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Working CSAR ... huray
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1401bb29aa
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@ -277,6 +277,17 @@ do -- CARGO
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return self
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end
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--- Find a CARGO in the _DATABASE.
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-- @param #CARGO self
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-- @param #string CargoName The Cargo Name.
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-- @return #CARGO self
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function CARGO:FindByName( CargoName )
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local CargoFound = _DATABASE:FindCargo( CargoName )
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return CargoFound
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end
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--- Destroy the cargo.
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-- @param #CARGO self
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function CARGO:Destroy()
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@ -288,20 +288,20 @@ function SPAWN:New( SpawnTemplatePrefix )
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self.SpawnIndex = 0
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self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
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self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
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self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
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self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
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self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
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self.SpawnInitLimit = false -- By default, no InitLimit
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self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
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self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
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self.SpawnInitLimit = false -- By default, no InitLimit
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self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.SpawnUnControlled = false
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self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
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self.DelayOnOff = false -- No intial delay when spawning the first group.
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self.Grouping = nil -- No grouping
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self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
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self.DelayOnOff = false -- No intial delay when spawning the first group.
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self.Grouping = nil -- No grouping
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self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
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else
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@ -334,19 +334,19 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
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self.SpawnIndex = 0
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self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
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self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
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self.SpawnTemplate = self._GetTemplate( self, SpawnTemplatePrefix ) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
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self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
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self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
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self.SpawnInitLimit = false -- By default, no InitLimit
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self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
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self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
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self.SpawnInitLimit = false -- By default, no InitLimit
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self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.SpawnUnControlled = false
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self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
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self.DelayOnOff = false -- No intial delay when spawning the first group.
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self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
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self.DelayOnOff = false -- No intial delay when spawning the first group.
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self.Grouping = nil
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self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
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@ -361,6 +361,55 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
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end
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--- Creates a new SPAWN instance to create new groups based on the provided template.
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-- @param #SPAWN self
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-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure!
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-- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn.
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-- @param #string SpawnAliasPrefix (optional) is the name that will be given to the Group at runtime.
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-- @return #SPAWN
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-- @usage
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-- -- Create a new SPAWN object based on a Group Template defined from scratch.
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-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
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-- @usage
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-- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
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-- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
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function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
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if SpawnTemplate then
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self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
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self.SpawnTemplatePrefix = SpawnTemplatePrefix
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self.SpawnAliasPrefix = SpawnAliasPrefix
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self.SpawnIndex = 0
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self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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self.SpawnIsScheduled = false -- Reflects if the spawning for this SpawnTemplatePrefix is going to be scheduled or not.
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self.Repeat = false -- Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
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self.UnControlled = false -- When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
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self.SpawnInitLimit = false -- By default, no InitLimit.
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self.SpawnMaxUnitsAlive = 0 -- The maximum amount of groups that can be alive of SpawnTemplatePrefix at the same time.
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self.SpawnMaxGroups = 0 -- The maximum amount of groups that can be spawned.
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self.SpawnRandomize = false -- Sets the randomization flag of new Spawned units to false.
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self.SpawnVisible = false -- Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
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self.AIOnOff = true -- The AI is on by default when spawning a group.
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self.SpawnUnControlled = false
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self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
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self.DelayOnOff = false -- No intial delay when spawning the first group.
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self.Grouping = nil
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self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
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else
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error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
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end
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self:SetEventPriority( 5 )
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self.SpawnHookScheduler = SCHEDULER:New( nil )
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return self
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end
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--- Limits the Maximum amount of Units that can be alive at the same time, and the maximum amount of groups that can be spawned.
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-- Note that this method is exceptionally important to balance the performance of the mission. Depending on the machine etc, a mission can only process a maximum amount of units.
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-- If the time interval must be short, but there should not be more Units or Groups alive than a maximum amount of units, then this method should be used...
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@ -404,6 +453,57 @@ function SPAWN:InitKeepUnitNames()
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return self
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end
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--- Defines the Heading for the new spawned units.
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-- The heading can be given as one fixed degree, or can be randomized between minimum and maximum degrees.
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-- @param #SPAWN self
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-- @param #number HeadingMin The minimum or fixed heading in degrees.
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-- @param #number HeadingMax (optional) The maximum heading in degrees. This there is no maximum heading, then the heading will be fixed for all units using minimum heading.
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-- @return #SPAWN self
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-- @usage
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--
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-- Spawn = SPAWN:New( ... )
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--
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-- -- Spawn the units pointing to 100 degrees.
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-- Spawn:InitHeading( 100 )
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--
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-- -- Spawn the units pointing between 100 and 150 degrees.
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-- Spawn:InitHeading( 100, 150 )
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--
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function SPAWN:InitHeading( HeadingMin, HeadingMax )
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self:F( )
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self.SpawnInitHeadingMin = HeadingMin
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self.SpawnInitHeadingMax = HeadingMax
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return self
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end
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function SPAWN:InitCoalition( Coalition )
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self:F( )
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self.SpawnInitCoalition = Coalition
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return self
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end
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function SPAWN:InitCountry( Country )
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self:F( )
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self.SpawnInitCountry = Country
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return self
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end
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function SPAWN:InitCategory( Category )
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self:F( )
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self.SpawnInitCategory = Category
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return self
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end
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--- Randomizes the defined route of the SpawnTemplatePrefix group in the ME. This is very useful to define extra variation of the behaviour of groups.
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-- @param #SPAWN self
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@ -941,6 +1041,18 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
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end
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end
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-- If Heading is given, point all the units towards the given Heading.
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if self.SpawnInitHeadingMin then
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for UnitID = 1, #SpawnTemplate.units do
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SpawnTemplate.units[UnitID].heading = self.SpawnInitHeadingMax and math.random( self.SpawnInitHeadingMin, self.SpawnInitHeadingMax ) or self.SpawnInitHeadingMin
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end
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end
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SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
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SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
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SpawnTemplate.CoalitionID = self.SpawnInitCoalition or SpawnTemplate.CoalitionID
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if SpawnTemplate.CategoryID == Group.Category.HELICOPTER or SpawnTemplate.CategoryID == Group.Category.AIRPLANE then
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if SpawnTemplate.route.points[1].type == "TakeOffParking" then
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SpawnTemplate.uncontrolled = self.SpawnUnControlled
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@ -1247,14 +1359,20 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
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self:T( { "Current point of ", self.SpawnTemplatePrefix, Vec3 } )
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local TemplateHeight = SpawnTemplate.route.points[1].alt
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local TemplateHeight = SpawnTemplate.route and SpawnTemplate.route.points[1].alt or nil
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SpawnTemplate.route = SpawnTemplate.route or {}
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SpawnTemplate.route.points = SpawnTemplate.route.points or {}
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SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {}
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SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0
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SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0
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-- Translate the position of the Group Template to the Vec3.
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for UnitID = 1, #SpawnTemplate.units do
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self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
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--self:T( 'Before Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
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local UnitTemplate = SpawnTemplate.units[UnitID]
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local SX = UnitTemplate.x
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local SY = UnitTemplate.y
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local SX = UnitTemplate.x or 0
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local SY = UnitTemplate.y or 0
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local BX = SpawnTemplate.route.points[1].x
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local BY = SpawnTemplate.route.points[1].y
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local TX = Vec3.x + ( SX - BX )
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@ -1266,7 +1384,6 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
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end
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self:T( 'After Translation SpawnTemplate.units['..UnitID..'].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units['..UnitID..'].y = ' .. SpawnTemplate.units[UnitID].y )
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end
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SpawnTemplate.route.points[1].x = Vec3.x
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SpawnTemplate.route.points[1].y = Vec3.z
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if SpawnTemplate.CategoryID ~= Group.Category.SHIP then
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@ -1283,6 +1400,47 @@ function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
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return nil
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end
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--- Will spawn a group from a Coordinate in 3D space.
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-- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
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-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
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-- You can use the returned group to further define the route to be followed.
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-- @param #SPAWN self
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-- @param Core.Point#Coordinate Coordinate The Coordinate coordinates where to spawn the group.
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-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
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-- @return Wrapper.Group#GROUP that was spawned.
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-- @return #nil Nothing was spawned.
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function SPAWN:SpawnFromCoordinate( Coordinate, SpawnIndex )
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self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
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return self:SpawnFromVec3( Coordinate:GetVec3(), SpawnIndex )
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end
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--- Will spawn a group from a PointVec3 in 3D space.
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-- This method is mostly advisable to be used if you want to simulate spawning units in the air, like helicopters or airplanes.
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-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
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-- You can use the returned group to further define the route to be followed.
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-- @param #SPAWN self
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-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group.
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-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
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-- @return Wrapper.Group#GROUP that was spawned.
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-- @return #nil Nothing was spawned.
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-- @usage
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--
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-- local SpawnPointVec3 = ZONE:New( ZoneName ):GetPointVec3( 2000 ) -- Get the center of the ZONE object at 2000 meters from the ground.
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--
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-- -- Spawn at the zone center position at 2000 meters from the ground!
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-- SpawnAirplanes:SpawnFromPointVec3( SpawnPointVec3 )
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--
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function SPAWN:SpawnFromPointVec3( PointVec3, SpawnIndex )
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self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
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return self:SpawnFromVec3( PointVec3:GetVec3(), SpawnIndex )
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end
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--- Will spawn a group from a Vec2 in 3D space.
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-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
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-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
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@ -1317,6 +1475,35 @@ function SPAWN:SpawnFromVec2( Vec2, MinHeight, MaxHeight, SpawnIndex )
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end
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--- Will spawn a group from a POINT_VEC2 in 3D space.
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-- This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles.
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-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
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-- You can use the returned group to further define the route to be followed.
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-- @param #SPAWN self
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-- @param Core.Point#POINT_VEC2 PointVec2 The PointVec2 coordinates where to spawn the group.
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-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
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-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
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-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
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-- @return Wrapper.Group#GROUP that was spawned.
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-- @return #nil Nothing was spawned.
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-- @usage
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--
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-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
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--
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-- -- Spawn at the zone center position at the height specified in the ME of the group template!
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-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 )
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--
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-- -- Spawn from the static position at the height randomized between 2000 and 4000 meters.
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-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2, 2000, 4000 )
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--
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function SPAWN:SpawnFromPointVec2( PointVec2, MinHeight, MaxHeight, SpawnIndex )
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self:F( { self.SpawnTemplatePrefix, self.SpawnIndex } )
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return self:SpawnFromVec2( PointVec2:GetVec2(), MinHeight, MaxHeight, SpawnIndex )
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end
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--- Will spawn a group from a hosting unit. This method is mostly advisable to be used if you want to simulate spawning from air units, like helicopters, which are dropping infantry into a defined Landing Zone.
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-- Note that each point in the route assigned to the spawning group is reset to the point of the spawn.
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-- You can use the returned group to further define the route to be followed.
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@ -1715,7 +1902,11 @@ end
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function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) --R2.2
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self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
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local SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
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if not self.SpawnTemplate then
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self.SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
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end
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local SpawnTemplate = self.SpawnTemplate
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SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
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SpawnTemplate.groupId = nil
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@ -4,7 +4,7 @@
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--- @type CoalitionObject
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-- @extends Dcs.DCSWrapper.Object#Object
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coalition = {} --#coalition
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--- Returns coalition of the object.
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-- @function [parent=#CoalitionObject] getCoalition
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@ -12,3 +12,5 @@
|
||||
--- @function [parent=#coalition] getCountryCoalition
|
||||
-- @param #number countryId
|
||||
-- @return #number coalitionId
|
||||
|
||||
coalition = coalition -- #coalition
|
||||
|
||||
@ -220,6 +220,14 @@ function COMMANDCENTER:GetShortText()
|
||||
end
|
||||
|
||||
|
||||
--- Gets the coalition of the command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
-- @return DCScoalition#coalition
|
||||
function COMMANDCENTER:GetCoalition()
|
||||
|
||||
return self.CommandCenterCoalition
|
||||
end
|
||||
|
||||
|
||||
--- Gets the POSITIONABLE of the HQ command center.
|
||||
-- @param #COMMANDCENTER self
|
||||
|
||||
@ -29,7 +29,7 @@ MISSION = {
|
||||
-- @param #string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players.
|
||||
-- @param #string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field.
|
||||
-- @param #string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}.
|
||||
-- @param Dcs.DCSCoalitionWrapper.Object#coalition MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
|
||||
-- @param #string MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
|
||||
-- @return #MISSION self
|
||||
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
|
||||
|
||||
@ -265,6 +265,8 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- FSM function for a MISSION
|
||||
-- @param #MISSION self
|
||||
-- @param #string From
|
||||
|
||||
@ -726,12 +726,12 @@ do -- TASK_CARGO
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO self
|
||||
-- @param @list<Core.Zone#ZONE> DeployZones
|
||||
-- @param #list<Core.Zone#ZONE> DeployZones
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit )
|
||||
|
||||
for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
for DeployZoneID, DeployZone in pairs( DeployZones or {} ) do
|
||||
self.DeployZones[DeployZone:GetName()] = DeployZone
|
||||
end
|
||||
|
||||
|
||||
187
Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
Normal file
187
Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
Normal file
@ -0,0 +1,187 @@
|
||||
--- **Tasking** -- Models tasks for players to execute CSAR @{Cargo} downed pilots.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
|
||||
|
||||
do -- TASK_CARGO_CSAR
|
||||
|
||||
--- The TASK_CARGO_CSAR class
|
||||
-- @type TASK_CARGO_CSAR
|
||||
-- @extends Tasking.Task_Cargo#TASK_CARGO
|
||||
TASK_CARGO_CSAR = {
|
||||
ClassName = "TASK_CARGO_CSAR",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CARGO_CSAR.
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param Tasking.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 Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
|
||||
-- @param #string TaskBriefing The Cargo Task briefing.
|
||||
-- @return #TASK_CARGO_CSAR self
|
||||
function TASK_CARGO_CSAR:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "CSAR", TaskBriefing ) ) -- #TASK_CARGO_CSAR
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
|
||||
-- Events
|
||||
|
||||
self:AddTransition( "*", "CargoPickedUp", "*" )
|
||||
self:AddTransition( "*", "CargoDeployed", "*" )
|
||||
|
||||
self:F( { CargoDeployed = self.CargoDeployed ~= nil and "true" or "false" } )
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] OnBeforeCargoPickedUp
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoPickedUp
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] CargoPickedUp
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] __CargoPickedUp
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] OnBeforeCargoDeployed
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] OnAfterCargoDeployed
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] CargoDeployed
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_CSAR] __CargoDeployed
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
local CargoReport = REPORT:New( "Rescue a downed pilot from the following position:")
|
||||
|
||||
SetCargo:ForEachCargo(
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
local CargoType = Cargo:GetType()
|
||||
local CargoName = Cargo:GetName()
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) )
|
||||
end
|
||||
)
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
CargoReport:Text()
|
||||
)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function TASK_CARGO_CSAR:ReportOrder( ReportGroup )
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #TASK_CARGO_CSAR self
|
||||
-- @return #boolean
|
||||
function TASK_CARGO_CSAR:IsAllCargoTransported()
|
||||
|
||||
local CargoSet = self:GetCargoSet()
|
||||
local Set = CargoSet:GetSet()
|
||||
|
||||
local DeployZones = self:GetDeployZones()
|
||||
|
||||
local CargoDeployed = true
|
||||
|
||||
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
|
||||
for CargoID, CargoData in pairs( Set ) do
|
||||
local Cargo = CargoData -- Core.Cargo#CARGO
|
||||
|
||||
self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } )
|
||||
|
||||
if Cargo:IsDeployed() then
|
||||
|
||||
-- -- Loop the DeployZones set for the TASK_CARGO_CSAR.
|
||||
-- for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
--
|
||||
-- -- If all cargo is in one of the deploy zones, then all is good.
|
||||
-- self:T( { Cargo.CargoObject } )
|
||||
-- if Cargo:IsInZone( DeployZone ) == false then
|
||||
-- CargoDeployed = false
|
||||
-- end
|
||||
-- end
|
||||
else
|
||||
CargoDeployed = false
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { CargoDeployed = CargoDeployed } )
|
||||
|
||||
return CargoDeployed
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO_CSAR self
|
||||
function TASK_CARGO_CSAR:onafterGoal( TaskUnit, From, Event, To )
|
||||
local CargoSet = self.CargoSet
|
||||
|
||||
if self:IsAllCargoTransported() then
|
||||
self:Success()
|
||||
end
|
||||
|
||||
self:__Goal( -10 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
402
Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua
Normal file
402
Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua
Normal file
@ -0,0 +1,402 @@
|
||||
--- **Tasking** - Creates and manages player TASK_CARGO tasks.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Task_Cargo_Dispatcher
|
||||
|
||||
do -- TASK_CARGO_DISPATCHER
|
||||
|
||||
--- TASK_CARGO_DISPATCHER class.
|
||||
-- @type TASK_CARGO_DISPATCHER
|
||||
-- @extends Tasking.Task_Manager#TASK_MANAGER
|
||||
-- @field TASK_CARGO_DISPATCHER.CSAR CSAR
|
||||
|
||||
--- @type TASK_CARGO_DISPATCHER.CSAR
|
||||
-- @field Wrapper.Unit#UNIT PilotUnit
|
||||
-- @field Tasking.Task#TASK Task
|
||||
|
||||
|
||||
--- # TASK_CARGO_DISPATCHER class, extends @{Task_Manager#TASK_MANAGER}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The @{#TASK_CARGO_DISPATCHER} class implements the dynamic dispatching of cargo tasks.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 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:
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- * **CSAR Task**: Is created when a fiendly pilot has ejected from a plane, and needs to be rescued (sometimes behind enemy lines).
|
||||
--
|
||||
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
|
||||
--
|
||||
-- The @{#TASK_CARGO_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
|
||||
--
|
||||
-- ### 1.1. Define or set the **Mission**:
|
||||
--
|
||||
-- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
|
||||
--
|
||||
-- local HQ = GROUP:FindByName( "HQ", "Bravo" )
|
||||
-- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
|
||||
-- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
|
||||
--
|
||||
-- Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission.
|
||||
-- Create the MISSION object, and hook it under the command center.
|
||||
--
|
||||
-- ### 1.2. Build a set of the groups seated by human players:
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.
|
||||
--
|
||||
-- local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
|
||||
--
|
||||
-- The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission.
|
||||
-- Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.
|
||||
--
|
||||
-- ### 1.3. Define the **EWR network**:
|
||||
--
|
||||
-- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter.
|
||||
-- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units.
|
||||
-- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US).
|
||||
-- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar.
|
||||
-- The position of these units is very important as they need to provide enough coverage
|
||||
-- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
|
||||
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
|
||||
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
|
||||
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
|
||||
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
|
||||
-- It all depends on what the desired effect is.
|
||||
--
|
||||
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
|
||||
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
|
||||
-- increasing or decreasing the radar coverage of the Early Warning System.
|
||||
--
|
||||
-- See the following example to setup an EWR network containing EWR stations and AWACS.
|
||||
--
|
||||
-- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
|
||||
--
|
||||
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
|
||||
-- EWRDetection:SetFriendliesRange( 10000 )
|
||||
-- EWRDetection:SetRefreshTimeInterval(30)
|
||||
--
|
||||
-- -- Setup the A2A dispatcher, and initialize it.
|
||||
-- A2ADispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
|
||||
--
|
||||
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**.
|
||||
-- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set.
|
||||
-- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
|
||||
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km.
|
||||
-- The **EWRDetection** object is then passed to the @{#TASK_CARGO_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
|
||||
--
|
||||
-- ### 2. Define the detected **target grouping radius**:
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed.
|
||||
-- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
|
||||
-- Fast planes like in the 80s, need a larger radius than WWII planes.
|
||||
-- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.
|
||||
--
|
||||
-- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate
|
||||
-- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!
|
||||
--
|
||||
-- ## 3. Set the **Engage radius**:
|
||||
--
|
||||
-- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- So, if there is a target area detected and reported,
|
||||
-- then any friendlies that are airborne near this target area,
|
||||
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
|
||||
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
|
||||
-- will be considered to receive the command to engage that target area.
|
||||
-- You need to evaluate the value of this parameter carefully.
|
||||
-- If too small, more intercept missions may be triggered upon detected target areas.
|
||||
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
|
||||
--
|
||||
-- ## 4. Set **Scoring** and **Messages**:
|
||||
--
|
||||
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
|
||||
-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
|
||||
-- when the player reaches certain achievements in the task.
|
||||
--
|
||||
-- The prototype to handle the **Assign** event needs to be developed as follows:
|
||||
--
|
||||
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( ... )
|
||||
--
|
||||
-- --- @param #TaskDispatcher self
|
||||
-- -- @param #string From Contains the name of the state from where the Event was triggered.
|
||||
-- -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
|
||||
-- -- @param #string To Contains the name of the state that will be transitioned to.
|
||||
-- -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
|
||||
-- -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
|
||||
-- -- @param #string PlayerName The name of the Player that joined the TaskUnit.
|
||||
-- function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
|
||||
-- Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
|
||||
-- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
|
||||
-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
|
||||
-- end
|
||||
--
|
||||
-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object.
|
||||
-- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
|
||||
-- So, this method will be called only **ONCE** when a player joins a unit in scope of the task.
|
||||
--
|
||||
-- The TASK class implements various methods to additional **set scoring** for player achievements:
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task.
|
||||
-- Examples of **task progress** can be destroying units, arriving at zones etc.
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
|
||||
-- This means the **task has been successfully completed**.
|
||||
--
|
||||
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
|
||||
-- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
|
||||
--
|
||||
-- @field #TASK_CARGO_DISPATCHER
|
||||
TASK_CARGO_DISPATCHER = {
|
||||
ClassName = "TASK_CARGO_DISPATCHER",
|
||||
Mission = nil,
|
||||
Tasks = {},
|
||||
CSAR = {},
|
||||
CSARSpawned = 0,
|
||||
}
|
||||
|
||||
|
||||
--- TASK_CARGO_DISPATCHER constructor.
|
||||
-- @param #TASK_CARGO_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.
|
||||
-- @return #TASK_CARGO_DISPATCHER self
|
||||
function TASK_CARGO_DISPATCHER:New( Mission, SetGroup )
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, TASK_MANAGER:New( SetGroup ) ) -- #TASK_CARGO_DISPATCHER
|
||||
|
||||
self.Mission = Mission
|
||||
|
||||
self:AddTransition( "Started", "Assign", "Started" )
|
||||
|
||||
--- OnAfter Transition Handler for Event Assign.
|
||||
-- @function [parent=#TASK_CARGO_DISPATCHER] OnAfterAssign
|
||||
-- @param #TASK_CARGO_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:SetCSARRadius()
|
||||
self:__StartTasks( 5 )
|
||||
|
||||
-- For CSAR missions, we process the event when a pilot ejects.
|
||||
|
||||
self:HandleEvent( EVENTS.Ejection )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Handle the event when a pilot ejects.
|
||||
-- @param #TASK_CARGO_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function TASK_CARGO_DISPATCHER:OnEventEjection( EventData )
|
||||
|
||||
self:E( { EventData = EventData } )
|
||||
|
||||
self.CSARSpawned = self.CSARSpawned + 1
|
||||
|
||||
local PlaneUnit = EventData.IniUnit
|
||||
local CSARName = EventData.IniUnitName
|
||||
|
||||
local CargoPointVec2 = EventData.IniUnit:GetPointVec2()
|
||||
local CargoCoalition = EventData.IniUnit:GetCoalition()
|
||||
local CargoCountry = EventData.IniUnit:GetCountry()
|
||||
|
||||
-- Only add a CSAR task if the coalition of the mission is equal to the coalition of the ejected unit.
|
||||
|
||||
if CargoCoalition == self.Mission:GetCommandCenter():GetCoalition() then
|
||||
|
||||
-- Create the CSAR Pilot SPAWN object.
|
||||
-- Let us create the Template for the replacement Pilot :-)
|
||||
local Template = {
|
||||
["visible"] = false,
|
||||
["hidden"] = false,
|
||||
["task"] = "Ground Nothing",
|
||||
["name"] = string.format( "CSAR Pilot#%03d", self.CSARSpawned ),
|
||||
["x"] = CargoPointVec2:GetLat(),
|
||||
["y"] = CargoPointVec2:GetLon(),
|
||||
["units"] =
|
||||
{
|
||||
[1] =
|
||||
{
|
||||
["type"] = ( CargoCoalition == coalition.side.BLUE ) and "Soldier M4" or "Infantry AK",
|
||||
["name"] = string.format( "CSAR Pilot#%03d-01", self.CSARSpawned ),
|
||||
["skill"] = "Excellent",
|
||||
["playerCanDrive"] = false,
|
||||
["x"] = CargoPointVec2:GetLat(),
|
||||
["y"] = CargoPointVec2:GetLon(),
|
||||
["heading"] = EventData.IniUnit:GetHeading(),
|
||||
}, -- end of [1]
|
||||
}, -- end of ["units"]
|
||||
}
|
||||
|
||||
local CargoGroup = GROUP:NewTemplate( Template, CargoCoalition, Group.Category.GROUND, CargoCountry )
|
||||
|
||||
self.CSAR[#self.CSAR+1] = {}
|
||||
self.CSAR[#self.CSAR].PilotGroup = CargoGroup
|
||||
self.CSAR[#self.CSAR].Task = nil
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Define the radius to when a CSAR task will be generated for any downed pilot within range of the nearest CSAR airbase.
|
||||
-- @param #TASK_CARGO_DISPATCHER self
|
||||
-- @param #number CSARRadius (Optional, Default = 50000) The radius in meters to decide whether a CSAR needs to be created.
|
||||
-- @return #TASK_CARGO_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Set 20km as the radius to CSAR any downed pilot within range of the nearest CSAR airbase.
|
||||
-- TaskA2ADispatcher:SetEngageRadius( 20000 )
|
||||
--
|
||||
-- -- Set 50km as the radius to to CSAR any downed pilot within range of the nearest CSAR airbase.
|
||||
-- TaskA2ADispatcher:SetEngageRadius() -- 50000 is the default value.
|
||||
--
|
||||
function TASK_CARGO_DISPATCHER:SetCSARRadius( CSARRadius )
|
||||
|
||||
self.CSARRadius = CSARRadius or 50000
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Define one deploy zone for the CSAR tasks.
|
||||
-- @param #TASK_CARGO_DISPATCHER self
|
||||
-- @param DeployZone A deploy zone.
|
||||
-- @return #TASK_CARGO_DISPATCHER
|
||||
function TASK_CARGO_DISPATCHER:SetCSARDeployZone( CSARDeployZone )
|
||||
|
||||
self.CSARDeployZones = { CSARDeployZone }
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Define the deploy zones for the CSAR tasks.
|
||||
-- @param #TASK_CARGO_DISPATCHER self
|
||||
-- @param CSARDeployZones A list of the deploy zones.
|
||||
-- @return #TASK_CARGO_DISPATCHER
|
||||
function TASK_CARGO_DISPATCHER:SetCSARDeployZones( CSARDeployZones )
|
||||
|
||||
self.CSARDeployZones = CSARDeployZones
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Evaluates of a CSAR task needs to be started.
|
||||
-- @param #TASK_CARGO_DISPATCHER self
|
||||
-- @return Set#SET_CARGO The SetCargo to be rescued.
|
||||
-- @return #nil If there is no CSAR task required.
|
||||
function TASK_CARGO_DISPATCHER:EvaluateCSAR( CSARUnit )
|
||||
|
||||
local CSARCargo = CARGO_GROUP:New( CSARUnit, "Pilot", CSARUnit:GetName(), 80, 1500, 10 )
|
||||
|
||||
local SetCargo = SET_CARGO:New()
|
||||
SetCargo:AddCargosByName( CSARUnit:GetName() )
|
||||
|
||||
SetCargo:Flush(self)
|
||||
|
||||
return SetCargo
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Assigns tasks to the @{Set#SET_GROUP}.
|
||||
-- @param #TASK_CARGO_DISPATCHER self
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_CARGO_DISPATCHER:ManageTasks()
|
||||
self:F()
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
if Mission:IsIDLE() or Mission:IsENGAGED() then
|
||||
|
||||
local TaskReport = REPORT:New()
|
||||
|
||||
-- Checking the task queue for the dispatcher, and removing any obsolete task!
|
||||
for TaskIndex, TaskData in pairs( self.Tasks ) do
|
||||
local Task = TaskData -- Tasking.Task#TASK
|
||||
if Task:IsStatePlanned() then
|
||||
-- Here we need to check if the pilot is still existing.
|
||||
-- local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex )
|
||||
-- if not DetectedItem then
|
||||
-- local TaskText = Task:GetName()
|
||||
-- for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
-- Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
|
||||
-- end
|
||||
-- Task = self:RemoveTask( TaskIndex )
|
||||
-- end
|
||||
end
|
||||
end
|
||||
|
||||
-- Now that all obsolete tasks are removed, loop through the CSAR pilots.
|
||||
for CSARID, CSARData in pairs( self.CSAR ) do
|
||||
|
||||
if CSARData.Task then
|
||||
else
|
||||
-- New CSAR Task
|
||||
local SetCargo = self:EvaluateCSAR( CSARData.PilotGroup )
|
||||
local CSARTask = TASK_CARGO_CSAR:New( Mission, self.SetGroup, string.format( "CSAR.%03d", CSARID ), SetCargo )
|
||||
CSARTask:SetDeployZones( self.CSARDeployZones or {} )
|
||||
Mission:AddTask( CSARTask )
|
||||
TaskReport:Add( CSARTask:GetName() )
|
||||
CSARData.Task = CSARTask
|
||||
end
|
||||
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:GetShortText(), TaskText ), TaskGroup )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
187
Moose Development/Moose/Tasking/Task_Cargo_Transport.lua
Normal file
187
Moose Development/Moose/Tasking/Task_Cargo_Transport.lua
Normal file
@ -0,0 +1,187 @@
|
||||
--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
|
||||
|
||||
do -- TASK_CARGO_TRANSPORT
|
||||
|
||||
--- The TASK_CARGO_TRANSPORT class
|
||||
-- @type TASK_CARGO_TRANSPORT
|
||||
-- @extends Tasking.Task_Cargo#TASK_CARGO
|
||||
TASK_CARGO_TRANSPORT = {
|
||||
ClassName = "TASK_CARGO_TRANSPORT",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CARGO_TRANSPORT.
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Tasking.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 Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported.
|
||||
-- @param #string TaskBriefing The Cargo Task briefing.
|
||||
-- @return #TASK_CARGO_TRANSPORT self
|
||||
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing )
|
||||
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport", TaskBriefing ) ) -- #TASK_CARGO_TRANSPORT
|
||||
self:F()
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
|
||||
-- Events
|
||||
|
||||
self:AddTransition( "*", "CargoPickedUp", "*" )
|
||||
self:AddTransition( "*", "CargoDeployed", "*" )
|
||||
|
||||
self:F( { CargoDeployed = self.CargoDeployed ~= nil and "true" or "false" } )
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] CargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoPickedUp.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] __CargoPickedUp
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
|
||||
--- OnBefore Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Synchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] CargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
--- Asynchronous Event Trigger for Event CargoDeployed.
|
||||
-- @function [parent=#TASK_CARGO_TRANSPORT] __CargoDeployed
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc.
|
||||
-- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status.
|
||||
-- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded.
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
local CargoReport = REPORT:New( "Transport Cargo. The following cargo needs to be transported including initial positions:")
|
||||
|
||||
SetCargo:ForEachCargo(
|
||||
--- @param Core.Cargo#CARGO Cargo
|
||||
function( Cargo )
|
||||
local CargoType = Cargo:GetType()
|
||||
local CargoName = Cargo:GetName()
|
||||
local CargoCoordinate = Cargo:GetCoordinate()
|
||||
CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) )
|
||||
end
|
||||
)
|
||||
|
||||
self:SetBriefing(
|
||||
TaskBriefing or
|
||||
CargoReport:Text()
|
||||
)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function TASK_CARGO_TRANSPORT:ReportOrder( ReportGroup )
|
||||
|
||||
return 0
|
||||
end
|
||||
|
||||
|
||||
---
|
||||
-- @param #TASK_CARGO_TRANSPORT self
|
||||
-- @return #boolean
|
||||
function TASK_CARGO_TRANSPORT:IsAllCargoTransported()
|
||||
|
||||
local CargoSet = self:GetCargoSet()
|
||||
local Set = CargoSet:GetSet()
|
||||
|
||||
local DeployZones = self:GetDeployZones()
|
||||
|
||||
local CargoDeployed = true
|
||||
|
||||
-- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ).
|
||||
for CargoID, CargoData in pairs( Set ) do
|
||||
local Cargo = CargoData -- Core.Cargo#CARGO
|
||||
|
||||
self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } )
|
||||
|
||||
if Cargo:IsDeployed() then
|
||||
|
||||
-- -- Loop the DeployZones set for the TASK_CARGO_TRANSPORT.
|
||||
-- for DeployZoneID, DeployZone in pairs( DeployZones ) do
|
||||
--
|
||||
-- -- If all cargo is in one of the deploy zones, then all is good.
|
||||
-- self:T( { Cargo.CargoObject } )
|
||||
-- if Cargo:IsInZone( DeployZone ) == false then
|
||||
-- CargoDeployed = false
|
||||
-- end
|
||||
-- end
|
||||
else
|
||||
CargoDeployed = false
|
||||
end
|
||||
end
|
||||
|
||||
self:F( { CargoDeployed = CargoDeployed } )
|
||||
|
||||
return CargoDeployed
|
||||
end
|
||||
|
||||
--- @param #TASK_CARGO_TRANSPORT self
|
||||
function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To )
|
||||
local CargoSet = self.CargoSet
|
||||
|
||||
if self:IsAllCargoTransported() then
|
||||
self:Success()
|
||||
end
|
||||
|
||||
self:__Goal( -10 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
150
Moose Development/Moose/Tasking/Task_Manager.lua
Normal file
150
Moose Development/Moose/Tasking/Task_Manager.lua
Normal file
@ -0,0 +1,150 @@
|
||||
--- This module contains the TASK_MANAGER class and derived classes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Task_Manager#TASK_MANAGER} class, extends @{Fsm#FSM}
|
||||
-- ===
|
||||
-- The @{Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.
|
||||
-- Reportings can be done in several manners, and it is up to the derived classes if TASK_MANAGER to model the reporting behaviour.
|
||||
--
|
||||
-- 1.1) TASK_MANAGER constructor:
|
||||
-- -----------------------------------
|
||||
-- * @{Task_Manager#TASK_MANAGER.New}(): Create a new TASK_MANAGER instance.
|
||||
--
|
||||
-- 1.2) TASK_MANAGER reporting:
|
||||
-- ---------------------------------
|
||||
-- Derived TASK_MANAGER classes will manage tasks using the method @{Task_Manager#TASK_MANAGER.ManageTasks}(). This method implements polymorphic behaviour.
|
||||
--
|
||||
-- The time interval in seconds of the task management can be changed using the methods @{Task_Manager#TASK_MANAGER.SetRefreshTimeInterval}().
|
||||
-- To control how long a reporting message is displayed, use @{Task_Manager#TASK_MANAGER.SetReportDisplayTime}().
|
||||
-- Derived classes need to implement the method @{Task_Manager#TASK_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
|
||||
--
|
||||
-- Task management can be started and stopped using the methods @{Task_Manager#TASK_MANAGER.StartTasks}() and @{Task_Manager#TASK_MANAGER.StopTasks}() respectively.
|
||||
-- If an ad-hoc report is requested, use the method @{Task_Manager#TASK_MANAGER#ManageTasks}().
|
||||
--
|
||||
-- The default task management interval is every 60 seconds.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing
|
||||
-- ### Author: FlightControl - Framework Design & Programming
|
||||
--
|
||||
-- @module Task_Manager
|
||||
|
||||
do -- TASK_MANAGER
|
||||
|
||||
--- TASK_MANAGER class.
|
||||
-- @type TASK_MANAGER
|
||||
-- @field Set#SET_GROUP SetGroup The set of group objects containing players for which tasks are managed.
|
||||
-- @extends Core.Fsm#FSM
|
||||
TASK_MANAGER = {
|
||||
ClassName = "TASK_MANAGER",
|
||||
SetGroup = nil,
|
||||
}
|
||||
|
||||
--- TASK\_MANAGER constructor.
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param Set#SET_GROUP SetGroup The set of group objects containing players for which tasks are managed.
|
||||
-- @return #TASK_MANAGER self
|
||||
function TASK_MANAGER:New( SetGroup )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #TASK_MANAGER
|
||||
|
||||
self.SetGroup = SetGroup
|
||||
|
||||
self:SetStartState( "Stopped" )
|
||||
self:AddTransition( "Stopped", "StartTasks", "Started" )
|
||||
|
||||
--- StartTasks Handler OnBefore for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] OnBeforeStartTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- StartTasks Handler OnAfter for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] OnAfterStartTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- StartTasks Trigger for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] StartTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
|
||||
--- StartTasks Asynchronous Trigger for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] __StartTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
|
||||
self:AddTransition( "Started", "StopTasks", "Stopped" )
|
||||
|
||||
--- StopTasks Handler OnBefore for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] OnBeforeStopTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
--- StopTasks Handler OnAfter for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] OnAfterStopTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
--- StopTasks Trigger for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] StopTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
|
||||
--- StopTasks Asynchronous Trigger for TASK_MANAGER
|
||||
-- @function [parent=#TASK_MANAGER] __StopTasks
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
self:AddTransition( "Started", "Manage", "Started" )
|
||||
|
||||
self:SetRefreshTimeInterval( 30 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function TASK_MANAGER:onafterStartTasks( From, Event, To )
|
||||
self:Manage()
|
||||
end
|
||||
|
||||
function TASK_MANAGER:onafterManage( From, Event, To )
|
||||
|
||||
self:__Manage( -self._RefreshTimeInterval )
|
||||
|
||||
self:ManageTasks()
|
||||
end
|
||||
|
||||
--- Set the refresh time interval in seconds when a new task management action needs to be done.
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @param #number RefreshTimeInterval The refresh time interval in seconds when a new task management action needs to be done.
|
||||
-- @return #TASK_MANAGER self
|
||||
function TASK_MANAGER:SetRefreshTimeInterval( RefreshTimeInterval )
|
||||
self:F2()
|
||||
|
||||
self._RefreshTimeInterval = RefreshTimeInterval
|
||||
end
|
||||
|
||||
|
||||
--- Manages the tasks for the @{Set#SET_GROUP}.
|
||||
-- @param #TASK_MANAGER self
|
||||
-- @return #TASK_MANAGER self
|
||||
function TASK_MANAGER:ManageTasks()
|
||||
self:E()
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@ -121,7 +121,7 @@ GROUPTEMPLATE.Takeoff = {
|
||||
-- @return #GROUP self
|
||||
function GROUP:NewTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID )
|
||||
local GroupName = GroupTemplate.name
|
||||
_DATABASE:_RegisterGroupTemplate( GroupTemplate, CategoryID, CountryID, CoalitionSide, GroupName )
|
||||
_DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
|
||||
self = BASE:Inherit( self, CONTROLLABLE:New( GroupName ) )
|
||||
self:F2( GroupName )
|
||||
self.GroupName = GroupName
|
||||
|
||||
@ -76,12 +76,16 @@ Tasking/CommandCenter.lua
|
||||
Tasking/Mission.lua
|
||||
Tasking/Task.lua
|
||||
Tasking/TaskInfo.lua
|
||||
Tasking/Task_Manager.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
|
||||
Tasking/Task_Cargo_Transport.lua
|
||||
Tasking/Task_Cargo_CSAR.lua
|
||||
Tasking/Task_Cargo_Dispatcher.lua
|
||||
Tasking/TaskZoneCapture.lua
|
||||
|
||||
Moose.lua
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user