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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
- Inherit ZONE_BASE from FSM instead of BASE. Opens a range of possibilities.
- Remove from ZONE_GOAL the Zone field, and make it inherit from ZONE_BASE instead of FSM! - Rework the new inheritance tree in the code. (Remove .Zone fields). - Implement the determination of attack and defense zones. - Reworked the TaskInfo to include Type and ShowKey. - Flash A2G Tasking Details. Added menu option.
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@@ -180,7 +180,7 @@ COMMANDCENTER = {
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COMMANDCENTER.AutoAssignMethods = {
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["Random"] = 1,
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["Distance"] = 2,
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["Priority"] = 3
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["Priority"] = 3,
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}
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--- The constructor takes an IDENTIFIABLE as the HQ command center.
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@@ -1111,6 +1111,11 @@ function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
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end
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local MarkMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskControl, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
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local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Details" ), TaskControl, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
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if not self.FlashTaskStatus then
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local TaskFlashStatusMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Flash Task Details" ), TaskControl, self.MenuFlashTaskStatus, self, TaskGroup, true ):SetTime( MenuTime ):SetTag( "Tasking" )
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else
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local TaskFlashStatusMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Stop Flash Task Details" ), TaskControl, self.MenuFlashTaskStatus, self, TaskGroup, nil ):SetTime( MenuTime ):SetTag( "Tasking" )
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end
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end
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end
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@@ -1234,6 +1239,24 @@ function TASK:MenuTaskStatus( TaskGroup )
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end
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--- Report the task status.
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-- @param #TASK self
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function TASK:MenuFlashTaskStatus( TaskGroup, Flash )
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self.FlashTaskStatus = Flash
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if self.FlashTaskStatus then
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self.FlashTaskScheduler, self.FlashTaskScheduleID = SCHEDULER:New( self, self.MenuTaskStatus, { TaskGroup }, 0, 60 )
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else
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if self.FlashTaskScheduler then
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self.FlashTaskScheduler:Stop( self.FlashTaskScheduleID )
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self.FlashTaskScheduler = nil
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self.FlashTaskScheduleID = nil
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end
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end
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end
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--- Report the task status.
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-- @param #TASK self
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function TASK:MenuTaskAbort( TaskGroup )
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@@ -58,10 +58,10 @@ end
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-- @param #TASKINFO.Detail Detail The detail Level.
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-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.
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-- @return #TASKINFO self
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function TASKINFO:AddInfo( Key, Data, Order, Detail, Keep )
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self.VolatileInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail } )
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function TASKINFO:AddInfo( Key, Data, Order, Detail, Keep, ShowKey, Type )
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self.VolatileInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail, ShowKey = ShowKey, Type = Type } )
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if Keep == true then
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self.PersistentInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail } )
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self.PersistentInfo:Add( Key, { Data = Data, Order = Order, Detail = Detail, ShowKey = ShowKey, Type = Type } )
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end
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return self
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end
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@@ -124,8 +124,8 @@ end
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-- @param #TASKINFO.Detail Detail The detail Level.
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-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.
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-- @return #TASKINFO self
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function TASKINFO:AddCoordinate( Coordinate, Order, Detail, Keep )
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self:AddInfo( "Coordinate", Coordinate, Order, Detail, Keep )
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function TASKINFO:AddCoordinate( Coordinate, Order, Detail, Keep, ShowKey, Name )
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self:AddInfo( Name or "Coordinate", Coordinate, Order, Detail, Keep, ShowKey, "Coordinate" )
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return self
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end
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@@ -133,8 +133,8 @@ end
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--- Get the Coordinate.
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-- @param #TASKINFO self
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-- @return Core.Point#COORDINATE Coordinate
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function TASKINFO:GetCoordinate()
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return self:GetData( "Coordinate" )
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function TASKINFO:GetCoordinate( Name )
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return self:GetData( Name or "Coordinate" )
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end
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@@ -308,10 +308,11 @@ function TASKINFO:Report( Report, Detail, ReportGroup, Task )
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if Data.Detail:find( Detail ) then
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local Text = ""
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local ShowKey = ( Data.ShowKey == nil or Data.ShowKey == true )
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if Key == "TaskName" then
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Key = nil
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Text = Data.Data
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elseif Key == "Coordinate" then
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elseif Data.Type and Data.Type == "Coordinate" then
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local Coordinate = Data.Data -- Core.Point#COORDINATE
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Text = Coordinate:ToString( ReportGroup:GetUnit(1), nil, Task )
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elseif Key == "Threat" then
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@@ -357,7 +358,7 @@ function TASKINFO:Report( Report, Detail, ReportGroup, Task )
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end
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if Text ~= "" then
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LineReport:Add( ( Key and ( Key .. ":" ) or "" ) .. Text )
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LineReport:Add( ( ( Key and ShowKey == true ) and ( Key .. ": " ) or "" ) .. Text )
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end
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end
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@@ -214,6 +214,26 @@ do -- TASK_CAPTURE_DISPATCHER
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end
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--- Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.
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-- This is used for the tactical overview, so the players also know the zones attacked by the other AI A2G dispatcher!
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-- @param #TASK_CAPTURE_DISPATCHER self
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-- @param AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER DefenseAIA2GDispatcher
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function TASK_CAPTURE_DISPATCHER:SetDefenseAIA2GDispatcher( DefenseAIA2GDispatcher )
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self.DefenseAIA2GDispatcher = DefenseAIA2GDispatcher
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end
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--- Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.
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-- This is used for the tactical overview, so the players also know the zones attacked by the AI A2G dispatcher!
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-- @param #TASK_CAPTURE_DISPATCHER self
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-- @return AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
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function TASK_CAPTURE_DISPATCHER:GetDefenseAIA2GDispatcher()
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return self.DefenseAIA2GDispatcher
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end
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--- Add a capture zone task.
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-- @param #TASK_CAPTURE_DISPATCHER self
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-- @param #string TaskPrefix (optional) The prefix of the capture zone task.
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@@ -303,6 +323,7 @@ do -- TASK_CAPTURE_DISPATCHER
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self.AI_A2G_Dispatcher:Unlock( Task.TaskZoneName ) -- This will unlock the zone to be defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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CaptureZone.Task.ZoneGoal.Attacked = true
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end
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function CaptureZone.Task.OnEnterSuccess( Task, From, Event, To )
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@@ -311,6 +332,7 @@ do -- TASK_CAPTURE_DISPATCHER
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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CaptureZone.Task.ZoneGoal.Attacked = false
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end
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function CaptureZone.Task.OnEnterCancelled( Task, From, Event, To )
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@@ -319,6 +341,7 @@ do -- TASK_CAPTURE_DISPATCHER
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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CaptureZone.Task.ZoneGoal.Attacked = false
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end
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function CaptureZone.Task.OnEnterFailed( Task, From, Event, To )
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@@ -327,6 +350,7 @@ do -- TASK_CAPTURE_DISPATCHER
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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CaptureZone.Task.ZoneGoal.Attacked = false
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end
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function CaptureZone.Task.OnEnterAborted( Task, From, Event, To )
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@@ -335,6 +359,7 @@ do -- TASK_CAPTURE_DISPATCHER
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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CaptureZone.Task.ZoneGoal.Attacked = false
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end
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-- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher.
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@@ -344,6 +369,7 @@ do -- TASK_CAPTURE_DISPATCHER
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self.AI_A2G_Dispatcher:Lock( Task.TaskZoneName ) -- This will lock the zone from being defended by AI.
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end
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CaptureZone.Task:UpdateTaskInfo()
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CaptureZone.Task.ZoneGoal.Attacked = false
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end
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end
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@@ -230,9 +230,11 @@ do -- TASK_CAPTURE_ZONE
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self.TaskInfo:AddCoordinate( ZoneCoordinate, 1, "SOD", Persist )
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-- self.TaskInfo:AddText( "Zone Name", self.ZoneGoal:GetZoneName(), 10, "MOD", Persist )
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-- self.TaskInfo:AddText( "Zone Coalition", self.ZoneGoal:GetCoalitionName(), 11, "MOD", Persist )
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local SetUnit = self.ZoneGoal.Zone:GetScannedSetUnit()
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local SetUnit = self.ZoneGoal:GetScannedSetUnit()
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local ThreatLevel, ThreatText = SetUnit:CalculateThreatLevelA2G()
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local ThreatCount = SetUnit:Count()
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self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 20, "MOD", Persist )
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self.TaskInfo:AddInfo( "Remaining Units", ThreatCount, 21, "MOD", Persist, true)
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if self.Dispatcher then
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local DefenseTaskCaptureDispatcher = self.Dispatcher:GetDefenseTaskCaptureDispatcher() -- Tasking.Task_Capture_Dispatcher#TASK_CAPTURE_DISPATCHER
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@@ -242,8 +244,22 @@ do -- TASK_CAPTURE_ZONE
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for TaskName, CaptureZone in pairs( DefenseTaskCaptureDispatcher.Zones or {} ) do
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local Task = CaptureZone.Task -- Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
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if Task then
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if Task:IsStateAssigned() then
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self.TaskInfo:AddInfo( "Defense", Task.ZoneGoal:GetName() .. ", " .. Task.ZoneGoal:GetZone():GetCoordinate(), 30, "MOD", Persist )
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self.TaskInfo:AddInfo( "Defense Player Zone", Task.ZoneGoal:GetName(), 30, "MOD", Persist )
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self.TaskInfo:AddCoordinate( Task.ZoneGoal:GetZone():GetCoordinate(), 31, "MOD", Persist, false, "Defense Player Coordinate" )
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end
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end
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end
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local DefenseAIA2GDispatcher = self.Dispatcher:GetDefenseAIA2GDispatcher() -- AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER
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if DefenseAIA2GDispatcher then
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-- Loop through all zones of the Defenses, and check which zone has an assigned task!
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for Defender, Task in pairs( DefenseAIA2GDispatcher:GetDefenderTasks() or {} ) do
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local DetectedItem = DefenseAIA2GDispatcher:GetDefenderTaskTarget( Defender )
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if DetectedItem then
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local DetectedZone = DefenseAIA2GDispatcher.Detection:GetDetectedItemZone( DetectedItem )
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if DetectedZone then
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self.TaskInfo:AddInfo( "Defense AI Zone", DetectedZone:GetName(), 40, "MOD", Persist )
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self.TaskInfo:AddCoordinate( DetectedZone:GetCoordinate(), 41, "MOD", Persist, false, "Defense AI Coordinate" )
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end
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end
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end
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@@ -291,7 +307,7 @@ do -- TASK_CAPTURE_ZONE
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-- @param #number AutoAssignMethod The method to be applied to the task.
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-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
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-- @param Wrapper.Group#GROUP TaskGroup The player group.
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function TASK_CAPTURE_ZONE:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
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function TASK_CAPTURE_ZONE:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup, AutoAssignReference )
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if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
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return math.random( 1, 9 )
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