Module Task_A2A_Dispatcher
Tasking - The TASKA2ADISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
Author: Sven Van de Velde (FlightControl)
Contributions:
Global(s)
| TASK_A2A_DISPATCHER |
TASKA2ADISPATCHER class, extends Tasking#DETECTION_MANAGERThe #TASKA2ADISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a Set of EWR installation groups. |
Type TASK_A2A_DISPATCHER
Global(s)
- #TASK_A2A_DISPATCHER TASK_A2A_DISPATCHER
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TASKA2ADISPATCHER class, extends Tasking#DETECTION_MANAGER
The #TASKA2ADISPATCHER 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 Tasks 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...
TASKA2ADISPATCHER constructor:
The TASKA2ADISPATCHER.New() method creates a new TASKA2ADISPATCHER instance.
Type Task_A2A_Dispatcher
Type TASK_A2A_DISPATCHER
TASKA2ADISPATCHER class.
Field(s)
- TASK_A2A_DISPATCHER:EvaluateENGAGE(DetectedItem)
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Creates an ENGAGE task when there are human friendlies airborne near the targets.
Parameter
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Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem:
Return values
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Set#SET_UNIT: TargetSetUnit: The target set of units.
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#nil: If there are no targets to be set.
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- TASK_A2A_DISPATCHER:EvaluateINTERCEPT(DetectedItem)
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Creates an INTERCEPT task when there are targets for it.
Parameter
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Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem:
Return values
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Set#SET_UNIT: TargetSetUnit: The target set of units.
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#nil: If there are no targets to be set.
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- TASK_A2A_DISPATCHER:EvaluateRemoveTask(Mission, Task, Detection, DetectedItemID, DetectedItemChange, DetectedItem, DetectedItemIndex, DetectedItemChanged)
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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".
Parameters
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Tasking.Mission#MISSION Mission: -
Tasking.Task#TASK Task: -
Functional.Detection#DETECTION_BASE Detection: The detection created by the Detection#DETECTION_BASE derived object. -
#boolean DetectedItemID: -
#boolean DetectedItemChange: -
DetectedItem: -
DetectedItemIndex: -
DetectedItemChanged:
Return value
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- TASK_A2A_DISPATCHER:EvaluateSWEEP(DetectedItem)
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Creates an SWEEP task when there are targets for it.
Parameter
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Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem:
Return values
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Set#SET_UNIT: TargetSetUnit: The target set of units.
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#nil: If there are no targets to be set.
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- TASK_A2A_DISPATCHER:GetFriendliesNearBy(DetectedItem)
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Calculates which friendlies are nearby the area
Parameter
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DetectedItem:
Return value
#number, Core.CommandCenter#REPORT:
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- TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy(DetectedItem)
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Calculates which HUMAN friendlies are nearby the area
Parameter
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DetectedItem:
Return value
#number, Core.CommandCenter#REPORT:
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- TASK_A2A_DISPATCHER:New(Mission, SetGroup, Detection)
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TASKA2ADISPATCHER constructor.
Parameters
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Tasking.Mission#MISSION Mission: The mission for which the task dispatching is done. -
Set#SET_GROUP SetGroup: The set of groups that can join the tasks within the mission. -
Functional.Detection#DETECTION_BASE Detection: The detection results that are used to dynamically assign new tasks to human players.
Return value
#TASKA2ADISPATCHER: self
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- TASK_A2A_DISPATCHER:OnAfterAssign(From, Event, To, Task, TaskUnit, PlayerName)
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OnAfter Transition Handler for Event Assign.
Parameters
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#string From: The From State string. -
#string Event: The Event string. -
#string To: The To State string. -
Tasking.TaskA2A#TASKA2A Task: -
Wrapper.Unit#UNIT TaskUnit: -
#string PlayerName:
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- TASK_A2A_DISPATCHER:ProcessDetected(Detection)
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Assigns tasks in relation to the detected items to the Set#SET_GROUP.
Parameter
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Functional.Detection#DETECTION_BASE Detection: The detection created by the Detection#DETECTION_BASE derived object.
Return value
#boolean: Return true if you want the task assigning to continue... false will cancel the loop.
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