diff --git a/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua b/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua index 1e8e37b4f..8629871b2 100644 --- a/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua +++ b/Moose Development/Moose/Tasking/Task_Cargo_Transport.lua @@ -2,7 +2,7 @@ -- -- **Specific features:** -- --- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones. +-- * Creates a task to transport #Cargo.Cargo to and between deployment zones. -- * Derived from the TASK_CARGO class, which is derived from the TASK class. -- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled. -- * Co-operation tasking, so a player joins a group of players executing the same task. @@ -44,7 +44,7 @@ -- -- === -- --- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling. +-- Please read through the #Tasking.Task_Cargo process to understand the mechanisms of tasking and cargo tasking and handling. -- -- Enjoy! -- FC @@ -76,7 +76,7 @@ do -- TASK_CARGO_TRANSPORT -- -- ## 1.1) Create a command center. -- - -- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor. + -- First you need to create a command center using the Tasking.CommandCenter#COMMANDCENTER.New constructor. -- -- local CommandCenter = COMMANDCENTER -- :New( HQ, "Lima" ) -- Create the CommandCenter. @@ -85,7 +85,7 @@ do -- TASK_CARGO_TRANSPORT -- -- Tasks work in a mission, which groups these tasks to achieve a joint mission goal. -- A command center can govern multiple missions. - -- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor. + -- Create a new mission, using the Tasking.Mission#MISSION.New constructor. -- -- -- Declare the Mission for the Command Center. -- local Mission = MISSION @@ -99,7 +99,7 @@ do -- TASK_CARGO_TRANSPORT -- ## 1.3) Create the transport cargo task. -- -- So, now that we have a command center and a mission, we now create the transport task. - -- We create the transport task using the @{#TASK_CARGO_TRANSPORT.New}() constructor. + -- We create the transport task using the #TASK_CARGO_TRANSPORT.New constructor. -- -- Because a transport task will not generate the cargo itself, you'll need to create it first. -- The cargo in this case will be the downed pilot! @@ -118,7 +118,7 @@ do -- TASK_CARGO_TRANSPORT -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 ) -- - -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. + -- What is also needed, is to have a set of Core.Groups defined that contains the clients of the players. -- -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() @@ -139,48 +139,48 @@ do -- TASK_CARGO_TRANSPORT -- By doing this, cargo transport tasking will become a dynamic experience. -- -- - -- # 2) Create a task using the @{Tasking.Task_Cargo_Dispatcher} module. + -- # 2) Create a task using the Tasking.Task_Cargo_Dispatcher module. -- - -- Actually, it is better to **GENERATE** these tasks using the @{Tasking.Task_Cargo_Dispatcher} module. - -- Using the dispatcher module, transport tasks can be created much more easy. + -- Actually, it is better to **GENERATE** these tasks using the Tasking.Task_Cargo_Dispatcher module. + -- Using the dispatcher module, transport tasks can be created easier. -- -- Find below an example how to use the TASK_CARGO_DISPATCHER class: -- -- - -- -- Find the HQ group. - -- HQ = GROUP:FindByName( "HQ", "Bravo" ) + -- -- Find the HQ group. + -- HQ = GROUP:FindByName( "HQ", "Bravo" ) -- - -- -- Create the command center with the name "Lima". - -- CommandCenter = COMMANDCENTER - -- :New( HQ, "Lima" ) + -- -- Create the command center with the name "Lima". + -- CommandCenter = COMMANDCENTER + -- :New( HQ, "Lima" ) -- - -- -- Create the mission, for the command center, with the name "Operation Cargo Fun", a "Tactical" mission, with the mission briefing "Transport Cargo", for the BLUE coalition. - -- Mission = MISSION - -- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.BLUE ) + -- -- Create the mission, for the command center, with the name "Operation Cargo Fun", a "Tactical" mission, with the mission briefing "Transport Cargo", for the BLUE coalition. + -- Mission = MISSION + -- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.BLUE ) -- - -- -- Create the SET of GROUPs containing clients (players) that will transport the cargo. - -- -- These are have a name that start with "Transport" and are of the "blue" coalition. - -- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart() + -- -- Create the SET of GROUPs containing clients (players) that will transport the cargo. + -- -- These are have a name that start with "Transport" and are of the "blue" coalition. + -- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart() -- -- - -- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the TransportGroups. - -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) + -- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the TransportGroups. + -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) -- -- - -- -- Here we declare the SET of CARGOs called "Workmaterials". - -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() + -- -- Here we declare the SET of CARGOs called "Workmaterials". + -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() -- - -- -- Here we declare (add) CARGO_GROUP objects of various types, that are filtered and added in the CargoSetworkmaterials cargo set. - -- -- These cargo objects have the type "Workmaterials" which is exactly the type of cargo the CargoSetworkmaterials is filtering on. - -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) - -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) - -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) - -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) - -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) + -- -- Here we declare (add) CARGO_GROUP objects of various types, that are filtered and added in the CargoSetworkmaterials cargo set. + -- -- These cargo objects have the type "Workmaterials" which is exactly the type of cargo the CargoSetworkmaterials is filtering on. + -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) + -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) + -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) + -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) + -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) -- - -- -- And here we create a new WorkplaceTask, using the :AddTransportTask method of the TaskDispatcher. - -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) - -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) + -- -- And here we create a new WorkplaceTask, using the :AddTransportTask method of the TaskDispatcher. + -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) + -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) -- -- # 3) Handle cargo task events. -- @@ -189,7 +189,7 @@ do -- TASK_CARGO_TRANSPORT -- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions: -- -- * **Copy / Paste** the code section into your script. - -- * **Change** the CLASS literal to the task object name you have in your script. + -- * **Change** the "myclass" literal to the task object name you have in your script. -- * Within the function, you can now **write your own code**! -- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, -- but you need to declare them as they are automatically provided by the event handling system of MOOSE. @@ -210,14 +210,13 @@ do -- TASK_CARGO_TRANSPORT -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup. -- You can use this event handler to post messages to players, or provide status updates etc. -- - -- --- CargoPickedUp event handler OnAfter for CLASS. - -- -- @param #CLASS self + -- --- CargoPickedUp event handler OnAfter for "myclass". -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! - -- function CLASS:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) + -- function myclass:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) -- -- -- Write here your own code. -- @@ -240,15 +239,14 @@ do -- TASK_CARGO_TRANSPORT -- You can use this event handler to post messages to players, or provide status updates etc. -- -- - -- --- CargoDeployed event handler OnAfter for CLASS. - -- -- @param #CLASS self + -- --- CargoDeployed event handler OnAfter foR "myclass". -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. - -- function CLASS:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) + -- function myclass:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) -- -- -- Write here your own code. --