectedUnit:GetTypeName()
if not UnitTypes[UnitType] then
UnitTypes[UnitType] = 1
else
UnitTypes[UnitType] = UnitTypes[UnitType] + 1
end
end
for UnitTypeID, UnitType in pairs( UnitTypes ) do
MT[#MT+1] = UnitType .. " of " .. UnitTypeID
end
return table.concat( MT, ", " )
end
do -- DETECTION_REPORTING
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
-- @param #TASK_DISPATCHER self
-- @param Group#GROUP Group The @{Group} object to where the report needs to go.
-- @param Detection#DETECTION_UNITGROUPS Detection The detection created by the @{Detection#DETECTION_UNITGROUPS} object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_DISPATCHER:ProcessDetected( TaskGroup, Detection )
self:F2( TaskGroup )
local DetectedMsg = {}
local FACGroup = self.Detection:GetDetectionGroups()
local FACGroupName = FACGroup:GetName()
self:E( TaskGroup )
--- First we need to the detected targets.
for DetectedAreaID, DetectedAreaData in ipairs( Detection:GetDetectedAreas() ) do
--- DETECTION_REPORTING class.
-- @type DETECTION_REPORTING
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @extends #DETECTION_MANAGER
DETECTION_REPORTING = {
ClassName = "DETECTION_REPORTING",
}
--- DETECTION_REPORTING constructor.
-- @param #DETECTION_REPORTING self
-- @param Set#SET_GROUP SetGroup
-- @param Detection#DETECTION_AREAS Detection
-- @return #DETECTION_REPORTING self
function DETECTION_REPORTING:New( SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #DETECTION_REPORTING
self:Schedule( 1, 30 )
return self
end
--- Creates a string of the detected items in a @{Detection}.
-- @param #DETECTION_MANAGER self
-- @param Set#SET_UNIT DetectedSet The detected Set created by the @{Detection#DETECTION_BASE} object.
-- @return #DETECTION_MANAGER self
function DETECTION_REPORTING:GetDetectedItemsText( DetectedSet )
self:F2()
local MT = {} -- Message Text
local DetectedArea = DetectedAreaData -- Detection#DETECTION_UNITGROUPS.DetectedArea
local TargetSetUnit = DetectedArea.Set
self:E( "Targets in DetectedArea " .. DetectedArea.AreaID .. ":" .. TargetSetUnit:Count() )
TargetSetUnit:Flush()
local TargetZone = DetectedArea.Zone -- Zone#ZONE_BASE
Detection:FlareDetectedZones()
Detection:FlareDetectedUnits()
-- Evaluate SEAD Task
local SEADText = self:EvaluateTaskSEAD( self.Mission, DetectedArea )
if SEADText then
MT[#MT+1] = SEADText
end
local UnitTypes = {}
for DetectedUnitID, DetectedUnitData in pairs( DetectedSet:GetSet() ) do
local DetectedUnit = DetectedUnitData -- Unit#UNIT
if DetectedUnit:IsAlive() then
local UnitType = DetectedUnit:GetTypeName()
-- Evaluate CAS task
local CASText = self:EvaluateTaskCAS( self.Mission, DetectedArea )
if CASText then
MT[#MT+1] = CASText
if not UnitTypes[UnitType] then
UnitTypes[UnitType] = 1
else
UnitTypes[UnitType] = UnitTypes[UnitType] + 1
end
end
end
DetectedMsg[#DetectedMsg+1] = "- Group #" .. DetectedAreaID .. ":" .. table.concat( MT, "," )
for UnitTypeID, UnitType in pairs( UnitTypes ) do
MT[#MT+1] = UnitType .. " of " .. UnitTypeID
end
return table.concat( MT, ", " )
end
self.CommandCenter:MessageToGroup( "Reporting tasks for target groups:\n" .. table.concat( DetectedMsg, "\n" ), self:GetReportDisplayTime(), TaskGroup )
self.Mission:CreateTaskMenus( TaskGroup )
--- Reports the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_REPORTING self
-- @param Group#GROUP Group The @{Group} object to where the report needs to go.
-- @param Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_BASE} object.
-- @return #boolean Return true if you want the reporting to continue... false will cancel the reporting loop.
function DETECTION_REPORTING:ProcessDetected( Group, Detection )
self:F2( Group )
self:E( Group )
local DetectedMsg = {}
for DetectedAreaID, DetectedAreaData in pairs( Detection:GetDetectedAreas() ) do
local DetectedArea = DetectedAreaData -- Detection#DETECTION_AREAS.DetectedArea
DetectedMsg[#DetectedMsg+1] = " - Group #" .. DetectedAreaID .. ": " .. self:GetDetectedItemsText( DetectedArea.Set )
end
local FACGroup = Detection:GetDetectionGroups()
FACGroup:MessageToGroup( "Reporting detected target groups:\n" .. table.concat( DetectedMsg, "\n" ), self:GetReportDisplayTime(), Group )
return true
end
return true
end
do -- DETECTION_DISPATCHER
--- DETECTION_DISPATCHER class.
-- @type DETECTION_DISPATCHER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Mission#MISSION Mission
-- @field Group#GROUP CommandCenter
-- @extends DetectionManager#DETECTION_MANAGER
DETECTION_DISPATCHER = {
ClassName = "DETECTION_DISPATCHER",
Mission = nil,
CommandCenter = nil,
Detection = nil,
}
--- DETECTION_DISPATCHER constructor.
-- @param #DETECTION_DISPATCHER self
-- @param Set#SET_GROUP SetGroup
-- @param Detection#DETECTION_BASE Detection
-- @return #DETECTION_DISPATCHER self
function DETECTION_DISPATCHER:New( Mission, CommandCenter, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #DETECTION_DISPATCHER
self.Detection = Detection
self.CommandCenter = CommandCenter
self.Mission = Mission
self:Schedule( 30 )
return self
end
--- Creates a SEAD task when there are targets for it.
-- @param #DETECTION_DISPATCHER self
-- @param Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function DETECTION_DISPATCHER:EvaluateSEAD( DetectedArea )
self:F( { DetectedArea.AreaID } )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local RadarCount = DetectedSet:HasSEAD()
if RadarCount > 0 then
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
local TargetSetUnit = SET_UNIT:New()
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
--- Creates a CAS task when there are targets for it.
-- @param #DETECTION_DISPATCHER self
-- @param Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Task#TASK_BASE
function DETECTION_DISPATCHER:EvaluateCAS( DetectedArea )
self:F( { DetectedArea.AreaID } )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
if GroundUnitCount > 0 and FriendliesNearBy == true then
-- Copy the Set
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 #DETECTION_DISPATCHER self
-- @param Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Task#TASK_BASE
function DETECTION_DISPATCHER:EvaluateBAI( DetectedArea, FriendlyCoalition )
self:F( { DetectedArea.AreaID } )
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
if GroundUnitCount > 0 and FriendliesNearBy == false then
-- Copy the Set
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 DetectedArea is Changed AND the state of the Task is "Planned".
-- @param #DETECTION_DISPATCHER self
-- @param Mission#MISSION Mission
-- @param Task#TASK_BASE Task
-- @param Detection#DETECTION_AREAS.DetectedArea DetectedArea
-- @return Task#TASK_BASE
function DETECTION_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedArea )
if Task then
if Task:IsStatePlanned() and DetectedArea.Changed == true then
Mission:RemoveTaskMenu( Task )
Task = Mission:RemoveTask( Task )
end
end
return Task
end
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
-- @param #DETECTION_DISPATCHER self
-- @param Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_AREAS} object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function DETECTION_DISPATCHER:ProcessDetected( Detection )
self:F2()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
--- First we need to the detected targets.
for DetectedAreaID, DetectedAreaData in ipairs( Detection:GetDetectedAreas() ) do
local DetectedArea = DetectedAreaData -- Detection#DETECTION_AREAS.DetectedArea
local DetectedSet = DetectedArea.Set
local DetectedZone = DetectedArea.Zone
self:E( { "Targets in DetectedArea", DetectedArea.AreaID, DetectedSet:Count(), tostring( DetectedArea ) } )
DetectedSet:Flush()
local AreaID = DetectedArea.AreaID
-- Evaluate SEAD Tasking
local SEADTask = Mission:GetTask( "SEAD." .. AreaID )
SEADTask = self:EvaluateRemoveTask( Mission, SEADTask, DetectedArea )
if not SEADTask then
local TargetSetUnit = self:EvaluateSEAD( DetectedArea ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
SEADTask = Mission:AddTask( TASK_SEAD:New( Mission, self.SetGroup, "SEAD." .. AreaID, TargetSetUnit , DetectedZone ) ):StatePlanned()
end
end
if SEADTask and SEADTask:IsStatePlanned() then
SEADTask:SetPlannedMenu()
TaskMsg[#TaskMsg+1] = " - " .. SEADTask:GetStateString() .. " SEAD " .. AreaID .. " - " .. SEADTask.TargetSetUnit:GetUnitTypesText()
end
-- Evaluate CAS Tasking
local CASTask = Mission:GetTask( "CAS." .. AreaID )
CASTask = self:EvaluateRemoveTask( Mission, CASTask, DetectedArea )
if not CASTask then
local TargetSetUnit = self:EvaluateCAS( DetectedArea ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
CASTask = Mission:AddTask( TASK_CAS:New( Mission, self.SetGroup, "CAS." .. AreaID, TargetSetUnit , DetectedZone ) ):StatePlanned()
end
end
if CASTask and CASTask:IsStatePlanned() then
CASTask:SetPlannedMenu()
TaskMsg[#TaskMsg+1] = " - " .. CASTask:GetStateString() .. " CAS " .. AreaID .. " - " .. CASTask.TargetSetUnit:GetUnitTypesText()
end
-- Evaluate BAI Tasking
local BAITask = Mission:GetTask( "BAI." .. AreaID )
BAITask = self:EvaluateRemoveTask( Mission, BAITask, DetectedArea )
if not BAITask then
local TargetSetUnit = self:EvaluateBAI( DetectedArea, self.CommandCenter:GetCoalition() ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
BAITask = Mission:AddTask( TASK_BAI:New( Mission, self.SetGroup, "BAI." .. AreaID, TargetSetUnit , DetectedZone ) ):StatePlanned()
end
end
if BAITask and BAITask:IsStatePlanned() then
BAITask:SetPlannedMenu()
TaskMsg[#TaskMsg+1] = " - " .. BAITask:GetStateString() .. " BAI " .. AreaID .. " - " .. BAITask.TargetSetUnit:GetUnitTypesText()
end
if #TaskMsg > 0 then
local ThreatLevel = Detection:GetTreatLevelA2G( DetectedArea )
local DetectedAreaVec3 = DetectedZone:GetPointVec3()
local DetectedAreaPointVec3 = POINT_VEC3:New( DetectedAreaVec3.x, DetectedAreaVec3.y, DetectedAreaVec3.z )
local DetectedAreaPointLL = DetectedAreaPointVec3:ToStringLL( 3, true )
AreaMsg[#AreaMsg+1] = string.format( " - Area #%d - %s - Threat Level [%s] (%2d)",
DetectedAreaID,
DetectedAreaPointLL,
string.rep( "", ThreatLevel ),
ThreatLevel
)
-- Loop through the changes ...
local ChangeText = Detection:GetChangeText( DetectedArea )
if ChangeText ~= "" then
ChangeMsg[#ChangeMsg+1] = string.gsub( string.gsub( ChangeText, "\n", "%1 - " ), "^.", " - %1" )
end
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedArea )
end
if #AreaMsg > 0 then
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if not TaskGroup:GetState( TaskGroup, "Assigned" ) then
self.CommandCenter:MessageToGroup(
string.format( "HQ Reporting - Target areas for mission '%s':\nAreas:\n%s\n\nTasks:\n%s\n\nChanges:\n%s ",
self.Mission:GetName(),
table.concat( AreaMsg, "\n" ),
table.concat( TaskMsg, "\n" ),
table.concat( ChangeMsg, "\n" )
), self:GetReportDisplayTime(), TaskGroup
)
end
end
end
return true
end
end

View File

@@ -94,6 +94,18 @@ function EVENT:Init( EventID, EventClass )
return self.Events[EventID][EventClass]
end
--- Removes an Events entry
-- @param #EVENT self
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @param DCSWorld#world.event EventID
-- @return #EVENT.Events
function EVENT:Remove( EventSelf, EventID )
self:F3( { EventSelf, _EVENTCODES[EventID] } )
local EventClass = EventSelf:GetClassNameAndID()
self.Events[EventID][EventClass] = nil
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
@@ -147,336 +159,529 @@ function EVENT:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, Event
return self
end
do -- OnBirth
--- Create an OnBirth event handler for a group
-- @param #EVENT self
-- @param Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnBirthForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnBirthForUnit )
--- Create an OnBirth event handler for a group
-- @param #EVENT self
-- @param Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnBirthForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
return self
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnBirthForUnit )
return self
end
--- Set a new listener for an S_EVENT_BIRTH event, and registers the unit born.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnBirth( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_BIRTH )
return self
end
--- Set a new listener for an S_EVENT_BIRTH event.
-- @param #EVENT self
-- @param #string EventDCSUnitName The id of the unit for the event to be handled.
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnBirthForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_BIRTH )
return self
end
--- Stop listening to S_EVENT_BIRTH event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnBirthRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_BIRTH )
return self
end
end
--- Set a new listener for an S_EVENT_BIRTH event, and registers the unit born.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnBirth( EventFunction, EventSelf )
self:F2()
do -- OnCrash
--- Create an OnCrash event handler for a group
-- @param #EVENT self
-- @param Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnCrashForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_BIRTH )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnCrashForUnit )
return self
return self
end
--- Set a new listener for an S_EVENT_CRASH event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnCrash( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_CRASH )
return self
end
--- Set a new listener for an S_EVENT_CRASH event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnCrashForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_CRASH )
return self
end
--- Stop listening to S_EVENT_CRASH event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnCrashRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_CRASH )
return self
end
end
--- Set a new listener for an S_EVENT_BIRTH event.
-- @param #EVENT self
-- @param #string EventDCSUnitName The id of the unit for the event to be handled.
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnBirthForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
do -- OnDead
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnDeadForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnDeadForUnit )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_BIRTH )
return self
end
return self
end
--- Create an OnCrash event handler for a group
-- @param #EVENT self
-- @param Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnCrashForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnCrashForUnit )
return self
end
--- Set a new listener for an S_EVENT_CRASH event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnCrash( EventFunction, EventSelf )
self:F2()
--- Set a new listener for an S_EVENT_DEAD event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnDead( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_DEAD )
return self
end
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_CRASH )
return self
end
--- Set a new listener for an S_EVENT_CRASH event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnCrashForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
--- Set a new listener for an S_EVENT_DEAD event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnDeadForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_CRASH )
return self
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param Group#GROUP EventGroup
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnDeadForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_DEAD )
return self
end
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnDeadForUnit )
return self
end
--- Set a new listener for an S_EVENT_DEAD event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnDead( EventFunction, EventSelf )
self:F2()
--- Stop listening to S_EVENT_DEAD event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnDeadRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_DEAD )
return self
end
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_DEAD )
end
do -- OnPilotDead
--- Set a new listener for an S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnPilotDead( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PILOT_DEAD )
return self
end
return self
end
--- Set a new listener for an S_EVENT_DEAD event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnDeadForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_DEAD )
--- Set a new listener for an S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPilotDeadForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
return self
end
--- Set a new listener for an S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnPilotDead( EventFunction, EventSelf )
self:F2()
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_PILOT_DEAD )
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PILOT_DEAD )
return self
end
--- Stop listening to S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnPilotDeadRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_PILOT_DEAD )
return self
end
end
do -- OnLand
--- Create an OnLand event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnLandForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
return self
end
--- Set a new listener for an S_EVENT_PILOT_DEAD event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPilotDeadForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_PILOT_DEAD )
return self
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnLandForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnLandForUnit )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnLandForUnit )
return self
end
return self
end
--- Set a new listener for an S_EVENT_LAND event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnLandForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_LAND )
return self
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnTakeOffForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnTakeOffForUnit )
return self
end
--- Set a new listener for an S_EVENT_TAKEOFF event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnTakeOffForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_TAKEOFF )
return self
end
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineShutDownForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnEngineShutDownForUnit )
--- Set a new listener for an S_EVENT_LAND event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnLandForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
return self
end
--- Set a new listener for an S_EVENT_ENGINE_SHUTDOWN event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineShutDownForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_ENGINE_SHUTDOWN )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_LAND )
return self
return self
end
--- Stop listening to S_EVENT_LAND event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnLandRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_LAND )
return self
end
end
--- Set a new listener for an S_EVENT_ENGINE_STARTUP event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineStartUpForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_ENGINE_STARTUP )
do -- OnTakeOff
--- Create an OnTakeOff event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnTakeOffForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
return self
end
--- Set a new listener for an S_EVENT_SHOT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnShot( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_SHOT )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnTakeOffForUnit )
return self
end
--- Set a new listener for an S_EVENT_SHOT event for a unit.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnShotForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_SHOT )
return self
end
return self
end
--- Set a new listener for an S_EVENT_HIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnHit( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_HIT )
--- Set a new listener for an S_EVENT_TAKEOFF event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnTakeOffForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
return self
end
--- Set a new listener for an S_EVENT_HIT event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_HIT )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_TAKEOFF )
return self
return self
end
--- Stop listening to S_EVENT_TAKEOFF event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnTakeOffRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_TAKEOFF )
return self
end
end
--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerEnterUnit( EventFunction, EventSelf )
self:F2()
do -- OnEngineShutDown
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
--- Create an OnDead event handler for a group
-- @param #EVENT self
-- @param #table EventTemplate
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineShutDownForTemplate( EventTemplate, EventFunction, EventSelf )
self:F2( EventTemplate.name )
return self
end
--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerLeaveUnit( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
self:OnEventForTemplate( EventTemplate, EventFunction, EventSelf, self.OnEngineShutDownForUnit )
return self
end
return self
--- Set a new listener for an S_EVENT_ENGINE_SHUTDOWN event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineShutDownForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_ENGINE_SHUTDOWN )
return self
end
--- Stop listening to S_EVENT_ENGINE_SHUTDOWN event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnEngineShutDownRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_ENGINE_SHUTDOWN )
return self
end
end
do -- OnEngineStartUp
--- Set a new listener for an S_EVENT_ENGINE_STARTUP event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnEngineStartUpForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_ENGINE_STARTUP )
return self
end
--- Stop listening to S_EVENT_ENGINE_STARTUP event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnEngineStartUpRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_ENGINE_STARTUP )
return self
end
end
do -- OnShot
--- Set a new listener for an S_EVENT_SHOT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnShot( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_SHOT )
return self
end
--- Set a new listener for an S_EVENT_SHOT event for a unit.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnShotForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_SHOT )
return self
end
--- Stop listening to S_EVENT_SHOT event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnShotRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_SHOT )
return self
end
end
do -- OnHit
--- Set a new listener for an S_EVENT_HIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnHit( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_HIT )
return self
end
--- Set a new listener for an S_EVENT_HIT event.
-- @param #EVENT self
-- @param #string EventDCSUnitName
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnHitForUnit( EventDCSUnitName, EventFunction, EventSelf )
self:F2( EventDCSUnitName )
self:OnEventForUnit( EventDCSUnitName, EventFunction, EventSelf, world.event.S_EVENT_HIT )
return self
end
--- Stop listening to S_EVENT_HIT event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnHitRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_HIT )
return self
end
end
do -- OnPlayerEnterUnit
--- Set a new listener for an S_EVENT_PLAYER_ENTER_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerEnterUnit( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
return self
end
--- Stop listening to S_EVENT_PLAYER_ENTER_UNIT event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnPlayerEnterRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_PLAYER_ENTER_UNIT )
return self
end
end
do -- OnPlayerLeaveUnit
--- Set a new listener for an S_EVENT_PLAYER_LEAVE_UNIT event.
-- @param #EVENT self
-- @param #function EventFunction The function to be called when the event occurs for the unit.
-- @param Base#BASE EventSelf The self instance of the class for which the event is.
-- @return #EVENT
function EVENT:OnPlayerLeaveUnit( EventFunction, EventSelf )
self:F2()
self:OnEventGeneric( EventFunction, EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
return self
end
--- Stop listening to S_EVENT_PLAYER_LEAVE_UNIT event.
-- @param #EVENT self
-- @param Base#BASE EventSelf
-- @return #EVENT
function EVENT:OnPlayerLeaveRemove( EventSelf )
self:F2()
self:Remove( EventSelf, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
return self
end
end
--- @param #EVENT self
-- @param #EVENTDATA Event
@@ -512,16 +717,16 @@ function EVENT:onEvent( Event )
Event.WeaponName = Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end
self:E( { _EVENTCODES[Event.id], Event } )
--self:E( { _EVENTCODES[Event.id], Event.IniUnitName, Event.TgtUnitName, Event.WeaponName } )
self:E( { _EVENTCODES[Event.id], Event.IniUnitName, Event.TgtUnitName, Event.WeaponName } )
for ClassName, EventData in pairs( self.Events[Event.id] ) do
self:T( { "Evaluating class ", { EventData.EventSelf:GetClassNameAndID(), ClassName } } )
if Event.IniDCSUnitName and EventData.IniUnit and EventData.IniUnit[Event.IniDCSUnitName] then
self:E( { "Calling event function for class ", ClassName, " unit ", Event.IniUnitName } )
self:T( { "Calling event function for class ", ClassName, " unit ", Event.IniUnitName } )
EventData.IniUnit[Event.IniDCSUnitName].EventFunction( EventData.IniUnit[Event.IniDCSUnitName].EventSelf, Event )
else
if Event.IniDCSUnit and not EventData.IniUnit then
if ClassName == EventData.EventSelf:GetClassNameAndID() then
self:E( { "Calling event function for class ", ClassName } )
self:T( { "Calling event function for class ", ClassName } )
EventData.EventFunction( EventData.EventSelf, Event )
end
end

View File

@@ -960,7 +960,9 @@ function GROUP:MessageToGroup( Message, Duration, MsgGroup )
local DCSGroup = self:GetDCSObject()
if DCSGroup then
self:GetMessage( Message, Duration ):ToGroup( MsgGroup )
if DCSGroup:isExist() then
self:GetMessage( Message, Duration ):ToGroup( MsgGroup )
end
end
return nil

View File

@@ -301,6 +301,7 @@ do
missionCommands.removeItemForGroup( self.MenuGroupID, MenuPath[MenuPathID] )
end
self:T( { "Adding for MenuPath ", MenuText, MenuParentPath } )
self.MenuPath = missionCommands.addSubMenuForGroup( self.MenuGroupID, MenuText, MenuParentPath )
MenuPath[MenuPathID] = self.MenuPath
@@ -395,6 +396,7 @@ do
missionCommands.removeItemForGroup( self.MenuGroupID, MenuPath[MenuPathID] )
end
self:T( { "Adding for MenuPath ", MenuText, MenuParentPath } )
self.MenuPath = missionCommands.addCommandForGroup( self.MenuGroupID, MenuText, MenuParentPath, CommandMenuFunction, CommandMenuArgument )
MenuPath[MenuPathID] = self.MenuPath
@@ -414,6 +416,7 @@ do
end
local MenuPath = _MENUGROUPS[self.MenuGroupID]
if MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] then
MenuPath[table.concat(self.MenuParentPath) .. "/" .. self.MenuText] = nil

View File

@@ -37,7 +37,6 @@ MISSION = {
function MISSION:Meta()
local self = BASE:Inherit( self, BASE:New() )
self:F()
return self
end
@@ -59,8 +58,6 @@ function MISSION:New( MissionName, MissionPriority, MissionBriefing, MissionCoal
self.MissionBriefing = MissionBriefing
self.MissionCoalition = MissionCoalition
self:SetMissionMenu()
return self
end
@@ -86,18 +83,51 @@ function MISSION:GetScoring()
return self.Scoring
end
--- Sets the mission menu for the coalition.
--- Sets the Planned Task menu.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:SetMissionMenu()
self.MissionMenu = MENU_COALITION:New( self.MissionCoalition, self.Name )
function MISSION:SetPlannedMenu()
for _, Task in pairs( self.Tasks ) do
local Task = Task -- Task#TASK_BASE
Task:RemoveMenu()
Task:SetPlannedMenu()
end
end
--- Sets the Assigned Task menu.
-- @param #MISSION self
-- @param Task#TASK_BASE Task
-- @param #string MenuText The menu text.
-- @return #MISSION self
function MISSION:SetAssignedMenu( Task )
for _, Task in pairs( self.Tasks ) do
local Task = Task -- Task#TASK_BASE
Task:RemoveMenu()
Task:SetAssignedMenu()
end
end
--- Removes a Task menu.
-- @param #MISSION self
-- @param Task#TASK_BASE Task
-- @return #MISSION self
function MISSION:RemoveTaskMenu( Task )
Task:RemoveMenu()
end
--- Gets the mission menu for the coalition.
-- @param #MISSION self
-- @param Group#GROUP TaskGroup
-- @return Menu#MENU_COALITION self
function MISSION:GetMissionMenu()
return self.MissionMenu
function MISSION:GetMissionMenu( TaskGroup )
local TaskGroupName = TaskGroup:GetName()
return self.MenuMission[TaskGroupName]
end
@@ -109,59 +139,17 @@ function MISSION:ClearMissionMenu()
self.MissionMenu = nil
end
--- Fill mission menu for the Group.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:CreateTaskMenus( TaskGroup )
--- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param #string TaskIndex is the Index of the @{Task} within the @{Mission}.
-- @param #number TaskID is the ID of the @{Task} within the @{Mission}.
-- @return Task#TASK_BASE The Task
-- @return #nil Returns nil if no task was found.
function MISSION:GetTask( TaskName )
self:F( { TaskName } )
local MissionMenu = self:GetMissionMenu()
local TaskMenus = self.TaskMenus
local TaskCategoryMenus = self.TaskCategoryMenus
local TaskTypeMenus = self.TaskTypeMenus
for TaskIndex, TaskTable in pairs( self.Tasks ) do
for _, Task in pairs( TaskTable ) do
Task = Task -- Task#TASK_BASE
local TaskType = Task:GetType()
local TaskName = Task:GetName()
local TaskID = Task:GetID()
local TaskCategory = Task:GetCategory()
local TaskMenuID = TaskCategory .. "." ..TaskType .. "." .. TaskName .. "." .. TaskID
if not TaskMenus[TaskMenuID] then
TaskMenus[TaskMenuID] = {}
if not TaskCategoryMenus[TaskCategory] then
TaskCategoryMenus[TaskCategory] = MENU_COALITION:New( self.MissionCoalition, TaskCategory, MissionMenu )
end
TaskMenus[TaskMenuID].MenuCategory = TaskCategoryMenus[TaskCategory]
if not TaskTypeMenus[TaskType] then
TaskTypeMenus[TaskType] = MENU_COALITION:New( self.MissionCoalition, TaskType, TaskMenus[TaskMenuID].MenuCategory )
end
TaskMenus[TaskMenuID].MenuType = TaskTypeMenus[TaskType]
if TaskMenus[TaskMenuID].Menu then
TaskMenus[TaskMenuID].Menu:Remove()
end
TaskMenus[TaskMenuID].Menu = MENU_GROUP_COMMAND:New( TaskGroup, TaskName .. "." .. TaskID, TaskMenus[TaskMenuID].MenuType, self.AssignTaskToGroup, { self = self, Task = Task, TaskGroup = TaskGroup } )
end
end
end
return self.Tasks[TaskName]
end
function MISSION.AssignTaskToGroup( MenuParam )
local self = MenuParam.self
local Task = MenuParam.Task -- Task#TASK_BASE
local TaskGroup = MenuParam.TaskGroup
Task:AssignToGroup( TaskGroup )
end
--- Register a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
@@ -170,21 +158,52 @@ end
-- @param Task#TASK_BASE Task is the @{Task} object.
-- @return Task#TASK_BASE The task added.
function MISSION:AddTask( Task )
self:F()
local TaskCategory = Task:GetCategory()
local TaskType = Task:GetType()
local TaskName = Task:GetName()
local TaskIndex = TaskCategory .. "." ..TaskType .. "." .. TaskName
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskIndex] = self.Tasks[TaskIndex] or {}
local TaskID = #self.Tasks[TaskIndex] + 1
self.Tasks[TaskIndex][TaskID] = Task
Task:SetID( TaskID )
self.Tasks[TaskName] = Task
return Task
end
end
--- Removes a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Task#TASK_BASE Task is the @{Task} object.
-- @return #nil The cleaned Task reference.
function MISSION:RemoveTask( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
Task:CleanUp() -- Cleans all events and sets task to nil to get Garbage Collected
-- Ensure everything gets garbarge collected.
self.Tasks[TaskName] = nil
Task = nil
return nil
end
--- Return the next @{Task} ID to be completed within the @{Mission}.
-- @param #MISSION self
-- @param Task#TASK_BASE Task is the @{Task} object.
-- @return Task#TASK_BASE The task added.
function MISSION:GetNextTaskID( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName].n = self.Tasks[TaskName].n + 1
return self.Tasks[TaskName].n
end
--- old stuff
@@ -377,31 +396,6 @@ function MISSION:FindClient( ClientName )
end
--- Get the TASK idenified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param number TaskNumber is the number of the @{TASK} within the @{MISSION}.
-- @return TASK
-- @usage
-- -- Get Task 2 from the Mission.
-- Task2 = Mission:GetTask( 2 )
function MISSION:GetTask( TaskNumber )
self:F()
local Valid = true
local Task = nil
if type(TaskNumber) ~= "number" then
Valid = false
end
if Valid then
Task = self._Tasks[TaskNumber]
end
return Task
end
--- Get all the TASKs from the Mission. This function is useful in GoalFunctions.
-- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key.
-- @usage

View File

@@ -44,16 +44,22 @@ Include.File( "MissileTrainer" )
Include.File( "PatrolZone" )
Include.File( "AIBalancer" )
Include.File( "AirbasePolice" )
Include.File( "Detection" )
Include.File( "DetectionManager" )
Include.File( "StateMachine" )
Include.File( "Process" )
Include.File( "Process_Assign" )
Include.File( "Process_Route" )
Include.File( "Process_SEAD" )
Include.File( "Process_Smoke" )
Include.File( "Process_Destroy" )
Include.File( "Task" )
Include.File( "Task_CAS" )
Include.File( "Task_SEAD" )
Include.File( "Task_CAS" )
Include.File( "Task_BAI" )
-- The order of the declarations is important here. Don't touch it.

View File

@@ -174,7 +174,7 @@ end
-- @return #number DirectionRadians The direction in radians.
function POINT_VEC3:GetDirectionRadians( DirectionVec3 )
local DirectionRadians = math.atan2( DirectionVec3.z, DirectionVec3.x )
DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians()
--DirectionRadians = DirectionRadians + self:GetNorthCorrectionRadians()
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi -- put dir in range of 0 to 2*pi ( the full circle )
end
@@ -222,6 +222,18 @@ function POINT_VEC3:ToStringBR( AngleRadians, Distance )
return s
end
--- Provides a Bearing / Range string
-- @param #POINT_VEC3 self
-- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance
-- @return #string The BR Text
function POINT_VEC3:ToStringLL( acc, DMS )
acc = acc or 3
local lat, lon = coord.LOtoLL( self.PointVec3 )
return UTILS.tostringLL(lat, lon, acc, DMS)
end
--- Return the altitude text of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #string Altitude text.

View File

@@ -91,6 +91,30 @@ function POSITIONABLE:GetVec2()
end
--- Returns a random @{DCSTypes#Vec3} vector within a range, indicating the point in 3D of the DCS Positionable within the mission.
-- @param Positionable#POSITIONABLE self
-- @return DCSTypes#Vec3 The 3D point vector of the DCS Positionable.
-- @return #nil The DCS Positionable is not existing or alive.
function POSITIONABLE:GetRandomPointVec3( Radius )
self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local PositionablePointVec3 = DCSPositionable:getPosition().p
local PositionableRandomPointVec3 = {}
local angle = math.random() * math.pi*2;
PositionableRandomPointVec3.x = PositionablePointVec3.x + math.cos( angle ) * math.random() * Radius;
PositionableRandomPointVec3.y = PositionablePointVec3.y
PositionableRandomPointVec3.z = PositionablePointVec3.z + math.sin( angle ) * math.random() * Radius;
self:T3( PositionableRandomPointVec3 )
return PositionableRandomPointVec3
end
return nil
end
--- Returns the @{DCSTypes#Vec3} vector indicating the point in 3D of the DCS Positionable within the mission.
-- @param Positionable#POSITIONABLE self
-- @return DCSTypes#Vec3 The 3D point vector of the DCS Positionable.
@@ -209,5 +233,26 @@ function POSITIONABLE:GetVelocity()
return nil
end
--- Returns the @{Unit#UNIT} velocity in km/h.
-- @param Positionable#POSITIONABLE self
-- @return #number The velocity in km/h
-- @return #nil The DCS Positionable is not existing or alive.
function POSITIONABLE:GetVelocityKMH()
self:F2( self.PositionableName )
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local VelocityVec3 = self:GetVelocity()
local Velocity = ( VelocityVec3.x ^ 2 + VelocityVec3.y ^ 2 + VelocityVec3.z ^ 2 ) ^ 0.5 -- in meters / sec
local Velocity = Velocity * 3.6 -- now it is in km/h.
self:T3( Velocity )
return Velocity
end
return nil
end

View File

@@ -77,7 +77,9 @@ end
function PROCESS:OnStateChange( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName } )
MESSAGE:New( "Process " .. self.ProcessName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
if self:IsTrace() then
MESSAGE:New( "Process " .. self.ProcessName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
end
if self.Scores[To] then

View File

@@ -1,105 +1,185 @@
--- @module Task_Assign
--- PROCESS_ASSIGN class
-- @type PROCESS_ASSIGN
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
PROCESS_ASSIGN = {
ClassName = "PROCESS_ASSIGN",
}
--- This module contains the TASK_ASSIGN classes.
--
-- ===
--
-- 1) @{Task_Assign#TASK_ASSIGN_ACCEPT} class, extends @{Task#TASK_BASE}
-- =====================================================================
-- The @{Task_Assign#TASK_ASSIGN_ACCEPT} class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
-- 2) @{Task_Assign#TASK_ASSIGN_MENU_ACCEPT} class, extends @{Task#TASK_BASE}
-- ==========================================================================
-- The @{Task_Assign#TASK_ASSIGN_MENU_ACCEPT} class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
-- The assignment type also allows to reject the task.
--
--
--
--
--
--
-- @module Task_Assign
--
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_ASSIGN self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_ASSIGN self
function PROCESS_ASSIGN:New( Task, ProcessUnit, TaskBriefing )
do -- PROCESS_ASSIGN_ACCEPT
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN
--- PROCESS_ASSIGN_ACCEPT class
-- @type PROCESS_ASSIGN_ACCEPT
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
PROCESS_ASSIGN_ACCEPT = {
ClassName = "PROCESS_ASSIGN_ACCEPT",
}
self.TaskBriefing = TaskBriefing
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnAssigned',
events = {
{ name = 'Menu', from = 'UnAssigned', to = 'AwaitAccept' },
{ name = 'Assign', from = 'AwaitAccept', to = 'Assigned' },
{ name = 'Reject', from = 'AwaitAccept', to = 'Rejected' },
{ name = 'Fail', from = 'AwaitAccept', to = 'Rejected' },
},
callbacks = {
onMenu = self.OnMenu,
onAssign = self.OnAssign,
onReject = self.OnReject,
},
endstates = {
'Assigned', 'Rejected'
},
} )
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_ASSIGN_ACCEPT self
function PROCESS_ASSIGN_ACCEPT:New( Task, ProcessUnit, TaskBriefing )
return self
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnAssigned',
events = {
{ name = 'Start', from = 'UnAssigned', to = 'Assigned' },
{ name = 'Fail', from = 'UnAssigned', to = 'Failed' },
},
callbacks = {
onAssign = self.OnAssign,
},
endstates = {
'Assigned', 'Failed'
},
} )
return self
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_ACCEPT:OnAssigned( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
end
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN:OnMenu( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Assignment" ):ToGroup( self.ProcessUnit:GetGroup() )
self.MenuText = self.Task.TaskName
local ProcessGroup = self.ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.MenuText .. " acceptance" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.MenuText, self.Menu, self.MenuAssign, self )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.MenuText, self.Menu, self.MenuReject, self )
end
--- Menu function.
-- @param #PROCESS_ASSIGN self
function PROCESS_ASSIGN:MenuAssign()
self:E( )
self:NextEvent( self.Fsm.Assign )
end
--- Menu function.
-- @param #PROCESS_ASSIGN self
function PROCESS_ASSIGN:MenuReject()
self:E( )
self:NextEvent( self.Fsm.Reject )
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN:OnAssign( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.Menu:Remove()
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN:OnReject( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.Menu:Remove()
self.Task:UnAssignFromUnit( self.ProcessUnit )
self.ProcessUnit:Destroy()
do -- PROCESS_ASSIGN_MENU_ACCEPT
--- PROCESS_ASSIGN_MENU_ACCEPT class
-- @type PROCESS_ASSIGN_MENU_ACCEPT
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
PROCESS_ASSIGN_MENU_ACCEPT = {
ClassName = "PROCESS_ASSIGN_MENU_ACCEPT",
}
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:New( Task, ProcessUnit, TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_MENU_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnAssigned',
events = {
{ name = 'Start', from = 'UnAssigned', to = 'AwaitAccept' },
{ name = 'Assign', from = 'AwaitAccept', to = 'Assigned' },
{ name = 'Reject', from = 'AwaitAccept', to = 'Rejected' },
{ name = 'Fail', from = 'AwaitAccept', to = 'Rejected' },
},
callbacks = {
onStart = self.OnStart,
onAssign = self.OnAssign,
onReject = self.OnReject,
},
endstates = {
'Assigned', 'Rejected'
},
} )
return self
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_MENU_ACCEPT:OnStart( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Assignment" ):ToGroup( self.ProcessUnit:GetGroup() )
self.MenuText = self.Task.TaskName
local ProcessGroup = self.ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.MenuText .. " acceptance" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.MenuText, self.Menu, self.MenuAssign, self )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.MenuText, self.Menu, self.MenuReject, self )
end
--- Menu function.
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:MenuAssign()
self:E( )
self:NextEvent( self.Fsm.Assign )
end
--- Menu function.
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:MenuReject()
self:E( )
self:NextEvent( self.Fsm.Reject )
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_MENU_ACCEPT:OnAssign( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.Menu:Remove()
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_MENU_ACCEPT:OnReject( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.Menu:Remove()
self.Task:UnAssignFromUnit( self.ProcessUnit )
self.ProcessUnit:Destroy()
end
end

View File

@@ -1,34 +1,34 @@
--- @module Process_SEAD
--- @module Process_BAI
--- PROCESS_SEAD class
-- @type PROCESS_SEAD
--- PROCESS_BAI class
-- @type PROCESS_BAI
-- @field Unit#UNIT ProcessUnit
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
PROCESS_SEAD = {
ClassName = "PROCESS_SEAD",
PROCESS_BAI = {
ClassName = "PROCESS_BAI",
Fsm = {},
TargetSetUnit = nil,
}
--- Creates a new SEAD task.
-- @param #PROCESS_SEAD self
--- Creates a new BAI task.
-- @param #PROCESS_BAI self
-- @param Task#TASK Task
-- @param Unit#UNIT ProcessUnit
-- @param Set#SET_UNIT TargetSetUnit
-- @return #PROCESS_SEAD self
function PROCESS_SEAD:New( Task, ProcessUnit, TargetSetUnit )
-- @return #PROCESS_BAI self
function PROCESS_BAI:New( Task, ProcessUnit, TargetSetUnit )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "SEAD", Task, ProcessUnit ) ) -- #PROCESS_SEAD
local self = BASE:Inherit( self, PROCESS:New( "BAI", Task, ProcessUnit ) ) -- #PROCESS_BAI
self.TargetSetUnit = TargetSetUnit
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'Assigned',
events = {
{ name = 'Await', from = 'Assigned', to = 'Waiting' },
{ name = 'Start', from = 'Assigned', to = 'Waiting' },
{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
@@ -37,7 +37,7 @@ function PROCESS_SEAD:New( Task, ProcessUnit, TargetSetUnit )
{ name = 'Fail', from = 'Destroy', to = 'Failed' },
},
callbacks = {
onAwait = self.OnAwait,
onStart = self.OnStart,
onHitTarget = self.OnHitTarget,
onMoreTargets = self.OnMoreTargets,
onDestroyed = self.OnDestroyed,
@@ -55,28 +55,26 @@ end
--- Process Events
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param #PROCESS_BAI self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnAwait( Fsm, Event, From, To )
function PROCESS_BAI:OnStart( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self:NextEvent( Fsm.Await )
self:NextEvent( Fsm.Start )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param #PROCESS_BAI self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function PROCESS_SEAD:OnHitTarget( Fsm, Event, From, To, Event )
function PROCESS_BAI:OnHitTarget( Fsm, Event, From, To, Event )
MESSAGE:New( "TargetCount = " .. self.TargetSetUnit:Count(), 15 ):ToAll()
self.TargetSetUnit:Flush()
if self.TargetSetUnit:Count() > 0 then
self:NextEvent( Fsm.MoreTargets )
else
@@ -85,58 +83,59 @@ function PROCESS_SEAD:OnHitTarget( Fsm, Event, From, To, Event )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param #PROCESS_BAI self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnMoreTargets( Fsm, Event, From, To )
function PROCESS_BAI:OnMoreTargets( Fsm, Event, From, To )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param #PROCESS_BAI self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA DCSEvent
function PROCESS_SEAD:OnKilled( Fsm, Event, From, To )
function PROCESS_BAI:OnKilled( Fsm, Event, From, To )
self:NextEvent( Fsm.Restart )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param #PROCESS_BAI self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnRestart( Fsm, Event, From, To )
function PROCESS_BAI:OnRestart( Fsm, Event, From, To )
self:NextEvent( Fsm.Menu )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param #PROCESS_BAI self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnDestroyed( Fsm, Event, From, To )
function PROCESS_BAI:OnDestroyed( Fsm, Event, From, To )
end
--- DCS Events
--- @param #PROCESS_SEAD self
--- @param #PROCESS_BAI self
-- @param Event#EVENTDATA Event
function PROCESS_SEAD:EventDead( Event )
function PROCESS_BAI:EventDead( Event )
if Event.IniUnit then
if Event.IniDCSUnit then
self.TargetSetUnit:Remove( Event.IniDCSUnitName )
self:NextEvent( self.Fsm.HitTarget, Event )
end
end

View File

@@ -28,7 +28,7 @@ function PROCESS_CAS:New( Task, ProcessUnit, TargetSetUnit )
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'Assigned',
events = {
{ name = 'Await', from = 'Assigned', to = 'Waiting' },
{ name = 'Start', from = 'Assigned', to = 'Waiting' },
{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
@@ -37,7 +37,7 @@ function PROCESS_CAS:New( Task, ProcessUnit, TargetSetUnit )
{ name = 'Fail', from = 'Destroy', to = 'Failed' },
},
callbacks = {
onAwait = self.OnAwait,
onStart = self.OnStart,
onHitTarget = self.OnHitTarget,
onMoreTargets = self.OnMoreTargets,
onDestroyed = self.OnDestroyed,
@@ -60,10 +60,10 @@ end
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_CAS:OnAwait( Fsm, Event, From, To )
function PROCESS_CAS:OnStart( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self:NextEvent( Fsm.Await )
self:NextEvent( Fsm.Start )
end
--- StateMachine callback function for a PROCESS
@@ -134,7 +134,8 @@ end
-- @param Event#EVENTDATA Event
function PROCESS_CAS:EventDead( Event )
if Event.IniUnit then
if Event.IniDCSUnit then
self.TargetSetUnit:Remove( Event.IniDCSUnitName )
self:NextEvent( self.Fsm.HitTarget, Event )
end
end

View File

@@ -0,0 +1,180 @@
--- @module Process_Destroy
--- PROCESS_DESTROY class
-- @type PROCESS_DESTROY
-- @field Unit#UNIT ProcessUnit
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
PROCESS_DESTROY = {
ClassName = "PROCESS_DESTROY",
Fsm = {},
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #PROCESS_DESTROY self
-- @param Task#TASK Task
-- @param Unit#UNIT ProcessUnit
-- @param Set#SET_UNIT TargetSetUnit
-- @return #PROCESS_DESTROY self
function PROCESS_DESTROY:New( Task, ProcessName, ProcessUnit, TargetSetUnit )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_DESTROY
self.TargetSetUnit = TargetSetUnit
self.DisplayInterval = 60
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'Assigned',
events = {
{ name = 'Start', from = 'Assigned', to = 'Waiting' },
{ name = 'Start', from = 'Waiting', to = 'Waiting' },
{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Waiting', to = 'Failed' },
{ name = 'Fail', from = 'Destroy', to = 'Failed' },
},
callbacks = {
onStart = self.OnStart,
onWaiting = self.OnWaiting,
onHitTarget = self.OnHitTarget,
onMoreTargets = self.OnMoreTargets,
onDestroyed = self.OnDestroyed,
onKilled = self.OnKilled,
},
endstates = { 'Success', 'Failed' }
} )
_EVENTDISPATCHER:OnDead( self.EventDead, self )
return self
end
--- Process Events
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnStart( Fsm, Event, From, To )
self:NextEvent( Fsm.Start )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnWaiting( Fsm, Event, From, To )
local TaskGroup = self.ProcessUnit:GetGroup()
if self.DisplayCount >= self.DisplayInterval then
MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function PROCESS_DESTROY:OnHitTarget( Fsm, Event, From, To, Event )
self.TargetSetUnit:Flush()
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
end
local TaskGroup = self.ProcessUnit:GetGroup()
MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
if self.TargetSetUnit:Count() > 0 then
self:NextEvent( Fsm.MoreTargets )
else
self:NextEvent( Fsm.Destroyed )
end
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnMoreTargets( Fsm, Event, From, To )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA DCSEvent
function PROCESS_DESTROY:OnKilled( Fsm, Event, From, To )
self:NextEvent( Fsm.Restart )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnRestart( Fsm, Event, From, To )
self:NextEvent( Fsm.Menu )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnDestroyed( Fsm, Event, From, To )
end
--- DCS Events
--- @param #PROCESS_DESTROY self
-- @param Event#EVENTDATA Event
function PROCESS_DESTROY:EventDead( Event )
if Event.IniDCSUnit then
self.TargetSetUnit:Remove( Event.IniDCSUnitName )
self:NextEvent( self.Fsm.HitTarget, Event )
end
end

View File

@@ -26,12 +26,12 @@ function PROCESS_ROUTE:New( Task, ProcessUnit, TargetZone )
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "Route" -- Route is the default display category
self.DisplayCategory = "HQ" -- Route is the default display category
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnArrived',
events = {
{ name = 'Route', from = 'UnArrived', to = 'Arrived' },
{ name = 'Start', from = 'UnArrived', to = 'UnArrived' },
{ name = 'Fail', from = 'UnArrived', to = 'Failed' },
},
callbacks = {
@@ -56,27 +56,31 @@ end
-- @param #string To
function PROCESS_ROUTE:OnLeaveUnArrived( Fsm, Event, From, To )
local IsInZone = self.ProcessUnit:IsInZone( self.TargetZone )
if self.DisplayCount >= self.DisplayInterval then
if not IsInZone then
local ZoneVec2 = self.TargetZone:GetVec2()
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
local TaskUnitVec2 = self.ProcessUnit:GetVec2()
local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
local RouteText = TaskUnitPointVec2:GetBRText( ZonePointVec2 )
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( self.ProcessUnit:GetGroup() )
if self.ProcessUnit:IsAlive() then
local IsInZone = self.ProcessUnit:IsInZone( self.TargetZone )
if self.DisplayCount >= self.DisplayInterval then
if not IsInZone then
local ZoneVec2 = self.TargetZone:GetVec2()
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
local TaskUnitVec2 = self.ProcessUnit:GetVec2()
local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
local RouteText = self.ProcessUnit:GetCallSign() .. ": Route to " .. TaskUnitPointVec2:GetBRText( ZonePointVec2 ) .. " km to target."
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( self.ProcessUnit:GetGroup() )
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
--if not IsInZone then
self:NextEvent( Fsm.Start )
--end
return IsInZone -- if false, then the event will not be executed...
end
if not IsInZone then
self:NextEvent( Fsm.Route )
end
return IsInZone -- if false, then the event will not be executed...
return false
end

View File

@@ -0,0 +1,106 @@
--- @module Process_Smoke
do -- PROCESS_SMOKE_TARGETS
--- PROCESS_SMOKE_TARGETS class
-- @type PROCESS_SMOKE_TARGETS
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Set#SET_UNIT TargetSetUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
PROCESS_SMOKE_TARGETS = {
ClassName = "PROCESS_SMOKE_TARGETS",
}
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_SMOKE_TARGETS self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_SMOKE_TARGETS self
function PROCESS_SMOKE_TARGETS:New( Task, ProcessUnit, TargetSetUnit, TargetZone )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_MENU_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_SMOKE_TARGETS
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'None',
events = {
{ name = 'Start', from = 'None', to = 'AwaitSmoke' },
{ name = 'Next', from = 'AwaitSmoke', to = 'Smoking' },
{ name = 'Next', from = 'Smoking', to = 'AwaitSmoke' },
{ name = 'Fail', from = 'Smoking', to = 'Failed' },
{ name = 'Fail', from = 'AwaitSmoke', to = 'Failed' },
{ name = 'Fail', from = 'None', to = 'Failed' },
},
callbacks = {
onStart = self.OnStart,
onNext = self.OnNext,
onSmoking = self.OnSmoking,
},
endstates = {
},
} )
return self
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_SMOKE_TARGETS self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS:OnStart( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self:E("Set smoke menu")
local ProcessGroup = self.ProcessUnit:GetGroup()
local MissionMenu = self.Task.Mission:GetMissionMenu( ProcessGroup )
local function MenuSmoke( MenuParam )
self:E( MenuParam )
local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor
self:NextEvent( self.Fsm.Next )
end
self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_SMOKE_TARGETS self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS:OnSmoking( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.TargetSetUnit:ForEachUnit(
--- @param Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,
function()
SmokeUnit:Smoke( self.SmokeColor, 150 )
end, {}, math.random( 10, 60 )
)
end
end
)
end
end

View File

@@ -59,6 +59,8 @@ function SCORING:New( GameName )
self.SchedulerId = SCHEDULER:New( self, self._FollowPlayersScheduled, {}, 0, 5 )
self:ScoreMenu()
self:OpenCSV( GameName)
return self
@@ -287,7 +289,7 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
self.Players[PlayerName].Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
MESSAGE:New( "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
Score .. " points!",
Score .. " task score!",
30 ):ToAll()
self:ScoreCSV( PlayerName, "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
@@ -295,17 +297,28 @@ end
--- Registers Mission Scores for possible multiple players that contributed in the Mission.
function SCORING:_AddMissionScore( MissionName, Score )
self:F( { MissionName, Score } )
-- @param #SCORING self
-- @param Mission#MISSION Mission
-- @param Unit#UNIT PlayerUnit
-- @param #string Text
-- @param #number Score
function SCORING:_AddMissionScore( Mission, Text, Score )
local MissionName = Mission:GetName()
self:F( { Mission, Text, Score } )
for PlayerName, PlayerData in pairs( self.Players ) do
if PlayerData.Mission[MissionName] then
PlayerData.Score = PlayerData.Score + Score
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
MESSAGE:New( "Player '" .. PlayerName .. "' has finished Mission '" .. MissionName .. "'. " ..
Score .. " Score points added.",
20 ):ToAll()
MESSAGE:New( "Player '" .. PlayerName .. "' has " .. Text .. " in Mission '" .. MissionName .. "'. " ..
Score .. " mission score!",
60 ):ToAll()
self:ScoreCSV( PlayerName, "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
end
end

View File

@@ -308,7 +308,7 @@ end
-- @param #SET_BASE self
-- @param #string ObjectName
function SET_BASE:Remove( ObjectName )
self:F2( ObjectName )
self:E( ObjectName )
local t = self.Set[ObjectName]
@@ -339,6 +339,8 @@ function SET_BASE:Remove( ObjectName )
self.Set[ObjectName] = nil
end
self:Flush()
end
--- Retrieves the amount of objects in the @{Set#SET_BASE} and derived classes.
@@ -349,6 +351,8 @@ function SET_BASE:Count()
return self.List.Count
end
--- Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-- @param #SET_BASE self
-- @param #SET_BASE BaseSet
@@ -380,6 +384,20 @@ function SET_BASE:SetIteratorIntervals( YieldInterval, TimeInterval )
end
--- Filters for the defined collection.
-- @param #SET_BASE self
-- @return #SET_BASE self
function SET_BASE:FilterOnce()
for ObjectName, Object in pairs( self.Database ) do
if self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
end
end
return self
end
--- Starts the filtering for the defined collection.
-- @param #SET_BASE self
@@ -399,13 +417,25 @@ function SET_BASE:_FilterStart()
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
-- Follow alive players and clients
-- _EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
-- _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnPlayerEnterUnit( self._EventOnPlayerEnterUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventOnPlayerLeaveUnit, self )
return self
end
--- Stops the filtering for the defined collection.
-- @param #SET_BASE self
-- @return #SET_BASE self
function SET_BASE:FilterStop()
_EVENTDISPATCHER:OnBirthRemove( self )
_EVENTDISPATCHER:OnDeadRemove( self )
_EVENTDISPATCHER:OnCrashRemove( self )
return self
end
--- Iterate the SET_BASE while identifying the nearest object from a @{Point#POINT_VEC2}.
-- @param #SET_BASE self
-- @param Point#POINT_VEC2 PointVec2 A @{Point#POINT_VEC2} object from where to evaluate the closest object in the set.
@@ -469,6 +499,7 @@ function SET_BASE:_EventOnBirth( Event )
self:T3( ObjectName, Object )
if self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
self:Flush()
--self:_EventOnPlayerEnterUnit( Event )
end
end
@@ -478,49 +509,59 @@ end
-- @param #SET_BASE self
-- @param Event#EVENTDATA Event
function SET_BASE:_EventOnDeadOrCrash( Event )
self:F3( { Event } )
self:E( { Event } )
self:Flush()
if Event.IniDCSUnit then
local ObjectName, Object = self:FindInDatabase( Event )
if ObjectName and Object then
self:E({ObjectName, Object})
if ObjectName and Object ~= nil then
self:Remove( ObjectName )
end
end
end
----- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
---- @param #SET_BASE self
---- @param Event#EVENTDATA Event
--function SET_BASE:_EventOnPlayerEnterUnit( Event )
-- self:F3( { Event } )
--
-- if Event.IniDCSUnit then
-- if self:IsIncludeObject( Event.IniDCSUnit ) then
-- if not self.PlayersAlive[Event.IniDCSUnitName] then
-- self:E( { "Add player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
-- self.PlayersAlive[Event.IniDCSUnitName] = Event.IniDCSUnit:getPlayerName()
-- self.ClientsAlive[Event.IniDCSUnitName] = _DATABASE.Clients[ Event.IniDCSUnitName ]
-- end
-- end
-- end
--end
--
----- Handles the OnPlayerLeaveUnit event to clean the active players table.
---- @param #SET_BASE self
---- @param Event#EVENTDATA Event
--function SET_BASE:_EventOnPlayerLeaveUnit( Event )
-- self:F3( { Event } )
--
-- if Event.IniDCSUnit then
-- if self:IsIncludeObject( Event.IniDCSUnit ) then
-- if self.PlayersAlive[Event.IniDCSUnitName] then
-- self:E( { "Cleaning player for unit:", Event.IniDCSUnitName, Event.IniDCSUnit:getPlayerName() } )
-- self.PlayersAlive[Event.IniDCSUnitName] = nil
-- self.ClientsAlive[Event.IniDCSUnitName] = nil
-- end
-- end
-- end
--end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #SET_BASE self
-- @param Event#EVENTDATA Event
function SET_BASE:_EventOnPlayerEnterUnit( Event )
self:F3( { Event } )
if Event.IniDCSUnit then
local ObjectName, Object = self:AddInDatabase( Event )
self:T3( ObjectName, Object )
if self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object )
--self:_EventOnPlayerEnterUnit( Event )
end
end
end
--- Handles the OnPlayerLeaveUnit event to clean the active players table.
-- @param #SET_BASE self
-- @param Event#EVENTDATA Event
function SET_BASE:_EventOnPlayerLeaveUnit( Event )
self:F3( { Event } )
local ObjectName = Event.IniDCSUnit
if Event.IniDCSUnit then
if Event.IniDCSGroup then
local GroupUnits = Event.IniDCSGroup:getUnits()
local PlayerCount = 0
for _, DCSUnit in pairs( GroupUnits ) do
if DCSUnit ~= Event.IniDCSUnit then
if DCSUnit:getPlayer() ~= nil then
PlayerCount = PlayerCount + 1
end
end
end
self:E(PlayerCount)
if PlayerCount == 0 then
self:Remove( Event.IniDCSGroupName )
end
end
end
end
-- Iterators
@@ -812,6 +853,8 @@ function SET_GROUP:FilterStart()
self:_FilterStart()
end
return self
end
@@ -1046,10 +1089,6 @@ function SET_UNIT:New()
-- Inherits from BASE
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) )
_EVENTDISPATCHER:OnBirth( self._EventOnBirth, self )
_EVENTDISPATCHER:OnDead( self._EventOnDeadOrCrash, self )
_EVENTDISPATCHER:OnCrash( self._EventOnDeadOrCrash, self )
return self
end
@@ -1221,6 +1260,15 @@ function SET_UNIT:FilterHasRadar( RadarTypes )
return self
end
--- Builds a set of SEADable units.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:FilterHasSEAD()
self.Filter.SEAD = true
return self
end
--- Starts the filtering.
@@ -1259,9 +1307,10 @@ end
-- @return #string The name of the UNIT
-- @return #table The UNIT
function SET_UNIT:FindInDatabase( Event )
self:F3( { Event } )
self:E( { Event.IniDCSUnitName, self.Set[Event.IniDCSUnitName], Event } )
return Event.IniDCSUnitName, self.Database[Event.IniDCSUnitName]
return Event.IniDCSUnitName, self.Set[Event.IniDCSUnitName]
end
--- Iterate the SET_UNIT and call an interator function for each **alive** UNIT, providing the UNIT and optional parameters.
@@ -1320,6 +1369,38 @@ function SET_UNIT:ForEachUnitNotInZone( ZoneObject, IteratorFunction, ... )
return self
end
--- Returns a comma separated string of the unit types with a count in the @{Set}.
-- @param #SET_UNIT self
-- @return #string The unit types string
function SET_UNIT:GetUnitTypesText()
self:F2()
local MT = {} -- Message Text
local UnitTypes = {}
self:Flush()
for UnitID, UnitData in pairs( self:GetSet() ) do
local TextUnit = UnitData -- Unit#UNIT
if TextUnit:IsAlive() then
local UnitType = TextUnit:GetTypeName()
if not UnitTypes[UnitType] then
UnitTypes[UnitType] = 1
else
UnitTypes[UnitType] = UnitTypes[UnitType] + 1
end
end
end
for UnitTypeID, UnitType in pairs( UnitTypes ) do
MT[#MT+1] = UnitType .. " of " .. UnitTypeID
end
return table.concat( MT, ", " )
end
--- Returns if the @{Set} has targets having a radar (of a given type).
-- @param #SET_UNIT self
-- @param DCSUnit#Unit.RadarType RadarType
@@ -1336,7 +1417,7 @@ function SET_UNIT:HasRadar( RadarType )
else
HasSensors = UnitSensorTest:HasSensors( Unit.SensorType.RADAR )
end
self:E(HasSensors)
self:T3(HasSensors)
if HasSensors then
RadarCount = RadarCount + 1
end
@@ -1345,6 +1426,29 @@ function SET_UNIT:HasRadar( RadarType )
return RadarCount
end
--- Returns if the @{Set} has targets that can be SEADed.
-- @param #SET_UNIT self
-- @return #number The amount of SEADable units in the Set
function SET_UNIT:HasSEAD()
self:F2()
local SEADCount = 0
for UnitID, UnitData in pairs( self:GetSet()) do
local UnitSEAD = UnitData -- Unit#UNIT
if UnitSEAD:IsAlive() then
local UnitSEADAttributes = UnitSEAD:GetDesc().attributes
local HasSEAD = UnitSEAD:HasSEAD()
self:T3(HasSEAD)
if HasSEAD then
SEADCount = SEADCount + 1
end
end
end
return SEADCount
end
--- Returns if the @{Set} has ground targets.
-- @param #SET_UNIT self
@@ -1363,6 +1467,23 @@ function SET_UNIT:HasGroundUnits()
return GroundUnitCount
end
--- Returns if the @{Set} has friendly ground units.
-- @param #SET_UNIT self
-- @return #number The amount of ground targets in the Set.
function SET_UNIT:HasFriendlyUnits( FriendlyCoalition )
self:F2()
local FriendlyUnitCount = 0
for UnitID, UnitData in pairs( self:GetSet()) do
local UnitTest = UnitData -- Unit#UNIT
if UnitTest:IsFriendly( FriendlyCoalition ) then
FriendlyUnitCount = FriendlyUnitCount + 1
end
end
return FriendlyUnitCount
end
----- Iterate the SET_UNIT and call an interator function for each **alive** player, providing the Unit of the player and optional parameters.
@@ -1457,10 +1578,10 @@ function SET_UNIT:IsIncludeObject( MUnit )
if self.Filter.RadarTypes then
local MUnitRadar = false
for RadarTypeID, RadarType in pairs( self.Filter.RadarTypes ) do
self:E( { "Radar:", RadarType } )
self:T3( { "Radar:", RadarType } )
if MUnit:HasSensors( Unit.SensorType.RADAR, RadarType ) == true then
if MUnit:GetRadar() == true then -- This call is necessary to evaluate the SEAD capability.
self:E( "RADAR Found" )
self:T3( "RADAR Found" )
end
MUnitRadar = true
end
@@ -1468,6 +1589,15 @@ function SET_UNIT:IsIncludeObject( MUnit )
MUnitInclude = MUnitInclude and MUnitRadar
end
if self.Filter.SEAD then
local MUnitSEAD = false
if MUnit:HasSEAD() == true then
self:T3( "SEAD Found" )
MUnitSEAD = true
end
MUnitInclude = MUnitInclude and MUnitSEAD
end
self:T2( MUnitInclude )
return MUnitInclude
end

View File

@@ -92,7 +92,7 @@ function STATEMACHINE:_create_transition(name)
self:E( { name = name } )
return function(self, ...)
local can, to = self:can(name)
self:E( { name, can, to } )
self:T( { name, can, to } )
if can then
local from = self.current
@@ -113,11 +113,12 @@ function STATEMACHINE:_create_transition(name)
sub.fsm.fsmparent = self
sub.fsm.returnevents = sub.returnevents
sub.fsm[sub.event]( sub.fsm )
execute = false
execute = true
end
local fsmparent, event = self:_isendstate( to )
if fsmparent and event then
self:E( { "end state: ", fsmparent, event } )
self:_call_handler(self["onenter" .. to] or self["on" .. to], params)
self:_call_handler(self["onafter" .. name] or self["on" .. name], params)
self:_call_handler(self["onstatechange"], params)
@@ -126,6 +127,7 @@ function STATEMACHINE:_create_transition(name)
end
if execute then
self:E( { "execute: " .. to, name } )
self:_call_handler(self["onenter" .. to] or self["on" .. to], params)
self:_call_handler(self["onafter" .. name] or self["on" .. name], params)
self:_call_handler(self["onstatechange"], params)
@@ -161,6 +163,8 @@ function STATEMACHINE:_isendstate( state )
local to = event and event.map[fromstate] or event.map['*']
if to and to == state then
return fsmparent, eventname
else
self:E( { "could not find parent event name for state", fromstate, to } )
end
end
end
@@ -253,7 +257,7 @@ STATEMACHINE_TASK = {
--- Creates a new STATEMACHINE_TASK object.
-- @param #STATEMACHINE_TASK self
-- @return #STATEMACHINE_TASK
function STATEMACHINE_TASK:New( Task, options )
function STATEMACHINE_TASK:New( Task, TaskUnit, options )
local FsmTask = routines.utils.deepCopy( self ) -- Create a new self instance
local Parent = STATEMACHINE:New(options)
@@ -262,13 +266,18 @@ function STATEMACHINE_TASK:New( Task, options )
FsmTask.__index = FsmTask
FsmTask["onstatechange"] = Task.OnStateChange
FsmTask["onAssigned"] = Task.OnAssigned
FsmTask["onSuccess"] = Task.OnSuccess
FsmTask["onFailed"] = Task.OnFailed
FsmTask.Task = Task
FsmTask.TaskUnit = TaskUnit
return FsmTask
end
function STATEMACHINE_TASK:_call_handler( handler, params )
if handler then
return handler( self.Task, unpack( params ) )
return handler( self.Task, self.TaskUnit, unpack( params ) )
end
end

View File

@@ -1,10 +1,60 @@
--- @module Task
--- This module contains the TASK_BASE class.
--
-- 1) @{#TASK_BASE} class, extends @{Base#BASE}
-- ============================================
-- 1.1) The @{#TASK_BASE} class implements the methods for task orchestration within MOOSE.
-- ----------------------------------------------------------------------------------------
-- The class provides a couple of methods to:
--
-- * @{#TASK_BASE.AssignToGroup}():Assign a task to a group (of players).
-- * @{#TASK_BASE.AddProcess}():Add a @{Process} to a task.
-- * @{#TASK_BASE.RemoveProcesses}():Remove a running @{Process} from a running task.
-- * @{#TASK_BASE.AddStateMachine}():Add a @{StateMachine} to a task.
-- * @{#TASK_BASE.RemoveStateMachines}():Remove @{StateMachine}s from a task.
-- * @{#TASK_BASE.HasStateMachine}():Enquire if the task has a @{StateMachine}
-- * @{#TASK_BASE.AssignToUnit}(): Assign a task to a unit. (Needs to be implemented in the derived classes from @{#TASK_BASE}.
-- * @{#TASK_BASE.UnAssignFromUnit}(): Unassign the task from a unit.
--
-- 1.2) Set and enquire task status (beyond the task state machine processing).
-- ----------------------------------------------------------------------------
-- A task needs to implement as a minimum the following task states:
--
-- * **Success**: Expresses the successful execution and finalization of the task.
-- * **Failed**: Expresses the failure of a task.
-- * **Planned**: Expresses that the task is created, but not yet in execution and is not assigned yet.
-- * **Assigned**: Expresses that the task is assigned to a Group of players, and that the task is in execution mode.
--
-- A task may also implement the following task states:
--
-- * **Rejected**: Expresses that the task is rejected by a player, who was requested to accept the task.
-- * **Cancelled**: Expresses that the task is cancelled by HQ or through a logical situation where a cancellation of the task is required.
--
-- A task can implement more statusses than the ones outlined above. Please consult the documentation of the specific tasks to understand the different status modelled.
--
-- The status of tasks can be set by the methods **State** followed by the task status. An example is `StateAssigned()`.
-- The status of tasks can be enquired by the methods **IsState** followed by the task status name. An example is `if IsStateAssigned() then`.
--
-- 1.3) Add scoring when reaching a certain task status:
-- -----------------------------------------------------
-- Upon reaching a certain task status in a task, additional scoring can be given. If the Mission has a scoring system attached, the scores will be added to the mission scoring.
-- Use the method @{#TASK_BASE.AddScore}() to add scores when a status is reached.
--
-- 1.4) Task briefing:
-- -------------------
-- A task briefing can be given that is shown to the player when he is assigned to the task.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task
--- The TASK_BASE class
-- @type TASK_BASE
-- @field Scheduler#SCHEDULER TaskScheduler
-- @field Mission#MISSION Mission
-- @field StateMachine#STATEMACHINE Fsm
-- @field Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
-- @extends Base#BASE
TASK_BASE = {
ClassName = "TASK_BASE",
@@ -12,35 +62,67 @@ TASK_BASE = {
Processes = {},
Players = nil,
Scores = {},
Menu = {},
SetGroup = nil,
}
--- Instantiates a new TASK_BASE. Should never be used. Interface Class.
-- @param #TASK_BASE self
-- @param Mission#MISSION The mission wherein the Task is registered.
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task
-- @param #string TaskType The type of the Task
-- @param #string TaskCategory The category of the Task (A2G, A2A, Transport, ... )
-- @return #TASK_BASE self
function TASK_BASE:New( Mission, TaskName, TaskType, TaskCategory )
function TASK_BASE:New( Mission, SetGroup, TaskName, TaskType, TaskCategory )
local self = BASE:Inherit( self, BASE:New() )
self:F()
self:E( "New TASK " .. TaskName )
self.Processes = {}
self.Fsm = {}
self.Mission = Mission
self.TaskName = TaskName
self.TaskType = TaskType
self.TaskCategory = TaskCategory
self.TaskID = 0
self.TaskBriefing = "You are assigned to the task: " .. self.TaskName .. "."
self.Mission = Mission
self.SetGroup = SetGroup
self:SetCategory( TaskCategory )
self:SetType( TaskType )
self:SetName( TaskName )
self:SetID( Mission:GetNextTaskID( self ) ) -- The Mission orchestrates the task sequences ..
self.TaskBriefing = "You are assigned to the task: " .. self.TaskName .. "."
return self
end
--- Cleans all references of a TASK_BASE.
-- @param #TASK_BASE self
-- @return #nil
function TASK_BASE:CleanUp()
_EVENTDISPATCHER:OnPlayerLeaveRemove( self )
_EVENTDISPATCHER:OnDeadRemove( self )
_EVENTDISPATCHER:OnCrashRemove( self )
_EVENTDISPATCHER:OnPilotDeadRemove( self )
return nil
end
--- Assign the @{Task}to a @{Group}.
-- @param #TASK_BASE self
-- @param Group#GROUP TaskGroup
-- @return #TASK_BASE self
function TASK_BASE:AssignToGroup( TaskGroup )
self:F2( TaskGroup:GetName() )
local TaskGroupName = TaskGroup:GetName()
TaskGroup:SetState( TaskGroup, "Assigned", self )
self:RemoveMenuForGroup( TaskGroup )
self:SetAssignedMenuForGroup( TaskGroup )
local TaskUnits = TaskGroup:GetUnits()
for UnitID, UnitData in pairs( TaskUnits ) do
local TaskUnit = UnitData -- Unit#UNIT
@@ -49,77 +131,58 @@ function TASK_BASE:AssignToGroup( TaskGroup )
self:AssignToUnit( TaskUnit )
end
end
return self
end
--- Add Process to @{Task} with key @{Unit}
--- Send the briefng message of the @{Task} to the assigned @{Group}s.
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:AddProcess( TaskUnit, Process )
local TaskUnitName = TaskUnit:GetName()
self.Processes[TaskUnitName] = self.Processes[TaskUnitName] or {}
self.Processes[TaskUnitName][#self.Processes[TaskUnitName]+1] = Process
return Process
end
function TASK_BASE:SendBriefingToAssignedGroups()
self:F2()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
--- Remove Processes from @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @return #TASK_BASE self
function TASK_BASE:RemoveProcesses( TaskUnit, FailProcesses )
local TaskUnitName = TaskUnit:GetName()
for _, ProcessData in pairs( self.Processes[TaskUnitName] ) do
local Process = ProcessData -- Process#PROCESS
if FailProcesses then
Process.Fsm:Fail()
if self:IsAssignedToGroup( TaskGroup ) then
TaskGroup:Message( self.TaskBriefing, 60 )
end
Process:StopEvents()
Process = nil
self.Processes[TaskUnitName][_] = nil
self:E( self.Processes[TaskUnitName][_] )
end
self.Processes[TaskUnitName] = nil
end
--- Add a FiniteStateMachine to @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:AddStateMachine( TaskUnit, Fsm )
local TaskUnitName = TaskUnit:GetName()
self.Fsm[TaskUnitName] = self.Fsm[TaskUnitName] or {}
self.Fsm[TaskUnitName][#self.Fsm[TaskUnitName]+1] = Fsm
return Fsm
end
--- Remove FiniteStateMachines from @{Task} with key @{Unit}
--- Assign the @{Task} from the @{Group}s.
-- @param #TASK_BASE self
-- @return #TASK_BASE self
function TASK_BASE:RemoveStateMachines( TaskUnit )
local TaskUnitName = TaskUnit:GetName()
for _, Fsm in pairs( self.Fsm[TaskUnitName] ) do
Fsm = nil
self.Fsm[TaskUnitName][_] = nil
self:E( self.Fsm[TaskUnitName][_] )
function TASK_BASE:UnAssignFromGroups()
self:F2()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
TaskGroup:SetState( TaskGroup, "Assigned", nil )
local TaskUnits = TaskGroup:GetUnits()
for UnitID, UnitData in pairs( TaskUnits ) do
local TaskUnit = UnitData -- Unit#UNIT
local PlayerName = TaskUnit:GetPlayerName()
if PlayerName ~= nil or PlayerName ~= "" then
self:UnAssignFromUnit( TaskUnit )
end
end
end
self.Fsm[TaskUnitName] = nil
end
--- Checks if there is a FiniteStateMachine assigned to @{Unit} for @{Task}
--- Returns if the @{Task} is assigned to the Group.
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:HasStateMachine( TaskUnit )
local TaskUnitName = TaskUnit:GetName()
self:F( { TaskUnitName, self.Fsm[TaskUnitName] ~= nil } )
return ( self.Fsm[TaskUnitName] ~= nil )
-- @param Group#GROUP TaskGroup
-- @return #boolean
function TASK_BASE:IsAssignedToGroup( TaskGroup )
local TaskGroupName = TaskGroup:GetName()
if self:IsStateAssigned() then
if TaskGroup:GetState( TaskGroup, "Assigned" ) == self then
return true
end
end
return false
end
--- Assign the @{Task}to an alive @{Unit}.
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
@@ -134,17 +197,291 @@ end
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:UnAssignFromUnit( TaskUnit, FailProcesses )
self:F( TaskUnit:GetName() )
function TASK_BASE:UnAssignFromUnit( TaskUnitName )
self:F( TaskUnitName )
if self:HasStateMachine( TaskUnit ) == true then
self:RemoveStateMachines( TaskUnit )
self:RemoveProcesses( TaskUnit, FailProcesses )
if self:HasStateMachine( TaskUnitName ) == true then
self:RemoveStateMachines( TaskUnitName )
self:RemoveProcesses( TaskUnitName )
end
return self
end
--- Set the menu options of the @{Task} to all the groups in the SetGroup.
-- @param #TASK_BASE self
-- @return #TASK_BASE self
function TASK_BASE:SetPlannedMenu()
local MenuText = self:GetPlannedMenuText()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if not self:IsAssignedToGroup( TaskGroup ) then
self:SetPlannedMenuForGroup( TaskGroup, MenuText )
end
end
end
--- Set the menu options of the @{Task} to all the groups in the SetGroup.
-- @param #TASK_BASE self
-- @return #TASK_BASE self
function TASK_BASE:SetAssignedMenu()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if self:IsAssignedToGroup( TaskGroup ) then
self:SetAssignedMenuForGroup( TaskGroup )
end
end
end
--- Remove the menu options of the @{Task} to all the groups in the SetGroup.
-- @param #TASK_BASE self
-- @return #TASK_BASE self
function TASK_BASE:RemoveMenu()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
self:RemoveMenuForGroup( TaskGroup )
end
end
--- Set the planned menu option of the @{Task}.
-- @param #TASK_BASE self
-- @param Group#GROUP TaskGroup
-- @param #string MenuText The menu text.
-- @return #TASK_BASE self
function TASK_BASE:SetPlannedMenuForGroup( TaskGroup, MenuText )
self:E( TaskGroup:GetName() )
local TaskMission = self.Mission:GetName()
local TaskCategory = self:GetCategory()
local TaskType = self:GetType()
local Mission = self.Mission
Mission.MenuMission = Mission.MenuMission or {}
local MenuMission = Mission.MenuMission
Mission.MenuCategory = Mission.MenuCategory or {}
local MenuCategory = Mission.MenuCategory
Mission.MenuType = Mission.MenuType or {}
local MenuType = Mission.MenuType
self.Menu = self.Menu or {}
local Menu = self.Menu
local TaskGroupName = TaskGroup:GetName()
MenuMission[TaskGroupName] = MenuMission[TaskGroupName] or MENU_GROUP:New( TaskGroup, TaskMission, nil )
MenuCategory[TaskGroupName] = MenuCategory[TaskGroupName] or {}
MenuCategory[TaskGroupName][TaskCategory] = MenuCategory[TaskGroupName][TaskCategory] or MENU_GROUP:New( TaskGroup, TaskCategory, MenuMission[TaskGroupName] )
MenuType[TaskGroupName] = MenuType[TaskGroupName] or {}
MenuType[TaskGroupName][TaskType] = MenuType[TaskGroupName][TaskType] or MENU_GROUP:New( TaskGroup, TaskType, MenuCategory[TaskGroupName][TaskCategory] )
if Menu[TaskGroupName] then
Menu[TaskGroupName]:Remove()
end
Menu[TaskGroupName] = MENU_GROUP_COMMAND:New( TaskGroup, MenuText, MenuType[TaskGroupName][TaskType], self.MenuAssignToGroup, { self = self, TaskGroup = TaskGroup } )
return self
end
--- Set the assigned menu options of the @{Task}.
-- @param #TASK_BASE self
-- @param Group#GROUP TaskGroup
-- @return #TASK_BASE self
function TASK_BASE:SetAssignedMenuForGroup( TaskGroup )
self:E( TaskGroup:GetName() )
local TaskMission = self.Mission:GetName()
local Mission = self.Mission
Mission.MenuMission = Mission.MenuMission or {}
local MenuMission = Mission.MenuMission
self.MenuStatus = self.MenuStatus or {}
local MenuStatus = self.MenuStatus
self.MenuAbort = self.MenuAbort or {}
local MenuAbort = self.MenuAbort
local TaskGroupName = TaskGroup:GetName()
MenuMission[TaskGroupName] = MenuMission[TaskGroupName] or MENU_GROUP:New( TaskGroup, TaskMission, nil )
MenuStatus[TaskGroupName] = MENU_GROUP_COMMAND:New( TaskGroup, "Task Status", MenuMission[TaskGroupName], self.MenuTaskStatus, { self = self, TaskGroup = TaskGroup } )
MenuAbort[TaskGroupName] = MENU_GROUP_COMMAND:New( TaskGroup, "Abort Task", MenuMission[TaskGroupName], self.MenuTaskAbort, { self = self, TaskGroup = TaskGroup } )
return self
end
--- Remove the menu option of the @{Task} for a @{Group}.
-- @param #TASK_BASE self
-- @param Group#GROUP TaskGroup
-- @return #TASK_BASE self
function TASK_BASE:RemoveMenuForGroup( TaskGroup )
local TaskGroupName = TaskGroup:GetName()
local Mission = self.Mission
local MenuMission = Mission.MenuMission
local MenuCategory = Mission.MenuCategory
local MenuType = Mission.MenuType
local MenuStatus = self.MenuStatus
local MenuAbort = self.MenuAbort
local Menu = self.Menu
Menu = Menu or {}
if Menu[TaskGroupName] then
Menu[TaskGroupName]:Remove()
Menu[TaskGroupName] = nil
end
MenuType = MenuType or {}
if MenuType[TaskGroupName] then
for _, Menu in pairs( MenuType[TaskGroupName] ) do
Menu:Remove()
end
MenuType[TaskGroupName] = nil
end
MenuCategory = MenuCategory or {}
if MenuCategory[TaskGroupName] then
for _, Menu in pairs( MenuCategory[TaskGroupName] ) do
Menu:Remove()
end
MenuCategory[TaskGroupName] = nil
end
MenuStatus = MenuStatus or {}
if MenuStatus[TaskGroupName] then
MenuStatus[TaskGroupName]:Remove()
MenuStatus[TaskGroupName] = nil
end
MenuAbort = MenuAbort or {}
if MenuAbort[TaskGroupName] then
MenuAbort[TaskGroupName]:Remove()
MenuAbort[TaskGroupName] = nil
end
end
function TASK_BASE.MenuAssignToGroup( MenuParam )
local self = MenuParam.self
local TaskGroup = MenuParam.TaskGroup
self:AssignToGroup( TaskGroup )
end
function TASK_BASE.MenuTaskStatus( MenuParam )
local self = MenuParam.self
local TaskGroup = MenuParam.TaskGroup
--self:AssignToGroup( TaskGroup )
end
function TASK_BASE.MenuTaskAbort( MenuParam )
local self = MenuParam.self
local TaskGroup = MenuParam.TaskGroup
--self:AssignToGroup( TaskGroup )
end
--- Returns the @{Task} name.
-- @param #TASK_BASE self
-- @return #string TaskName
function TASK_BASE:GetTaskName()
return self.TaskName
end
--- Add Process to @{Task} with key @{Unit}.
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:AddProcess( TaskUnit, Process )
local TaskUnitName = TaskUnit:GetName()
self.Processes = self.Processes or {}
self.Processes[TaskUnitName] = self.Processes[TaskUnitName] or {}
self.Processes[TaskUnitName][#self.Processes[TaskUnitName]+1] = Process
return Process
end
--- Remove Processes from @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @param #string TaskUnitName
-- @return #TASK_BASE self
function TASK_BASE:RemoveProcesses( TaskUnitName )
for ProcessID, ProcessData in pairs( self.Processes[TaskUnitName] ) do
local Process = ProcessData -- Process#PROCESS
Process:StopEvents()
Process = nil
self.Processes[TaskUnitName][ProcessID] = nil
self:E( self.Processes[TaskUnitName][ProcessID] )
end
self.Processes[TaskUnitName] = nil
end
--- Fail processes from @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @param #string TaskUnitName
-- @return #TASK_BASE self
function TASK_BASE:FailProcesses( TaskUnitName )
for ProcessID, ProcessData in pairs( self.Processes[TaskUnitName] ) do
local Process = ProcessData -- Process#PROCESS
self:E( { "Failing process: ", Process } )
Process.Fsm:Fail()
end
end
--- Add a FiniteStateMachine to @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:AddStateMachine( TaskUnit, Fsm )
local TaskUnitName = TaskUnit:GetName()
self.Fsm[TaskUnitName] = self.Fsm[TaskUnitName] or {}
self.Fsm[TaskUnitName][#self.Fsm[TaskUnitName]+1] = Fsm
return Fsm
end
--- Remove FiniteStateMachines from @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @param #string TaskUnitName
-- @return #TASK_BASE self
function TASK_BASE:RemoveStateMachines( TaskUnitName )
for _, Fsm in pairs( self.Fsm[TaskUnitName] ) do
Fsm = nil
self.Fsm[TaskUnitName][_] = nil
self:E( self.Fsm[TaskUnitName][_] )
end
self.Fsm[TaskUnitName] = nil
end
--- Checks if there is a FiniteStateMachine assigned to @{Unit} for @{Task}
-- @param #TASK_BASE self
-- @param #string TaskUnitName
-- @return #TASK_BASE self
function TASK_BASE:HasStateMachine( TaskUnitName )
self:F( { TaskUnitName, self.Fsm[TaskUnitName] ~= nil } )
return ( self.Fsm[TaskUnitName] ~= nil )
end
--- Register a potential new assignment for a new spawned @{Unit}.
-- Tasks only get assigned if there are players in it.
-- @param #TASK_BASE self
@@ -158,8 +495,11 @@ function TASK_BASE:_EventAssignUnit( Event )
local TaskPlayerName = TaskUnit:GetPlayerName()
if TaskPlayerName ~= nil then
if not self:HasStateMachine( TaskUnit ) then
self.TaskUnit = TaskUnit
self:AssignToUnit( TaskUnit )
-- Check if the task was assigned to the group, if it was assigned to the group, assign to the unit just spawned and initiate the processes.
local TaskGroup = TaskUnit:GetGroup()
if self:IsAssignedToGroup( TaskGroup ) then
self:AssignToUnit( TaskUnit )
end
end
end
end
@@ -167,17 +507,58 @@ function TASK_BASE:_EventAssignUnit( Event )
return nil
end
--- Catches the "player leave unit" event for a @{Unit} ....
-- When a player is an air unit, and leaves the unit:
--
-- * and he is not at an airbase runway on the ground, he will fail its task.
-- * and he is on an airbase and on the ground, the process for him will just continue to work, he can switch airplanes, and take-off again.
-- This is important to model the change from plane types for a player during mission assignment.
-- @param #TASK_BASE self
-- @param Event#EVENTDATA Event
-- @return #TASK_BASE self
function TASK_BASE:_EventPlayerLeaveUnit( Event )
self:F( Event )
if Event.IniUnit then
local TaskUnit = Event.IniUnit
local TaskUnitName = Event.IniUnitName
-- Check if for this unit in the task there is a process ongoing.
if self:HasStateMachine( TaskUnitName ) then
if TaskUnit:IsAir() then
if TaskUnit:IsAboveRunway() then
-- do nothing
else
self:E( "IsNotAboveRunway" )
-- Player left airplane during an assigned task and was not at an airbase.
self:FailProcesses( TaskUnitName )
self:UnAssignFromUnit( TaskUnitName )
end
end
end
end
return nil
end
--- UnAssigns a @{Unit} that is left by a player, crashed, dead, ....
-- There are only assignments if there are players in it.
-- @param #TASK_BASE self
-- @param Event#EVENTDATA Event
-- @return #TASK_BASE self
function TASK_BASE:_EventUnAssignUnit( Event )
function TASK_BASE:_EventDead( Event )
self:F( Event )
if Event.IniUnit then
local TaskUnit = Event.IniUnit
self:F( TaskUnit:GetName() )
self:UnAssignFromUnit( TaskUnit, true )
local TaskUnitName = Event.IniUnitName
-- Check if for this unit in the task there is a process ongoing.
if self:HasStateMachine( TaskUnitName ) then
self:FailProcesses( TaskUnitName )
self:UnAssignFromUnit( TaskUnitName )
end
local TaskGroup = Event.IniUnit:GetGroup()
TaskGroup:SetState( TaskGroup, "Assigned", nil )
end
return nil
end
@@ -189,6 +570,19 @@ function TASK_BASE:GetScoring()
return self.Mission:GetScoring()
end
--- Gets the Task Index, which is a combination of the Task category, the Task type, the Task name.
-- @param #TASK_BASE self
-- @return #string The Task ID
function TASK_BASE:GetTaskIndex()
local TaskCategory = self:GetCategory()
local TaskType = self:GetType()
local TaskName = self:GetName()
return TaskCategory .. "." ..TaskType .. "." .. TaskName
end
--- Sets the Name of the Task
-- @param #TASK_BASE self
-- @param #string TaskName
@@ -250,6 +644,7 @@ end
-- @param #TASK_BASE self
function TASK_BASE:StateSuccess()
self:SetState( self, "State", "Success" )
return self
end
--- Is the @{Task} status **Success**.
@@ -262,6 +657,7 @@ end
-- @param #TASK_BASE self
function TASK_BASE:StateFailed()
self:SetState( self, "State", "Failed" )
return self
end
--- Is the @{Task} status **Failed**.
@@ -274,6 +670,7 @@ end
-- @param #TASK_BASE self
function TASK_BASE:StatePlanned()
self:SetState( self, "State", "Planned" )
return self
end
--- Is the @{Task} status **Planned**.
@@ -286,6 +683,7 @@ end
-- @param #TASK_BASE self
function TASK_BASE:StateAssigned()
self:SetState( self, "State", "Assigned" )
return self
end
--- Is the @{Task} status **Assigned**.
@@ -298,6 +696,7 @@ end
-- @param #TASK_BASE self
function TASK_BASE:StateHold()
self:SetState( self, "State", "Hold" )
return self
end
--- Is the @{Task} status **Hold**.
@@ -310,6 +709,7 @@ end
-- @param #TASK_BASE self
function TASK_BASE:StateReplanned()
self:SetState( self, "State", "Replanned" )
return self
end
--- Is the @{Task} status **Replanned**.
@@ -327,12 +727,14 @@ end
--- Sets a @{Task} briefing.
-- @param #TASK_BASE self
-- @param #string TaskBriefing
-- @return self
-- @return #TASK_BASE self
function TASK_BASE:SetBriefing( TaskBriefing )
self.TaskBriefing = TaskBriefing
return self
end
--- Adds a score for the TASK to be achieved.
-- @param #TASK_BASE self
-- @param #string TaskStatus is the status of the TASK when the score needs to be given.
@@ -348,23 +750,94 @@ function TASK_BASE:AddScore( TaskStatus, ScoreText, Score )
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_BASE:OnStateChange( Fsm, Event, From, To )
function TASK_BASE:OnAssigned( TaskUnit, Fsm, Event, From, To )
MESSAGE:New( "Task " .. self.TaskName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
self:E("Assigned")
local TaskGroup = TaskUnit:GetGroup()
TaskGroup:Message( self.TaskBriefing, 20 )
self:RemoveMenuForGroup( TaskGroup )
self:SetAssignedMenuForGroup( TaskGroup )
end
--- StateMachine callback function for a TASK
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_BASE:OnSuccess( TaskUnit, Fsm, Event, From, To )
self:E("Success")
self:UnAssignFromGroups()
local TaskGroup = TaskUnit:GetGroup()
self.Mission:SetPlannedMenu()
self:StateSuccess()
-- The task has become successful, the event catchers can be cleaned.
self:CleanUp()
end
--- StateMachine callback function for a TASK
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_BASE:OnFailed( TaskUnit, Fsm, Event, From, To )
self:E( { "Failed for unit ", TaskUnit:GetName(), TaskUnit:GetPlayerName() } )
-- A task cannot be "failed", so a task will always be there waiting for players to join.
-- When the player leaves its unit, we will need to check whether he was on the ground or not at an airbase.
-- When the player crashes, we will need to check whether in the group there are other players still active. It not, we reset the task from Assigned to Planned, otherwise, we just leave as Assigned.
self:UnAssignFromGroups()
self:StatePlanned()
end
--- StateMachine callback function for a TASK
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_BASE:OnStateChange( TaskUnit, Fsm, Event, From, To )
if self:IsTrace() then
MESSAGE:New( "Task " .. self.TaskName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
end
self:E( { Event, From, To } )
self:SetState( self, "State", To )
if self.Scores[To] then
local Scoring = self:GetScoring()
if Scoring then
Scoring:_AddMissionTaskScore( self.Mission, self.TaskUnit, self.Scores[To].ScoreText, self.Scores[To].Score )
Scoring:_AddMissionScore( self.Mission, self.Scores[To].ScoreText, self.Scores[To].Score )
end
end

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@@ -0,0 +1,145 @@
--- This module contains the TASK_BAI classes.
--
-- 1) @{#TASK_BAI} class, extends @{Task#TASK_BASE}
-- =================================================
-- The @{#TASK_BAI} class defines a new BAI task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
-- The TASK_BAI is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Route#PROCESS_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_BAI
do -- TASK_BAI
--- The TASK_BAI class
-- @type TASK_BAI
-- @extends Task#TASK_BASE
TASK_BAI = {
ClassName = "TASK_BAI",
}
--- Instantiates a new TASK_BAI.
-- @param #TASK_BAI self
-- @param Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_BAI self
function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, "BAI", "A2G" ) )
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- Removes a TASK_BAI.
-- @param #TASK_BAI self
-- @return #nil
function TASK_BAI:CleanUp()
self:GetParent( self ):CleanUp()
return nil
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_BAI self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BAI self
function TASK_BAI:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_DESTROY:New( self, "BAI", TaskUnit, self.TargetSetUnit ) )
local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, TaskUnit, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Start' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke.Fsm, event = 'Start', }
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a ground unit", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a ground unit", -100 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_BAI self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_BAI:OnNext( Fsm, Event, From, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_BAI self
function TASK_BAI:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_BAI self
function TASK_BAI:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_BAI self
function TASK_BAI._Scheduler()
self:F2()
return true
end
end

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@@ -1,105 +1,145 @@
--- @module Task_CAS
--- This module contains the TASK_CAS classes.
--
-- 1) @{#TASK_CAS} class, extends @{Task#TASK_BASE}
-- =================================================
-- The @{#TASK_CAS} class defines a new CAS task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
-- The TASK_CAS is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Route#PROCESS_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_CAS
--- The TASK_CAS class
-- @type TASK_CAS
-- @extends Task#TASK_BASE
TASK_CAS = {
ClassName = "TASK_CAS",
}
--- Instantiates a new TASK_CAS.
-- @param #TASK_CAS self
-- @param Mission#MISSION Mission
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_CAS self
function TASK_CAS:New( Mission, MenuText, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, MenuText, "CAS", "A2G" ) )
self:F()
do -- TASK_CAS
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnBirth( self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerEnterUnit(self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnCrash(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnDead(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnPilotDead(self._EventUnAssignUnit, self )
return self
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_CAS self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_CAS self
function TASK_CAS:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_SEAD:New( self, TaskUnit, self.TargetSetUnit ) )
--- The TASK_CAS class
-- @type TASK_CAS
-- @extends Task#TASK_BASE
TASK_CAS = {
ClassName = "TASK_CAS",
}
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Menu', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Route' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Await', returnevents = { 'Next' } }
}
} ) )
--- Instantiates a new TASK_CAS.
-- @param #TASK_CAS self
-- @param Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_CAS self
function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, "CAS", "A2G" ) )
self:F()
ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a ground unit", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a ground unit", -100 )
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
Process:Next()
--- Removes a TASK_CAS.
-- @param #TASK_CAS self
-- @return #nil
function TASK_CAS:CleanUp()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_CAS self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_CAS:OnNext( Fsm, Event, From, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_CAS self
function TASK_CAS:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_CAS self
function TASK_CAS._Scheduler()
self:F2()
return true
self:GetParent( self ):CleanUp()
return nil
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_CAS self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_CAS self
function TASK_CAS:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_DESTROY:New( self, "CAS", TaskUnit, self.TargetSetUnit ) )
local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, TaskUnit, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Start' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke.Fsm, event = 'Start', }
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a ground unit", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a ground unit", -100 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_CAS self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_CAS:OnNext( Fsm, Event, From, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_CAS self
function TASK_CAS:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_CAS self
function TASK_CAS:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_CAS self
function TASK_CAS._Scheduler()
self:F2()
return true
end
end

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@@ -1,109 +1,145 @@
--- @module Task_SEAD
--- This module contains the TASK_SEAD classes.
--
-- 1) @{#TASK_SEAD} class, extends @{Task#TASK_BASE}
-- =================================================
-- The @{#TASK_SEAD} class defines a new SEAD task of a @{Set} of Target Units, located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
-- The TASK_SEAD is processed through a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Route#PROCESS_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_SEAD
--- The TASK_SEAD class
-- @type TASK_SEAD
-- @extends Task#TASK_BASE
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
-- @param Mission#MISSION Mission
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, MenuText, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, MenuText, "SEAD", "A2G" ) )
self:F()
do -- TASK_SEAD
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnBirth( self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerEnterUnit(self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnCrash(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnDead(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnPilotDead(self._EventUnAssignUnit, self )
return self
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_SEAD self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_SEAD self
function TASK_SEAD:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
--- The TASK_SEAD class
-- @type TASK_SEAD
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Task#TASK_BASE
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_SEAD:New( self, TaskUnit, self.TargetSetUnit ) )
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
-- @param Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, "SEAD", "A2G" ) )
self:F()
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Menu', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Route' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Await', returnevents = { 'Next' } }
}
} ) )
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
ProcessRoute:AddScore( "Failed", "failed to destroy a radar", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a radar", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a radar", -100 )
self:AddScore( "Success", "Destroyed all target radars", 250 )
return self
end
--- Removes a TASK_SEAD.
-- @param #TASK_SEAD self
-- @return #nil
function TASK_SEAD:CleanUp()
self:GetParent(self):CleanUp()
return nil
end
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_SEAD:OnNext( Fsm, Event, From, To )
self:SetState( self, "State", To )
end
--- @param #TASK_SEAD self
function TASK_SEAD:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_SEAD self
function TASK_SEAD._Scheduler()
self:F2()
return true
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_SEAD self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_SEAD self
function TASK_SEAD:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_DESTROY:New( self, "SEAD", TaskUnit, self.TargetSetUnit ) )
local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, TaskUnit, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Start' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke.Fsm, event = 'Start', }
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a radar", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a radar", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a radar", -100 )
self:AddScore( "Success", "Destroyed all target radars", 250 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_SEAD:OnNext( Fsm, Event, From, To )
self:SetState( self, "State", To )
end
--- @param #TASK_SEAD self
function TASK_SEAD:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_SEAD self
function TASK_SEAD:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_SEAD self
function TASK_SEAD._Scheduler()
self:F2()
return true
end
end

View File

@@ -1,459 +0,0 @@
--- The TASK Classes define major end-to-end activities within a MISSION. The TASK Class is the Master Class to orchestrate these activities. From this class, many concrete TASK classes are inherited.
-- @module TASK
--- The TASK class
-- @type TASK
-- @extends Base#BASE
TASK = {
-- Defines the different signal types with a Task.
SIGNAL = {
COLOR = {
RED = { ID = 1, COLOR = trigger.smokeColor.Red, TEXT = "A red" },
GREEN = { ID = 2, COLOR = trigger.smokeColor.Green, TEXT = "A green" },
BLUE = { ID = 3, COLOR = trigger.smokeColor.Blue, TEXT = "A blue" },
WHITE = { ID = 4, COLOR = trigger.smokeColor.White, TEXT = "A white" },
ORANGE = { ID = 5, COLOR = trigger.smokeColor.Orange, TEXT = "An orange" }
},
TYPE = {
SMOKE = { ID = 1, TEXT = "smoke" },
FLARE = { ID = 2, TEXT = "flare" }
}
},
ClassName = "TASK",
Mission = {}, -- Owning mission of the Task
Name = '',
Stages = {},
Stage = {},
Cargos = {
InitCargos = {},
LoadCargos = {}
},
LandingZones = {
LandingZoneNames = {},
LandingZones = {}
},
ActiveStage = 0,
TaskDone = false,
TaskFailed = false,
GoalTasks = {}
}
--- Instantiates a new TASK Base. Should never be used. Interface Class.
-- @return TASK
function TASK:New()
local self = BASE:Inherit( self, BASE:New() )
self:F()
-- assign Task default values during construction
self.TaskBriefing = "Task: No Task."
self.Time = timer.getTime()
self.ExecuteStage = _TransportExecuteStage.NONE
return self
end
function TASK:SetStage( StageSequenceIncrement )
self:F( { StageSequenceIncrement } )
local Valid = false
if StageSequenceIncrement ~= 0 then
self.ActiveStage = self.ActiveStage + StageSequenceIncrement
if 1 <= self.ActiveStage and self.ActiveStage <= #self.Stages then
self.Stage = self.Stages[self.ActiveStage]
self:T( { self.Stage.Name } )
self.Frequency = self.Stage.Frequency
Valid = true
else
Valid = false
env.info( "TASK:SetStage() self.ActiveStage is smaller or larger than self.Stages array. self.ActiveStage = " .. self.ActiveStage )
end
end
self.Time = timer.getTime()
return Valid
end
function TASK:Init()
self:F()
self.ActiveStage = 0
self:SetStage(1)
self.TaskDone = false
self.TaskFailed = false
end
--- Get progress of a TASK.
-- @return string GoalsText
function TASK:GetGoalProgress()
self:F2()
local GoalsText = ""
for GoalVerb, GoalVerbData in pairs( self.GoalTasks ) do
local Goals = self:GetGoalCompletion( GoalVerb )
if Goals and Goals ~= "" then
Goals = '(' .. Goals .. ')'
else
Goals = '( - )'
end
GoalsText = GoalsText .. GoalVerb .. ': ' .. self:GetGoalCount(GoalVerb) .. ' goals ' .. Goals .. ' of ' .. self:GetGoalTotal(GoalVerb) .. ' goals completed (' .. self:GetGoalPercentage(GoalVerb) .. '%); '
end
if GoalsText == "" then
GoalsText = "( - )"
end
return GoalsText
end
--- Show progress of a TASK.
-- @param MISSION Mission Group structure describing the Mission.
-- @param CLIENT Client Group structure describing the Client.
function TASK:ShowGoalProgress( Mission, Client )
self:F2()
local GoalsText = ""
for GoalVerb, GoalVerbData in pairs( self.GoalTasks ) do
if Mission:IsCompleted() then
else
local Goals = self:GetGoalCompletion( GoalVerb )
if Goals and Goals ~= "" then
else
Goals = "-"
end
GoalsText = GoalsText .. self:GetGoalProgress()
end
end
if Mission.MissionReportFlash or Mission.MissionReportShow then
Client:Message( GoalsText, 10, "Mission Command: Task Status", 30, "Task status" )
end
end
--- Sets a TASK to status Done.
function TASK:Done()
self:F2()
self.TaskDone = true
end
--- Returns if a TASK is done.
-- @return bool
function TASK:IsDone()
self:F2( self.TaskDone )
return self.TaskDone
end
--- Sets a TASK to status failed.
function TASK:Failed()
self:F()
self.TaskFailed = true
end
--- Returns if a TASk has failed.
-- @return bool
function TASK:IsFailed()
self:F2( self.TaskFailed )
return self.TaskFailed
end
function TASK:Reset( Mission, Client )
self:F2()
self.ExecuteStage = _TransportExecuteStage.NONE
end
--- Returns the Goals of a TASK
-- @return @table Goals
function TASK:GetGoals()
return self.GoalTasks
end
--- Returns if a TASK has Goal(s).
-- @param #TASK self
-- @param #string GoalVerb is the name of the Goal of the TASK.
-- @return bool
function TASK:Goal( GoalVerb )
self:F2( { GoalVerb } )
if not GoalVerb then
GoalVerb = self.GoalVerb
end
self:T2( {self.GoalTasks[GoalVerb] } )
if self.GoalTasks[GoalVerb] and self.GoalTasks[GoalVerb].GoalTotal > 0 then
return true
else
return false
end
end
--- Sets the total Goals to be achieved of the Goal Name
-- @param number GoalTotal is the number of times the GoalVerb needs to be achieved.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
function TASK:SetGoalTotal( GoalTotal, GoalVerb )
self:F2( { GoalTotal, GoalVerb } )
if not GoalVerb then
GoalVerb = self.GoalVerb
end
self.GoalTasks[GoalVerb] = {}
self.GoalTasks[GoalVerb].Goals = {}
self.GoalTasks[GoalVerb].GoalTotal = GoalTotal
self.GoalTasks[GoalVerb].GoalCount = 0
return self
end
--- Gets the total of Goals to be achieved within the TASK of the GoalVerb.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
function TASK:GetGoalTotal( GoalVerb )
self:F2( { GoalVerb } )
if not GoalVerb then
GoalVerb = self.GoalVerb
end
if self:Goal( GoalVerb ) then
return self.GoalTasks[GoalVerb].GoalTotal
else
return 0
end
end
--- Sets the total of Goals currently achieved within the TASK of the GoalVerb.
-- @param number GoalCount is the total number of Goals achieved within the TASK.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
-- @return TASK
function TASK:SetGoalCount( GoalCount, GoalVerb )
self:F2()
if not GoalVerb then
GoalVerb = self.GoalVerb
end
if self:Goal( GoalVerb) then
self.GoalTasks[GoalVerb].GoalCount = GoalCount
end
return self
end
--- Increments the total of Goals currently achieved within the TASK of the GoalVerb, with the given GoalCountIncrease.
-- @param number GoalCountIncrease is the number of new Goals achieved within the TASK.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
-- @return TASK
function TASK:IncreaseGoalCount( GoalCountIncrease, GoalVerb )
self:F2( { GoalCountIncrease, GoalVerb } )
if not GoalVerb then
GoalVerb = self.GoalVerb
end
if self:Goal( GoalVerb) then
self.GoalTasks[GoalVerb].GoalCount = self.GoalTasks[GoalVerb].GoalCount + GoalCountIncrease
end
return self
end
--- Gets the total of Goals currently achieved within the TASK of the GoalVerb.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
-- @return TASK
function TASK:GetGoalCount( GoalVerb )
self:F2()
if not GoalVerb then
GoalVerb = self.GoalVerb
end
if self:Goal( GoalVerb ) then
return self.GoalTasks[GoalVerb].GoalCount
else
return 0
end
end
--- Gets the percentage of Goals currently achieved within the TASK of the GoalVerb.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
-- @return TASK
function TASK:GetGoalPercentage( GoalVerb )
self:F2()
if not GoalVerb then
GoalVerb = self.GoalVerb
end
if self:Goal( GoalVerb ) then
return math.floor( self:GetGoalCount( GoalVerb ) / self:GetGoalTotal( GoalVerb ) * 100 + .5 )
else
return 100
end
end
--- Returns if all the Goals of the TASK were achieved.
-- @return bool
function TASK:IsGoalReached()
self:F2()
local GoalReached = true
for GoalVerb, Goals in pairs( self.GoalTasks ) do
self:T2( { "GoalVerb", GoalVerb } )
if self:Goal( GoalVerb ) then
local GoalToDo = self:GetGoalTotal( GoalVerb ) - self:GetGoalCount( GoalVerb )
self:T2( "GoalToDo = " .. GoalToDo )
if GoalToDo <= 0 then
else
GoalReached = false
break
end
else
break
end
end
self:T( { GoalReached, self.GoalTasks } )
return GoalReached
end
--- Adds an Additional Goal for the TASK to be achieved.
-- @param string GoalVerb is the name of the Goal of the TASK.
-- @param string GoalTask is a text describing the Goal of the TASK to be achieved.
-- @param number GoalIncrease is a number by which the Goal achievement is increasing.
function TASK:AddGoalCompletion( GoalVerb, GoalTask, GoalIncrease )
self:F2( { GoalVerb, GoalTask, GoalIncrease } )
if self:Goal( GoalVerb ) then
self.GoalTasks[GoalVerb].Goals[#self.GoalTasks[GoalVerb].Goals+1] = GoalTask
self.GoalTasks[GoalVerb].GoalCount = self.GoalTasks[GoalVerb].GoalCount + GoalIncrease
end
return self
end
--- Returns if the additional Goal for the TASK was completed.
-- @param ?string GoalVerb is the name of the Goal of the TASK. If the GoalVerb is not given, then the default TASK Goals will be used.
-- @return string Goals
function TASK:GetGoalCompletion( GoalVerb )
self:F2( { GoalVerb } )
if self:Goal( GoalVerb ) then
local Goals = ""
for GoalID, GoalName in pairs( self.GoalTasks[GoalVerb].Goals ) do Goals = Goals .. GoalName .. " + " end
return Goals:gsub(" + $", ""), self.GoalTasks[GoalVerb].GoalCount
end
end
function TASK.MenuAction( Parameter )
Parameter.ReferenceTask.ExecuteStage = _TransportExecuteStage.EXECUTING
Parameter.ReferenceTask.Cargo = Parameter.CargoTask
end
function TASK:StageExecute()
self:F()
local Execute = false
if self.Frequency == STAGE.FREQUENCY.REPEAT then
Execute = true
elseif self.Frequency == STAGE.FREQUENCY.NONE then
Execute = false
elseif self.Frequency >= 0 then
Execute = true
self.Frequency = self.Frequency - 1
end
return Execute
end
--- Work function to set signal events within a TASK.
function TASK:AddSignal( SignalUnitNames, SignalType, SignalColor, SignalHeight )
self:F()
local Valid = true
if Valid then
if type( SignalUnitNames ) == "table" then
self.LandingZoneSignalUnitNames = SignalUnitNames
else
self.LandingZoneSignalUnitNames = { SignalUnitNames }
end
self.LandingZoneSignalType = SignalType
self.LandingZoneSignalColor = SignalColor
self.Signalled = false
if SignalHeight ~= nil then
self.LandingZoneSignalHeight = SignalHeight
else
self.LandingZoneSignalHeight = 0
end
if self.TaskBriefing then
self.TaskBriefing = self.TaskBriefing .. " " .. SignalColor.TEXT .. " " .. SignalType.TEXT .. " will be fired when entering the landing zone."
end
end
return Valid
end
--- When the CLIENT is approaching the landing zone, a RED SMOKE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddSmokeRed( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.RED, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a GREEN SMOKE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddSmokeGreen( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.GREEN, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a BLUE SMOKE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddSmokeBlue( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.BLUE, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a WHITE SMOKE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddSmokeWhite( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.WHITE, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, an ORANGE SMOKE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddSmokeOrange( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.SMOKE, TASK.SIGNAL.COLOR.ORANGE, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a RED FLARE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddFlareRed( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.RED, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a GREEN FLARE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddFlareGreen( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.GREEN, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a BLUE FLARE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddFlareBlue( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.BLUE, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, a WHITE FLARE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddFlareWhite( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.WHITE, SignalHeight )
end
--- When the CLIENT is approaching the landing zone, an ORANGE FLARE will be fired by an optional SignalUnitNames.
-- @param table|string SignalUnitNames Name of the Group that will fire the signal. If this parameter is NIL, the signal will be fired from the center of the landing zone.
-- @param number SignalHeight Altitude that the Signal should be fired...
function TASK:AddFlareOrange( SignalUnitNames, SignalHeight )
self:F()
self:AddSignal( SignalUnitNames, TASK.SIGNAL.TYPE.FLARE, TASK.SIGNAL.COLOR.ORANGE, SignalHeight )
end

View File

@@ -49,7 +49,7 @@
-- -----------------------------
-- The UNIT class provides methods to obtain the current point or position of the DCS Unit.
-- The @{#UNIT.GetPointVec2}(), @{#UNIT.GetPointVec3}() will obtain the current **location** of the DCS Unit in a Vec2 (2D) or a **point** in a Vec3 (3D) vector respectively.
-- If you want to obtain the complete **3D position** including oriëntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
-- If you want to obtain the complete **3D position** including ori<EFBFBD>ntation and direction vectors, consult the @{#UNIT.GetPositionVec3}() method respectively.
--
-- 1.5) Test if alive
-- ------------------
@@ -352,7 +352,6 @@ function UNIT:HasSensors( ... )
local DCSUnit = self:GetDCSObject()
if DCSUnit then
self:E( arg )
local HasSensors = DCSUnit:hasSensors( unpack( arg ) )
return HasSensors
end
@@ -360,6 +359,29 @@ function UNIT:HasSensors( ... )
return nil
end
--- Returns if the unit is SEADable.
-- @param Unit#UNIT self
-- @return #boolean returns true if the unit is SEADable.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:HasSEAD()
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitSEADAttributes = DCSUnit:getDesc().attributes
local HasSEAD = false
if UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND1_FOR_ARM"] == true or
UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] and UnitSEADAttributes["RADAR_BAND2_FOR_ARM"] == true then
HasSEAD = true
end
return HasSEAD
end
return nil
end
--- Returns two values:
--
-- * First value indicates if at least one of the unit's radar(s) is on.
@@ -432,7 +454,47 @@ function UNIT:GetLife0()
return nil
end
--- Returns the Unit's A2G threat level on a scale from 1 to 10 ...
-- The following threat levels are foreseen:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 4: Unit is a tank.
-- * Threat level 5: Unit is a modern tank or ifv with ATGM.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 9: Unit is a Medium Range SAM, radar guided.
-- * Threat level 10: Unit is a Long Range SAM, radar guided.
function UNIT:GetThreatLevel()
local Attributes = self:GetDesc().attributes
local ThreatLevel = 0
self:T2( Attributes )
if Attributes["LR SAM"] then ThreatLevel = 10
elseif Attributes["MR SAM"] then ThreatLevel = 9
elseif Attributes["SR SAM"] and
not Attributes["IR Guided SAM"] then ThreatLevel = 8
elseif ( Attributes["SR SAM"] or Attributes["MANPADS"] ) and
Attributes["IR Guided SAM"] then ThreatLevel = 7
elseif Attributes["AAA"] then ThreatLevel = 6
elseif Attributes["Modern Tanks"] then ThreatLevel = 5
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
Attributes["ATGM"] then ThreatLevel = 4
elseif ( Attributes["Tanks"] or Attributes["IFV"] ) and
not Attributes["ATGM"] then ThreatLevel = 3
elseif Attributes["Old Tanks"] or Attributes["APC"] then ThreatLevel = 2
elseif Attributes["Infantry"] then ThreatLevel = 1
end
self:T2( ThreatLevel )
return ThreatLevel
end
-- Is functions
@@ -449,9 +511,9 @@ function UNIT:IsInZone( Zone )
self:T( { IsInZone } )
return IsInZone
else
return false
end
return false
end
--- Returns true if the unit is not within a @{Zone}.
@@ -533,14 +595,22 @@ end
-- @param #UNIT self
function UNIT:FlareRed()
self:F2()
trigger.action.signalFlare( self:GetPointVec3(), trigger.flareColor.Red, 0 )
local Vec3 = self:GetPointVec3()
if Vec3 then
trigger.action.signalFlare( Vec3, trigger.flareColor.Red, 0 )
end
end
--- Smoke the UNIT.
-- @param #UNIT self
function UNIT:Smoke( SmokeColor )
function UNIT:Smoke( SmokeColor, Range )
self:F2()
trigger.action.smoke( self:GetPointVec3(), SmokeColor )
if Range then
trigger.action.smoke( self:GetRandomPointVec3( Range ), SmokeColor )
else
trigger.action.smoke( self:GetPointVec3(), SmokeColor )
end
end
--- Smoke the UNIT Green.
@@ -624,6 +694,27 @@ function UNIT:IsGround()
return nil
end
--- Returns if the unit is a friendly unit.
-- @param #UNIT self
-- @return #boolean IsFriendly evaluation result.
function UNIT:IsFriendly( FriendlyCoalition )
self:F2()
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local UnitCoalition = DCSUnit:getCoalition()
self:T3( { UnitCoalition, FriendlyCoalition } )
local IsFriendlyResult = ( UnitCoalition == FriendlyCoalition )
self:E( IsFriendlyResult )
return IsFriendlyResult
end
return nil
end
--- Returns if the unit is of a ship category.
-- If the unit is a ship, this method will return true, otherwise false.
-- @param #UNIT self

View File

@@ -1,4 +1,21 @@
--- @type SMOKECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Orange
-- @field Blue
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
--- @type FLARECOLOR
-- @field Green
-- @field Red
-- @field White
-- @field Yellow
FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Utilities static class.
-- @type UTILS
UTILS = {}
@@ -157,6 +174,95 @@ UTILS.KmphToMps = function(kmph)
return kmph/3.6
end
--[[acc:
in DM: decimal point of minutes.
In DMS: decimal point of seconds.
position after the decimal of the least significant digit:
So:
42.32 - acc of 2.
]]
UTILS.tostringLL = function( lat, lon, acc, DMS)
local latHemi, lonHemi
if lat > 0 then
latHemi = 'N'
else
latHemi = 'S'
end
if lon > 0 then
lonHemi = 'E'
else
lonHemi = 'W'
end
lat = math.abs(lat)
lon = math.abs(lon)
local latDeg = math.floor(lat)
local latMin = (lat - latDeg)*60
local lonDeg = math.floor(lon)
local lonMin = (lon - lonDeg)*60
if DMS then -- degrees, minutes, and seconds.
local oldLatMin = latMin
latMin = math.floor(latMin)
local latSec = UTILS.Round((oldLatMin - latMin)*60, acc)
local oldLonMin = lonMin
lonMin = math.floor(lonMin)
local lonSec = UTILS.Round((oldLonMin - lonMin)*60, acc)
if latSec == 60 then
latSec = 0
latMin = latMin + 1
end
if lonSec == 60 then
lonSec = 0
lonMin = lonMin + 1
end
local secFrmtStr -- create the formatting string for the seconds place
if acc <= 0 then -- no decimal place.
secFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
secFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
return string.format('%02d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi
else -- degrees, decimal minutes.
latMin = UTILS.Round(latMin, acc)
lonMin = UTILS.Round(lonMin, acc)
if latMin == 60 then
latMin = 0
latDeg = latDeg + 1
end
if lonMin == 60 then
lonMin = 0
lonDeg = lonDeg + 1
end
local minFrmtStr -- create the formatting string for the minutes place
if acc <= 0 then -- no decimal place.
minFrmtStr = '%02d'
else
local width = 3 + acc -- 01.310 - that's a width of 6, for example.
minFrmtStr = '%0' .. width .. '.' .. acc .. 'f'
end
return string.format('%02d', latDeg) .. ' ' .. string.format(minFrmtStr, latMin) .. '\'' .. latHemi .. ' '
.. string.format('%02d', lonDeg) .. ' ' .. string.format(minFrmtStr, lonMin) .. '\'' .. lonHemi
end
end
--- From http://lua-users.org/wiki/SimpleRound
-- use negative idp for rounding ahead of decimal place, positive for rounding after decimal place

View File

@@ -307,9 +307,11 @@ function ZONE_RADIUS:IsPointVec2InZone( Vec2 )
self:F2( Vec2 )
local ZoneVec2 = self:GetVec2()
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
return true
if ZoneVec2 then
if (( Vec2.x - ZoneVec2.x )^2 + ( Vec2.y - ZoneVec2.y ) ^2 ) ^ 0.5 <= self:GetRadius() then
return true
end
end
return false
@@ -396,6 +398,7 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius )
self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
self.ZoneUNIT = ZoneUNIT
self.LastVec2 = ZoneUNIT:GetVec2()
return self
end
@@ -408,10 +411,16 @@ function ZONE_UNIT:GetVec2()
self:F( self.ZoneName )
local ZoneVec2 = self.ZoneUNIT:GetVec2()
if ZoneVec2 then
self.LastVec2 = ZoneVec2
return ZoneVec2
else
return self.LastVec2
end
self:T( { ZoneVec2 } )
return ZoneVec2
return nil
end
--- Returns a random location within the zone.
@@ -422,6 +431,9 @@ function ZONE_UNIT:GetRandomVec2()
local Point = {}
local PointVec2 = self.ZoneUNIT:GetPointVec2()
if not PointVec2 then
PointVec2 = self.LastVec2
end
local angle = math.random() * math.pi*2;
Point.x = PointVec2.x + math.cos( angle ) * math.random() * self:GetRadius();
@@ -432,6 +444,24 @@ function ZONE_UNIT:GetRandomVec2()
return Point
end
--- Returns the point of the zone.
-- @param #ZONE_RADIUS self
-- @param DCSTypes#Distance Height The height to add to the land height where the center of the zone is located.
-- @return DCSTypes#Vec3 The point of the zone.
function ZONE_UNIT:GetPointVec3( Height )
self:F2( self.ZoneName )
Height = Height or 0
local Vec2 = self:GetVec2()
local PointVec3 = { x = Vec2.x, y = land.getHeight( self:GetVec2() ) + Height, z = Vec2.y }
self:T2( { PointVec3 } )
return PointVec3
end
--- The ZONE_GROUP class defined by a zone around a @{Group}, taking the average center point of all the units within the Group, with a radius.
-- @type ZONE_GROUP
-- @field Group#GROUP ZoneGROUP