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Merge pull request #534 from FlightControl-Master/419-A2A-Tasking
419 a2a tasking
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Moose Development/Maths/Aspect.ggb
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Moose Development/Maths/Aspect.ggb
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@ -1303,19 +1303,52 @@ do -- DETECTION_BASE
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return nil
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end
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do -- Coordinates
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--- Get the COORDINATE of a detection item using a given numeric index.
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-- @param #DETECTION_BASE self
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-- @param #number Index
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-- @return Core.Point#COORDINATE Coordinate
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function DETECTION_BASE:GetDetectedItemCoordinate( Index )
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-- If the Zone is set, return the coordinate of the Zone.
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local DetectedItemSet = self:GetDetectedSet( Index )
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local FirstUnit = DetectedItemSet:GetFirst()
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local DetectedZone = self:GetDetectedItemZone( Index )
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if DetectedZone then
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local Coordinate = DetectedZone:GetCoordinate()
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Coordinate:SetHeading(FirstUnit:GetHeading())
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return Coordinate
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end
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-- If no Zone is set, return the coordinate of the first unit in the Set
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if FirstUnit then
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local Coordinate = FirstUnit:GetCoordinate()
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FirstUnit:SetHeading(FirstUnit:GetHeading())
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return Coordinate
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end
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return nil
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end
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end
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do -- Zones
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--- Get the @{Zone#ZONE_UNIT} of a detection area using a given numeric index.
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-- @param #DETECTION_BASE self
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-- @param #number Index
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-- @return Core.Zone#ZONE_UNIT DetectedZone
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function DETECTION_BASE:GetDetectedZone( Index )
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function DETECTION_BASE:GetDetectedItemZone( Index )
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local DetectedZone = self.DetectedItems[Index].Zone
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if DetectedZone then
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return DetectedZone
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end
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local Detected
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return nil
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end
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@ -1579,7 +1612,7 @@ do -- DETECTION_UNITS
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-- @param Index
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-- @return #string
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function DETECTION_UNITS:DetectedItemReportSummary( Index )
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self:F( Index )
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self:F( { Index, self.DetectedItems } )
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local DetectedItem = self:GetDetectedItem( Index )
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local DetectedSet = self:GetDetectedSet( Index )
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@ -1977,7 +2010,7 @@ do -- DETECTION_AREAS
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local DetectedSet = self:GetDetectedSet( Index )
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local ReportSummaryItem
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local DetectedZone = self:GetDetectedZone( Index )
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local DetectedZone = self:GetDetectedItemZone( Index )
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local DetectedItemCoordinate = DetectedZone:GetCoordinate()
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local DetectedItemCoordText = DetectedItemCoordinate:ToString()
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@ -2007,7 +2040,7 @@ do -- DETECTION_AREAS
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local DetectedSet = self:GetDetectedSet( Index )
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local ReportSummaryItem
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local DetectedZone = self:GetDetectedZone( Index )
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local DetectedZone = self:GetDetectedItemZone( Index )
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local DetectedItemCoordinate = DetectedZone:GetCoordinate()
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local DetectedItemCoordText = DetectedItemCoordinate:ToString()
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@ -825,7 +825,7 @@ end
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-- @param #TASK self
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function TASK:MenuTaskStatus( TaskGroup )
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local ReportText = self:ReportDetails()
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local ReportText = self:ReportDetails( TaskGroup )
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self:T( ReportText )
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self:GetMission():GetCommandCenter():MessageToGroup( ReportText, TaskGroup )
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@ -1369,8 +1369,9 @@ end
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--- Create a detailed report of the Task.
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-- List the Task Status, and the Players assigned to the Task.
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-- @param #TASK self
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-- @param Wrapper.Group#GROUP TaskGroup
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-- @return #string
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function TASK:ReportDetails() --R2.1 fixed report. Now nicely formatted and contains the info required.
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function TASK:ReportDetails( TaskGroup ) --R2.1 fixed report. Now nicely formatted and contains the info required.
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local Report = REPORT:New():SetIndent( 3 )
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@ -1389,16 +1390,27 @@ function TASK:ReportDetails() --R2.1 fixed report. Now nicely formatted and cont
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end
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local Players = PlayerReport:Text()
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local Detection = self.TaskInfo["Detection"] or ""
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local Changes = self.TaskInfo["Changes"] or ""
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Report:Add( "Task: " .. Name .. " - " .. State .. " - Detailed Report" )
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Report:Add( "\n - Players:" )
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Report:Add( " - Players:" )
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Report:AddIndent( Players )
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Report:Add( "\n - Detection:" )
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Report:AddIndent( Detection )
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Report:Add( "\n - Detection Changes:" )
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Report:AddIndent( Changes )
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for TaskInfoID, TaskInfo in pairs( self.TaskInfo ) do
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local TaskInfoIDText = string.format( " - %s: ", TaskInfoID )
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if type(TaskInfo) == "string" then
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Report:Add( TaskInfoIDText .. TaskInfo )
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elseif type(TaskInfo) == "table" then
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if TaskInfoID == "Coordinates" then
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local FromCoordinate = TaskGroup:GetUnit(1):GetCoordinate()
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Report:Add( TaskInfoIDText )
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Report:AddIndent( TaskInfo:ToStringBRAA( FromCoordinate ) .. ", " .. TaskInfo:ToStringAspect( FromCoordinate ) )
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Report:AddIndent( TaskInfo:ToStringBULLS( TaskGroup:GetCoalition() ) )
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else
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end
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end
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end
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return Report:Text()
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end
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381
Moose Development/Moose/Tasking/Task_A2A.lua
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381
Moose Development/Moose/Tasking/Task_A2A.lua
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@ -0,0 +1,381 @@
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--- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements.
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--
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-- 
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--
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--
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-- # 1) @{Task_A2A#TASK_A2A} class, extends @{Task#TASK}
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--
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-- The @{#TASK_A2A} class defines Air To Air tasks for a @{Set} of Target Units,
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-- based on the tasking capabilities defined in @{Task#TASK}.
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-- The TASK_A2A is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The A2A task is planned.
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-- * **Assigned**: The A2A task is assigned to a @{Group#GROUP}.
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-- * **Success**: The A2A task is successfully completed.
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-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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-- # 1.1) Set the scoring of achievements in an A2A attack.
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--
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-- Scoring or penalties can be given in the following circumstances:
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--
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-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
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-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
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--
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-- # 2) @{Task_A2A#TASK_INTERCEPT} class, extends @{Task_A2A#TASK_A2A}
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--
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-- The TASK_A2A_INTERCEPT class defines an INTERCEPT task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- Hereby the change log:
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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--
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Concept, Design & Programming.
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--
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-- @module Task_A2A
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do -- TASK_A2A
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--- The TASK_A2A class
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-- @type TASK_A2A
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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TASK_A2A = {
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ClassName = "TASK_A2A",
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}
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--- Instantiates a new TASK_A2A.
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-- @param #TASK_A2A self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Set#SET_GROUP SetAttack The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Set#SET_UNIT UnitSetTargets
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-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
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-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
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-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
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-- @return #TASK_A2A self
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function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing )
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local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A
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self:F()
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self.TargetSetUnit = TargetSetUnit
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self.TaskType = TaskType
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local Fsm = self:GetUnitProcess()
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Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
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Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
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Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
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Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, self.TaskType ), { Accounted = "Success" } )
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Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
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Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
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Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
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Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
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Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
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Fsm:AddTransition( "Accounted", "Success", "Success" )
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Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
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Fsm:AddTransition( "Failed", "Fail", "Failed" )
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.RendezVousSetUnit
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if Task:GetRendezVousZone( TaskUnit ) then
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self:__RouteToRendezVousZone( 0.1 )
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else
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if Task:GetRendezVousCoordinate( TaskUnit ) then
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self:__RouteToRendezVousPoint( 0.1 )
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else
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self:__ArriveAtRendezVous( 0.1 )
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end
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2A Task
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function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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self:__Engage( 0.1 )
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2A Task
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function Fsm:onafterEngage( TaskUnit, Task )
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self:E( { self } )
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self:__Account( 0.1 )
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self:__RouteToTarget(0.1 )
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self:__RouteToTargets( -10 )
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToTarget( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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if Task:GetTargetZone( TaskUnit ) then
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self:__RouteToTargetZone( 0.1 )
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else
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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local Coordinate = TargetUnit:GetCoordinate()
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self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetAlt(), Coordinate:GetZ() } )
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Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
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end
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self:__RouteToTargetPoint( 0.1 )
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToTargets( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
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end
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self:__RouteToTargets( -10 )
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end
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return self
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end
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--- @param #TASK_A2A self
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function TASK_A2A:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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end
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--- @param #TASK_A2A self
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-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
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ActRouteRendezVous:SetRange( RendezVousRange )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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function TASK_A2A:GetRendezVousCoordinate( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
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end
|
||||
|
||||
|
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|
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--- @param #TASK_A2A self
|
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-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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|
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteRendezVous:SetZone( RendezVousZone )
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end
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|
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--- @param #TASK_A2A self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
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||||
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
|
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function TASK_A2A:GetRendezVousZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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||||
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteRendezVous:GetZone()
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end
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--- @param #TASK_A2A self
|
||||
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit )
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||||
|
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
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|
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteTarget:SetCoordinate( TargetCoordinate )
|
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end
|
||||
|
||||
|
||||
--- @param #TASK_A2A self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
|
||||
function TASK_A2A:GetTargetCoordinate( TaskUnit )
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||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteTarget:GetCoordinate()
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2A self
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2A:SetTargetZone( TargetZone, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteTarget:SetZone( TargetZone )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2A self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
||||
function TASK_A2A:GetTargetZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteTarget:GetZone()
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
||||
-- @param #TASK_A2A self
|
||||
-- @param #string Text The text to display to the player, when the target has been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2A
|
||||
function TASK_A2A:SetScoreOnDestroy( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- @param #TASK_A2A self
|
||||
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2A
|
||||
function TASK_A2A:SetScoreOnSuccess( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", Text, Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a penalty when the A2A attack has failed.
|
||||
-- @param #TASK_A2A self
|
||||
-- @param #string Text The text to display to the player, when the A2A attack has failed.
|
||||
-- @param #number Penalty The penalty in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2A
|
||||
function TASK_A2A:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", Text, Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- TASK_INTERCEPT
|
||||
|
||||
--- The TASK_INTERCEPT class
|
||||
-- @type TASK_INTERCEPT
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_INTERCEPT = {
|
||||
ClassName = "TASK_INTERCEPT",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_INTERCEPT.
|
||||
-- @param #TASK_INTERCEPT self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @param #string TaskBriefing The briefing of the task.
|
||||
-- @return #TASK_INTERCEPT self
|
||||
function TASK_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_INTERCEPT
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
--TODO: Add BR, Altitude, type of planes...
|
||||
|
||||
local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate()
|
||||
local TargetPositionText = TargetCoord:ToString()
|
||||
local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G()
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
"Intercept incoming intruders.\n" ..
|
||||
"Last Known Coordinates: " .. TargetPositionText .. "\n" ..
|
||||
"Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]"
|
||||
)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
224
Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua
Normal file
224
Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua
Normal file
@ -0,0 +1,224 @@
|
||||
--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#TASK_A2A_DISPATCHER} class, extends @{#DETECTION_MANAGER}
|
||||
--
|
||||
-- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
|
||||
-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
|
||||
-- Find a summary below describing for which situation a task type is created:
|
||||
--
|
||||
-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
|
||||
-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
|
||||
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
|
||||
--
|
||||
-- Other task types will follow...
|
||||
--
|
||||
-- 3.1) TASK_A2A_DISPATCHER constructor:
|
||||
-- --------------------------------------
|
||||
-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK_A2A_DISPATCHER instance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2A_Dispatcher
|
||||
|
||||
do -- TASK_A2A_DISPATCHER
|
||||
|
||||
--- TASK_A2A_DISPATCHER class.
|
||||
-- @type TASK_A2A_DISPATCHER
|
||||
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!!
|
||||
-- @field Tasking.Mission#MISSION Mission
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
TASK_A2A_DISPATCHER = {
|
||||
ClassName = "TASK_A2A_DISPATCHER",
|
||||
Mission = nil,
|
||||
Detection = nil,
|
||||
Tasks = {},
|
||||
}
|
||||
|
||||
|
||||
--- TASK_A2A_DISPATCHER constructor.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
|
||||
-- @return #TASK_A2A_DISPATCHER self
|
||||
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
|
||||
|
||||
self.Detection = Detection
|
||||
self.Mission = Mission
|
||||
|
||||
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
|
||||
self.Detection:InitDetectRadar( true )
|
||||
self.Detection:SetDetectionInterval( 30 )
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
|
||||
--- OnAfter Transition Handler for Event Assign.
|
||||
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Tasking.Task_A2A#TASK_A2A Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string PlayerName
|
||||
|
||||
self:__Start( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates an INTERCEPT task when there are targets for it.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
|
||||
self:F( { DetectedItem.ItemID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
-- Put here the intercept logic....
|
||||
|
||||
if true 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:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
|
||||
|
||||
return TargetSetUnit
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Evaluates the removal of the Task from the Mission.
|
||||
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param #boolean DetectedItemID
|
||||
-- @param #boolean DetectedItemChange
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged )
|
||||
|
||||
if Task then
|
||||
if Task:IsStatePlanned() and DetectedItemChanged == true then
|
||||
self:E( "Removing Tasking: " .. Task:GetTaskName() )
|
||||
Mission:RemoveTask( Task )
|
||||
self.Tasks[DetectedItemID] = nil
|
||||
end
|
||||
end
|
||||
|
||||
return Task
|
||||
end
|
||||
|
||||
|
||||
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
|
||||
-- @param #TASK_A2A_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
|
||||
self:E()
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
if Mission:IsIDLE() or Mission:IsENGAGED() then
|
||||
|
||||
local TaskReport = REPORT:New()
|
||||
|
||||
--- First we need to the detected targets.
|
||||
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
|
||||
|
||||
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
|
||||
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
DetectedSet:Flush()
|
||||
|
||||
local DetectedID = DetectedItem.ID
|
||||
local DetectedIndex = DetectedItem.Index
|
||||
local DetectedItemChanged = DetectedItem.Changed
|
||||
|
||||
local Task = self.Tasks[DetectedID]
|
||||
Task = self:EvaluateRemoveTask( Mission, Task, DetectedID, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
|
||||
|
||||
-- Evaluate INTERCEPT
|
||||
if not Task then
|
||||
local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
|
||||
if TargetSetUnit then
|
||||
Task = TASK_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
|
||||
end
|
||||
|
||||
if Task then
|
||||
self.Tasks[DetectedID] = Task
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
Task:SetDispatcher( self )
|
||||
Task:SetInfo( "ThreatLevel", "[" .. string.rep( "■", DetectedSet:CalculateThreatLevelA2G() ) .. "]" )
|
||||
local DetectedItemsCount = DetectedSet:Count()
|
||||
local DetectedItemsTypes = DetectedSet:GetTypeNames()
|
||||
Task:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
|
||||
Task:SetInfo( "Coordinates", Detection:GetDetectedItemCoordinate( DetectedIndex ) )
|
||||
Task:SetInfo( "Object", DetectedSet:GetFirst() )
|
||||
Mission:AddTask( Task )
|
||||
else
|
||||
self:E("This should not happen")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
TaskReport:Add( Task:GetName() )
|
||||
|
||||
-- OK, so the tasking has been done, now delete the changes reported for the area.
|
||||
Detection:AcceptChanges( DetectedItem )
|
||||
end
|
||||
|
||||
-- TODO set menus using the HQ coordinator
|
||||
Mission:GetCommandCenter():SetMenu()
|
||||
|
||||
local TaskText = TaskReport:Text(", ")
|
||||
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
|
||||
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
@ -149,6 +149,7 @@ function POSITIONABLE:GetCoordinate()
|
||||
local PositionableVec3 = self:GetPositionVec3()
|
||||
|
||||
local PositionableCoordinate = COORDINATE:NewFromVec3( PositionableVec3 )
|
||||
PositionableCoordinate:SetHeading( self:GetHeading() )
|
||||
|
||||
self:T2( PositionableCoordinate )
|
||||
return PositionableCoordinate
|
||||
|
||||
@ -640,7 +640,7 @@ function UNIT:GetThreatLevel()
|
||||
"Unarmed",
|
||||
"Tanker",
|
||||
"AWACS",
|
||||
"Transport Helicpter",
|
||||
"Transport Helicopter",
|
||||
"UAV",
|
||||
"Bomber",
|
||||
"Strategic Bomber",
|
||||
|
||||
@ -57,6 +57,8 @@ Tasking/Task.lua
|
||||
Tasking/DetectionManager.lua
|
||||
Tasking/Task_A2G_Dispatcher.lua
|
||||
Tasking/Task_A2G.lua
|
||||
Tasking/Task_A2A_Dispatcher.lua
|
||||
Tasking/Task_A2A.lua
|
||||
Tasking/Task_Cargo.lua
|
||||
|
||||
Moose.lua
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
|
||||
env.info( 'Moose Generation Timestamp: 20170518_2107' )
|
||||
env.info( 'Moose Generation Timestamp: 20170517_1856' )
|
||||
|
||||
local base = _G
|
||||
|
||||
@ -74,6 +74,8 @@ __Moose.Include( 'Tasking/Task.lua' )
|
||||
__Moose.Include( 'Tasking/DetectionManager.lua' )
|
||||
__Moose.Include( 'Tasking/Task_A2G_Dispatcher.lua' )
|
||||
__Moose.Include( 'Tasking/Task_A2G.lua' )
|
||||
__Moose.Include( 'Tasking/Task_A2A_Dispatcher.lua' )
|
||||
__Moose.Include( 'Tasking/Task_A2A.lua' )
|
||||
__Moose.Include( 'Tasking/Task_Cargo.lua' )
|
||||
__Moose.Include( 'Moose.lua' )
|
||||
BASE:TraceOnOff( true )
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user