Code formatting. (#1651)

General code formatting and fixes of minor typos.
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TommyC81 2021-12-04 21:49:57 +04:00 committed by GitHub
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4 changed files with 549 additions and 631 deletions

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@ -1,13 +1,13 @@
--- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2A
-- @image MOOSE.JPG
@ -35,12 +35,12 @@ do -- TASK_A2A
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
--
--
-- @field #TASK_A2A
TASK_A2A = {
ClassName = "TASK_A2A",
ClassName = "TASK_A2A"
}
--- Instantiates a new TASK_A2A.
-- @param #TASK_A2A self
-- @param Tasking.Mission#MISSION Mission
@ -54,51 +54,49 @@ do -- TASK_A2A
function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing )
local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A
self:F()
self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType
local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
---- @param #FSM_PROCESS self
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #TASK_CARGO Task
function Fsm:OnLeaveAssigned( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self:SelectAction()
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
if Task:GetRendezVousZone( TaskUnit ) then
self:__RouteToRendezVousZone( 0.1 )
else
@ -110,36 +108,36 @@ do -- TASK_A2A
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2A Task
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
self:__Engage( 0.1 )
self:__Engage( 0.1 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2A Task
function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } )
self:__Account( 0.1 )
self:__RouteToTarget(0.1 )
self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
function Fsm:onafterRouteToTarget( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
if Task:GetTargetZone( TaskUnit ) then
self:__RouteToTargetZone( 0.1 )
else
@ -152,8 +150,8 @@ do -- TASK_A2A
self:__RouteToTargetPoint( 0.1 )
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2A#TASK_A2A Task
@ -165,20 +163,18 @@ do -- TASK_A2A
end
self:__RouteToTargets( -10 )
end
return self
end
--- @param #TASK_A2A self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2A:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit
end
--- @param #TASK_A2A self
function TASK_A2A:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
@ -188,34 +184,32 @@ do -- TASK_A2A
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
ActRouteRendezVous:SetRange( RendezVousRange )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
function TASK_A2A:GetRendezVousCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end
--- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
@ -232,18 +226,17 @@ do -- TASK_A2A
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteRendezVous:GetZone()
end
--- @param #TASK_A2A self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetCoordinate( TargetCoordinate )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
@ -256,18 +249,16 @@ do -- TASK_A2A
return ActRouteTarget:GetCoordinate()
end
--- @param #TASK_A2A self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2A:SetTargetZone( TargetZone, Altitude, Heading, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone, Altitude, Heading )
end
--- @param #TASK_A2A self
-- @param Wrapper.Unit#UNIT TaskUnit
@ -281,45 +272,43 @@ do -- TASK_A2A
end
function TASK_A2A:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
end
function TASK_A2A:GetGoalTotal()
return self.GoalTotal
end
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2A self
function TASK_A2A:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2A self
function TASK_A2A:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- @param #TASK_A2A self
function TASK_A2A:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self.TaskInfo:AddTaskName( 0, "MSOD" )
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
@ -343,12 +332,12 @@ do -- TASK_A2A
end
end
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
end
end
end
@ -359,8 +348,8 @@ do -- TASK_A2A
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
-- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
@ -373,8 +362,7 @@ do -- TASK_A2A
return 0
end
end
end
do -- TASK_A2A_INTERCEPT
@ -384,44 +372,39 @@ do -- TASK_A2A_INTERCEPT
-- @extends Tasking.Task#TASK
--- Defines an intercept task for a human player to be executed.
-- When enemy planes need to be intercepted by human players, use this task type to urgen the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- When enemy planes need to be intercepted by human players, use this task type to urge the players to get out there!
--
-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
--
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
--
-- @field #TASK_A2A_INTERCEPT
TASK_A2A_INTERCEPT = {
ClassName = "TASK_A2A_INTERCEPT",
ClassName = "TASK_A2A_INTERCEPT"
}
--- Instantiates a new TASK_A2A_INTERCEPT.
-- @param #TASK_A2A_INTERCEPT self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_INTERCEPT
function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Intercept incoming intruders.\n"
)
self:SetBriefing( TaskBriefing or "Intercept incoming intruders.\n" )
return self
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
--- Set a score when a target in scope of the A2A attack, has been destroyed.
-- @param #TASK_A2A_INTERCEPT self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
@ -433,7 +416,7 @@ do -- TASK_A2A_INTERCEPT
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score )
return self
end
@ -449,7 +432,7 @@ do -- TASK_A2A_INTERCEPT
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score )
return self
end
@ -465,14 +448,12 @@ do -- TASK_A2A_INTERCEPT
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty )
return self
end
end
do -- TASK_A2A_SWEEP
--- The TASK_A2A_SWEEP class
@ -484,20 +465,18 @@ do -- TASK_A2A_SWEEP
-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
--
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
--
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
--
--
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
--
-- @field #TASK_A2A_SWEEP
TASK_A2A_SWEEP = {
ClassName = "TASK_A2A_SWEEP",
ClassName = "TASK_A2A_SWEEP"
}
--- Instantiates a new TASK_A2A_SWEEP.
-- @param #TASK_A2A_SWEEP self
-- @param Tasking.Mission#MISSION Mission
@ -509,29 +488,26 @@ do -- TASK_A2A_SWEEP
function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n"
)
self:SetBriefing( TaskBriefing or "Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n" )
return self
end
end
--- @param #TASK_A2A_SWEEP self
function TASK_A2A_SWEEP:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
--- Set a score when a target in scope of the A2A attack, has been destroyed.
-- @param #TASK_A2A_SWEEP self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
@ -543,7 +519,7 @@ do -- TASK_A2A_SWEEP
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score )
return self
end
@ -559,7 +535,7 @@ do -- TASK_A2A_SWEEP
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score )
return self
end
@ -575,13 +551,12 @@ do -- TASK_A2A_SWEEP
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty )
return self
end
end
do -- TASK_A2A_ENGAGE
--- The TASK_A2A_ENGAGE class
@ -591,42 +566,37 @@ do -- TASK_A2A_ENGAGE
--- Defines an engage task for a human player to be executed.
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
--
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
--
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
-- based on detected airborne enemy targets intruding friendly airspace.
--
--
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
--
--
-- @field #TASK_A2A_ENGAGE
TASK_A2A_ENGAGE = {
ClassName = "TASK_A2A_ENGAGE",
ClassName = "TASK_A2A_ENGAGE"
}
--- Instantiates a new TASK_A2A_ENGAGE.
-- @param #TASK_A2A_ENGAGE self
-- @param Tasking.Mission#MISSION Mission
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2A_ENGAGE self
function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n"
)
self:SetBriefing( TaskBriefing or "Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n" )
return self
end
end
--- Set a score when a target in scope of the A2A attack, has been destroyed .
-- @param #TASK_A2A_ENGAGE self
-- @param #string PlayerName The name of the player.
@ -639,7 +609,7 @@ do -- TASK_A2A_ENGAGE
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
return self
end
@ -655,7 +625,7 @@ do -- TASK_A2A_ENGAGE
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score )
return self
end
@ -671,7 +641,7 @@ do -- TASK_A2A_ENGAGE
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty )
return self
end

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@ -1,7 +1,7 @@
--- **Tasking** - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.
--
--
-- **Features:**
--
--
-- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
@ -11,15 +11,15 @@
-- * Define different ranges to engage upon intruders.
-- * Keep task achievements.
-- * Score task achievements.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2A_Dispatcher
-- @image Task_A2A_Dispatcher.JPG
@ -30,72 +30,72 @@ do -- TASK_A2A_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
--
--
-- 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:
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG)
--
--
-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
--
--
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
--
--
-- The @{#TASK_A2A_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:
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia6.JPG)
--
--
-- 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.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia5.JPG)
--
--
-- 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.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia7.JPG)
--
-- 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.
--
-- 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#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,
-- 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 )
@ -104,50 +104,50 @@ do -- TASK_A2A_DISPATCHER
--
-- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = TASK_A2A_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.
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is chosen, which is 6 km.
-- The **EWRDetection** object is then passed to the @{#TASK_A2A_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
--
--
-- ### 2. Define the detected **target grouping radius**:
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia8.JPG)
--
--
-- 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.
-- 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.
--
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia11.JPG)
--
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
--
-- 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,
-- 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_A2A_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.
@ -160,32 +160,31 @@ do -- TASK_A2A_DISPATCHER
-- 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.
--
-- * @{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.
--
-- * @{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_A2A_DISPATCHER
TASK_A2A_DISPATCHER = {
ClassName = "TASK_A2A_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
SweepZones = {},
SweepZones = {}
}
--- TASK_A2A_DISPATCHER constructor.
-- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
@ -193,22 +192,21 @@ do -- TASK_A2A_DISPATCHER
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2A_DISPATCHER self
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = false
-- TODO: Check detection through radar.
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
self.Detection:InitDetectRadar( true )
self.Detection:SetRefreshTimeInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
-- @param #TASK_A2A_DISPATCHER self
@ -220,14 +218,13 @@ do -- TASK_A2A_DISPATCHER
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Define the radius to when an ENGAGE task will be generated for any nearby 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,
-- 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).
-- An ENGAGE task will be created for those pilots.
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
@ -239,27 +236,27 @@ do -- TASK_A2A_DISPATCHER
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
-- @return #TASK_A2A_DISPATCHER
-- @usage
--
--
-- -- Set 50km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius( 50000 )
--
--
-- -- Set 100km as the radius to engage any target by airborne friendlies.
-- TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
--
--
function TASK_A2A_DISPATCHER:SetEngageRadius( EngageRadius )
self.Detection:SetFriendliesRange( EngageRadius or 100000 )
return self
end
--- Set flashing player messages on or off
-- @param #TASK_A2A_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2A_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
self.FlashNewTask = onoff
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@ -267,26 +264,25 @@ do -- TASK_A2A_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Check if there is at least one UNIT in the DetectedSet is visible.
if DetectedItem.IsDetected == true then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an SWEEP task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@ -294,25 +290,23 @@ do -- TASK_A2A_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
if DetectedItem.IsDetected == false then
-- Here we're doing something advanced... We're copying the DetectedSet.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates an ENGAGE task when there are human friendlies airborne near the targets.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
@ -320,13 +314,12 @@ do -- TASK_A2A_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
-- Only allow ENGAGE when there are Players near the zone, and when the Area has detected items since the last run in a 60 seconds time zone.
if PlayersCount > 0 and DetectedItem.IsDetected == true then
@ -334,16 +327,13 @@ do -- TASK_A2A_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2A_DISPATCHER self
@ -354,24 +344,24 @@ do -- TASK_A2A_DISPATCHER
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged )
if Task then
if Task:IsStatePlanned() then
local TaskName = Task:GetName()
local TaskType = TaskName:match( "(%u+)%.%d+" )
self:T2( { TaskType = TaskType } )
local Remove = false
local IsPlayers = Detection:IsPlayersNearBy( DetectedItem )
if TaskType == "ENGAGE" then
if IsPlayers == false then
Remove = true
end
end
if TaskType == "INTERCEPT" then
if IsPlayers == true then
Remove = true
@ -380,7 +370,7 @@ do -- TASK_A2A_DISPATCHER
Remove = true
end
end
if TaskType == "SWEEP" then
if DetectedItem.IsDetected == true then
Remove = true
@ -388,18 +378,18 @@ do -- TASK_A2A_DISPATCHER
end
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
--DetectedSet:Flush( self )
--self:F( { DetectedSetCount = DetectedSet:Count() } )
-- DetectedSet:Flush( self )
-- self:F( { DetectedSetCount = DetectedSet:Count() } )
if DetectedSet:Count() == 0 then
Remove = true
end
if DetectedItemChanged == true or Remove then
Task = self:RemoveTask( DetectedItemIndex )
end
end
end
return Task
end
@ -408,10 +398,10 @@ do -- TASK_A2A_DISPATCHER
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
local FriendlyTypes = {}
local FriendliesCount = 0
@ -423,27 +413,26 @@ do -- TASK_A2A_DISPATCHER
local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel()
FriendliesCount = FriendliesCount + 1
local FriendlyType = FriendlyUnit:GetTypeName()
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1
FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and (FriendlyTypes[FriendlyType] + 1) or 1
if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then
end
end
end
end
--self:F( { FriendliesCount = FriendliesCount } )
-- self:F( { FriendliesCount = FriendliesCount } )
local FriendlyTypesReport = REPORT:New()
if FriendliesCount > 0 then
for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do
FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) )
FriendlyTypesReport:Add( string.format( "%d of %s", FriendlyTypeCount, FriendlyType ) )
end
else
FriendlyTypesReport:Add( "-" )
end
return FriendliesCount, FriendlyTypesReport
end
@ -452,10 +441,10 @@ do -- TASK_A2A_DISPATCHER
-- @param DetectedItem
-- @return #number, Core.CommandCenter#REPORT
function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem )
local DetectedSet = DetectedItem.Set
local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem )
local PlayerTypes = {}
local PlayersCount = 0
@ -464,7 +453,7 @@ do -- TASK_A2A_DISPATCHER
for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do
local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT
local PlayerName = PlayerUnit:GetPlayerName()
--self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
-- self:F( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } )
if PlayerUnit:IsAirPlane() and PlayerName ~= nil then
local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel()
PlayersCount = PlayersCount + 1
@ -474,20 +463,19 @@ do -- TASK_A2A_DISPATCHER
end
end
end
end
local PlayerTypesReport = REPORT:New()
if PlayersCount > 0 then
for PlayerName, PlayerType in pairs( PlayerTypes ) do
PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) )
PlayerTypesReport:Add( string.format( '"%s" in %s', PlayerName, PlayerType ) )
end
else
PlayerTypesReport:Add( "-" )
end
return PlayersCount, PlayerTypesReport
end
@ -496,24 +484,23 @@ do -- TASK_A2A_DISPATCHER
self.Tasks[TaskIndex] = nil
end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
self: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
@ -531,18 +518,18 @@ do -- TASK_A2A_DISPATCHER
-- Now that all obsolete tasks are removed, loop through the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedCount = DetectedSet:Count()
local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self )
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
-- DetectedSet:Flush( self )
local DetectedID = DetectedItem.ID
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
local Task = self.Tasks[TaskIndex]
Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
@ -565,7 +552,7 @@ do -- TASK_A2A_DISPATCHER
Task = TASK_A2A_SWEEP:New( Mission, self.SetGroup, string.format( "SWEEP.%03d", DetectedID ), TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
end
end
end
end
@ -582,7 +569,7 @@ do -- TASK_A2A_DISPATCHER
function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task )
end
function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task )
end
@ -590,38 +577,38 @@ do -- TASK_A2A_DISPATCHER
function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task )
end
TaskReport:Add( Task:GetName() )
else
self:F("This should not happen")
self:F( "This should not happen" )
end
end
if Task then
local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem, Unit.Category.AIRPLANE )
Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" )
Task.TaskInfo:AddText( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ), 40, "MOD" )
local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem )
Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" )
Task.TaskInfo:AddText( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ), 40, "MOD" )
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and (self.FlashNewTask) then
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and (self.FlashNewTask) 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

View File

@ -1,13 +1,13 @@
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2G
-- @image MOOSE.JPG
@ -18,29 +18,29 @@ do -- TASK_A2G
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
--
--
-- * **None**: Start of the process
-- * **Planned**: The A2G task is planned.
-- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}.
-- * **Success**: The A2G task is successfully completed.
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
--
-- ## 1) Set the scoring of achievements in an A2G attack.
--
--
-- Scoring or penalties can be given in the following circumstances:
--
--
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
--
--
-- @field #TASK_A2G
TASK_A2G = {
ClassName = "TASK_A2G",
ClassName = "TASK_A2G"
}
--- Instantiates a new TASK_A2G.
-- @param #TASK_A2G self
-- @param Tasking.Mission#MISSION Mission
@ -54,53 +54,51 @@ do -- TASK_A2G
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
self:F()
self.TargetSetUnit = TargetSetUnit
self.TaskType = TaskType
local Fsm = self:GetUnitProcess()
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
--Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
--Fsm:AddTransition( "Accounted", "Success", "Success" )
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterAssigned( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
self:RouteToRendezVous()
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.RendezVousSetUnit
if Task:GetRendezVousZone( TaskUnit ) then
self:__RouteToRendezVousZone( 0.1 )
else
@ -112,36 +110,36 @@ do -- TASK_A2G
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2G Task
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
self:__Engage( 0.1 )
self:__Engage( 0.1 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_A2G Task
function Fsm:onafterEngage( TaskUnit, Task )
self:F( { self } )
self:__Account( 0.1 )
self:__RouteToTarget(0.1 )
self:__RouteToTarget( 0.1 )
self:__RouteToTargets( -10 )
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
function Fsm:onafterRouteToTarget( TaskUnit, Task )
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
if Task:GetTargetZone( TaskUnit ) then
self:__RouteToTargetZone( 0.1 )
else
@ -154,8 +152,8 @@ do -- TASK_A2G
self:__RouteToTargetPoint( 0.1 )
end
end
--- Test
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_A2G#TASK_A2G Task
@ -167,20 +165,18 @@ do -- TASK_A2G
end
self:__RouteToTargets( -10 )
end
return self
end
--- @param #TASK_A2G self
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
self.TargetSetUnit = TargetSetUnit
end
--- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
@ -190,34 +186,32 @@ do -- TASK_A2G
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
ActRouteRendezVous:SetRange( RendezVousRange )
end
--- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
end
--- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
@ -234,18 +228,17 @@ do -- TASK_A2G
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteRendezVous:GetZone()
end
--- @param #TASK_A2G self
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetCoordinate( TargetCoordinate )
end
--- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
@ -258,18 +251,16 @@ do -- TASK_A2G
return ActRouteTarget:GetCoordinate()
end
--- @param #TASK_A2G self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone )
end
--- @param #TASK_A2G self
-- @param Wrapper.Unit#UNIT TaskUnit
@ -283,47 +274,46 @@ do -- TASK_A2G
end
function TASK_A2G:SetGoalTotal()
self.GoalTotal = self.TargetSetUnit:Count()
end
function TASK_A2G:GetGoalTotal()
return self.GoalTotal
end
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
-- @param #TASK_A2G self
function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
function TASK_A2G:ReportOrder( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
return Distance
end
--- This method checks every 10 seconds if the goal has been reached of the task.
-- @param #TASK_A2G self
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
if TargetSetUnit:Count() == 0 then
self:Success()
end
self:__Goal( -10 )
end
--- @param #TASK_A2G self
function TASK_A2G:UpdateTaskInfo( DetectedItem )
if self:IsStatePlanned() or self:IsStateAssigned() then
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
self.TaskInfo:AddTaskName( 0, "MSOD" )
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
local ThreatLevel, ThreatText
if DetectedItem then
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem )
@ -331,7 +321,7 @@ do -- TASK_A2G
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
end
self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
if self.Detection then
local DetectedItemsCount = self.TargetSetUnit:Count()
local ReportTypes = REPORT:New()
@ -344,33 +334,33 @@ do -- TASK_A2G
end
end
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
else
local DetectedItemsCount = self.TargetSetUnit:Count()
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
end
self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" )
self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" )
self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" )
end
end
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
-- @param #TASK_A2G self
-- @param #number AutoAssignMethod The method to be applied to the task.
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
-- @param Wrapper.Group#GROUP TaskGroup The player group.
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
return math.random( 1, 9 )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
self:F({Distance=Distance})
self:F( { Distance = Distance } )
return math.floor( Distance )
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
return 1
@ -379,8 +369,7 @@ do -- TASK_A2G
return 0
end
end
end
do -- TASK_A2G_SEAD
@ -397,9 +386,9 @@ do -- TASK_A2G_SEAD
--
-- @field #TASK_A2G_SEAD
TASK_A2G_SEAD = {
ClassName = "TASK_A2G_SEAD",
ClassName = "TASK_A2G_SEAD"
}
--- Instantiates a new TASK_A2G_SEAD.
-- @param #TASK_A2G_SEAD self
-- @param Tasking.Mission#MISSION Mission
@ -408,19 +397,16 @@ do -- TASK_A2G_SEAD
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskBriefing The briefing of the task.
-- @return #TASK_A2G_SEAD self
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing)
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Suppression of Enemy Air Defenses."
)
self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses." )
return self
end
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_SEAD self
@ -434,7 +420,7 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
return self
end
@ -450,7 +436,7 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
return self
end
@ -466,11 +452,10 @@ do -- TASK_A2G_SEAD
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
return self
end
end
do -- TASK_A2G_BAI
@ -488,10 +473,8 @@ do -- TASK_A2G_BAI
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_BAI
TASK_A2G_BAI = {
ClassName = "TASK_A2G_BAI",
}
TASK_A2G_BAI = { ClassName = "TASK_A2G_BAI" }
--- Instantiates a new TASK_A2G_BAI.
-- @param #TASK_A2G_BAI self
-- @param Tasking.Mission#MISSION Mission
@ -503,14 +486,11 @@ do -- TASK_A2G_BAI
function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Battlefield Air Interdiction of a group of enemy targets."
)
self:SetBriefing( TaskBriefing or "Execute a Battlefield Air Interdiction of a group of enemy targets." )
return self
end
@ -526,7 +506,7 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
return self
end
@ -542,7 +522,7 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
return self
end
@ -558,15 +538,12 @@ do -- TASK_A2G_BAI
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
return self
end
end
do -- TASK_A2G_CAS
--- The TASK_A2G_CAS class
@ -581,10 +558,8 @@ do -- TASK_A2G_CAS
-- based on detected enemy ground targets.
--
-- @field #TASK_A2G_CAS
TASK_A2G_CAS = {
ClassName = "TASK_A2G_CAS",
}
TASK_A2G_CAS = { ClassName = "TASK_A2G_CAS" }
--- Instantiates a new TASK_A2G_CAS.
-- @param #TASK_A2G_CAS self
-- @param Tasking.Mission#MISSION Mission
@ -596,19 +571,13 @@ do -- TASK_A2G_CAS
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
self:F()
Mission:AddTask( self )
self:SetBriefing(
TaskBriefing or
"Execute a Close Air Support for a group of enemy targets. " ..
"Beware of friendlies at the vicinity! "
)
Mission:AddTask( self )
self:SetBriefing( TaskBriefing or ( "Execute a Close Air Support for a group of enemy targets. " .. "Beware of friendlies at the vicinity! " ) )
return self
end
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_A2G_CAS self
@ -622,7 +591,7 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
return self
end
@ -638,7 +607,7 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
return self
end
@ -654,9 +623,8 @@ do -- TASK_A2G_CAS
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
return self
end
end

View File

@ -1,24 +1,25 @@
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
--
--- **Tasking** -- Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
--
-- **Features:**
--
--
-- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAS) Close Air Support tasks for human players.
-- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players.
-- * Dynamically assign (SEAD) Supression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
-- * Dynamically assign (SEAD) Suppression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
-- * Define and use an EWR (Early Warning Radar) network.
-- * Define different ranges to engage upon intruders.
-- * Keep task achievements.
-- * Score task achievements.--
-- * Score task achievements.
--
-- ===
--
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
--
-- ### Contributions:
--
-- ===
--
--
-- @module Tasking.Task_A2G_Dispatcher
-- @image Task_A2G_Dispatcher.JPG
@ -32,151 +33,151 @@ do -- TASK_A2G_DISPATCHER
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
--
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
--
--
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**.
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}.
--
--
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
-- We call this the **RecceSet** of the A2G dispatcher.
--
--
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
-- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER:
--
--
-- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area.
-- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
-- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
--
-- # 0. Tactical Situations
--
--
-- This chapters provides some insights in the tactical situations when certain Task Types are created.
-- The Task Types are depending on the enemy positions that were detected, and the current location of friendly units.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia3.JPG)
--
--
-- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test],
-- the tactical situation is a demonstration how the A2G detection works.
-- This example will be taken further in the explanation in the following chapters.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia4.JPG)
--
--
-- The red coalition are the players, the blue coalition is the enemy.
--
--
-- Red reconnaissance vehicles and airborne units are detecting the targets.
-- We call this the RecceSet as explained above, which is a Set of Groups that
-- have a group name starting with `Recce` (configured in the mission script).
--
--
-- Red attack units are responsible for executing the mission for the command center.
-- We call this the AttackSet, which is a Set of Groups with a group name starting with `Attack` (configured in the mission script).
-- These units are setup in this demonstration mission to be ground vehicles and airplanes.
-- For demonstration purposes, the attack airplane is stationed on the ground to explain
-- the messages and the menus properly.
-- Further test missions demonstrate the A2G task dispatcher from within air.
--
--
-- Depending upon the detection results, the A2G dispatcher will create different tasks.
--
--
-- # 0.1. SEAD Task
--
--
-- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia9.JPG)
--
--
-- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task!
-- - A CAS and BAI task may be converted into a SEAD task, once a radar has been detected within the area!
--
--
-- # 0.2. CAS Task
--
--
-- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia10.JPG)
--
--
-- - After the detection of the CAS task, if the friendly Units are destroyed, the CAS task will convert into a BAI task!
-- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support.
--
--
-- # 0.3. BAI Task
--
--
-- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG)
--
-- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range!
--
-- # 1. Player Experience
--
--
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}.
-- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**.
--
--
-- For example, if there are 2 Command Centers (CC).
-- Each CC is controlling a couple of Missions, the Radio Menu Structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha (Primary)"
-- F2. Mission "Beta (Secondary)"
-- F3. Mission "Gamma (Tactical)"
-- F1. Command Center [Lima]
-- F1. Mission "Overlord (High)"
--
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tacical mission Gamma.
--
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tactical mission Gamma.
-- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
--
-- ## 1.1. Mission Menu (Under the Command Center Menu)
--
--
-- The Mission Menu controls the information of the mission, including the:
--
--
-- - **Mission Briefing**: A briefing of the Mission in text, which will be shown as a message.
-- - **Mark Task Locations**: A summary of each Task will be shown on the map as a marker.
-- - **Create Task Reports**: A menu to create various reports of the current tasks dispatched by the A2G dispatcher.
-- - **Create Mission Reports**: A menu to create various reports on the current mission.
--
--
-- For CC [Lima], Mission "Overlord", the menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Lima]
-- F1. Mission "Overlord"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia5.JPG)
--
--
-- ### 1.1.1. Mission Briefing Menu
--
--
-- The Mission Briefing Menu will show in text a summary description of the overall mission objectives and expectations.
-- Note that the Mission Briefing is not the briefing of a specific task, but rather provides an overall strategy and tactical situation,
-- and explains the mission goals.
--
--
-- and explains the mission goals.
--
--
-- ### 1.1.2. Mark Task Locations Menu
--
--
-- The Mark Task Locations Menu will mark the location indications of the Tasks on the map, if this intelligence is known by the Command Center.
-- For A2G tasks this information will always be know, but it can be that for other tasks a location intelligence will be less relevant.
-- Note that each Planned task and each Engaged task will be marked. Completed, Failed and Cancelled tasks are not marked.
-- Depending on the task type, a summary information is shown to bring to the player the relevant information for situational awareness.
--
--
-- ### 1.1.3. Task Reports Menu
--
--
-- The Task Reports Menu is a sub menu, that allows to create various reports:
--
--
-- - **Tasks Summary**: This report will list all the Tasks that are or were active within the mission, indicating its status.
-- - **Planned Tasks**: This report will list all the Tasks that are in status Planned, which are Tasks not assigned to any player, and are ready to be executed.
-- - **Assigned Tasks**: This report will list all the Tasks that are in status Assigned, which are Tasks assigned to (a) player(s) and are currently executed.
-- - **Successful Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and are completed successfully.
-- - **Failed Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and that have failed.
--
--
-- The information shown of the tasks will vary according the underlying task type, but are self explanatory.
--
-- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -188,21 +189,21 @@ do -- TASK_A2G_DISPATCHER
-- F4. Successful Tasks
-- F5. Failed Tasks
-- F4. Mission Reports
--
--
-- Note that these reports provide an "overview" of the tasks. Detailed information of the task can be retrieved using the Detailed Report on the Task Menu.
-- (See later).
--
--
-- ### 1.1.4. Mission Reports Menu
--
--
-- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission:
--
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a %-tage of completion.
--
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a % of completion.
-- - **Report Players per Task**: Show which players are engaged on which Task within the Mission.
--
--
-- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -211,25 +212,25 @@ do -- TASK_A2G_DISPATCHER
-- F4. Mission Reports
-- F1. Report Mission Progress
-- F2. Report Players per Task
--
--
--
--
-- ## 1.2. Task Management Menus
--
--
-- Very important to remember is: **Multiple Players can be assigned to the same Task, but from the player perspective, the Player can only be assigned to one Task per Mission at the same time!**
-- Consider this like the two major modes in which a player can be in. He can be free of tasks or he can be assigned to a Task.
-- Depending on whether a Task has been Planned or Assigned to a Player (Group),
-- **the Mission Menu will contain extra Menus to control specific Tasks.**
--
--
-- #### 1.2.1. Join a Planned Task
--
--
-- If the Player has not yet been assigned to a Task within the Mission, the Mission Menu will contain additionally a:
--
--
-- - Join Planned Task Menu: This menu structure allows the player to join a planned task (a Task with status Planned).
--
--
-- For CC |Gori|, Mission "Alpha", the menu structure could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -237,23 +238,23 @@ do -- TASK_A2G_DISPATCHER
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Join Planned Task
--
--
-- **The F5. Join Planned Task allows the player to join a Planned Task and take an engagement in the running Mission.**
--
-- #### 1.2.2. Manage an Assigned Task
--
--
-- #### 1.2.2. Manage an Assigned Task
--
-- If the Player has been assigned to one Task within the Mission, the Mission Menu will contain an extra:
--
--
-- - Assigned Task __TaskName__ Menu: This menu structure allows the player to take actions on the currently engaged task.
--
--
-- In this example, the Group currently seated by the player is not assigned yet to a Task.
-- The Player has the option to assign itself to a Planned Task using menu option F5 under the Mission Menu "Alpha".
--
--
-- This would be an example menu structure,
-- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -261,26 +262,25 @@ do -- TASK_A2G_DISPATCHER
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Assigned Task CAS.001
--
--
-- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.**
--
--
--
-- ## 1.3. Join Planned Task Menu
--
--
-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**.
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
--
-- For example, for CC [Gori], Mission "Alpha",
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
--
-- For example, for CC [Gori], Mission "Alpha",
-- if a Mission "ALpha" contains 5 Planned Tasks, which would be:
--
-- - 2 CAS Tasks
--
-- - 2 CAS Tasks
-- - 1 BAI Task
-- - 2 SEAD Tasks
--
--
-- the Join Planned Task Menu Hierarchy could look like this:
--
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -296,26 +296,26 @@ do -- TASK_A2G_DISPATCHER
-- F1. SEAD.003
-- F2. SEAD.004
-- F3. SEAD.005
--
--
-- An example from within a running simulation:
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia6.JPG)
--
--
-- Each Task Type Menu would have a list of the Task Menus underneath.
-- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**!
--
-- ### 1.3.1. Planned Task Menu
--
-- Each Planned Task Menu will allow for the following actions:
--
--
-- - Report Task Details: Provides a detailed report on the Planned Task.
-- - Mark Task Location on Map: Mark the approximate location of the Task on the Map, if relevant.
-- - Join Task: Join the Task. This is THE menu option to let a Player join the Task, and to engage within the Mission.
--
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
--
--
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
--
-- Radio MENU Structure (F10. Other)
--
--
-- F1. Command Center |Gori|
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -328,22 +328,22 @@ do -- TASK_A2G_DISPATCHER
-- F1. Report Task Details
-- F2. Mark Task Location on Map
-- F3. Join Task
--
--
-- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.**
--
--
--
--
-- ## 1.4. Assigned Task Menu
--
--
-- The Assigned Task Menu allows to control the **current assigned task** within the Mission.
--
--
-- Depending on the Type of Task, the following menu options will be available:
--
--
-- - **Report Task Details**: Provides a detailed report on the Planned Task.
-- - **Mark Task Location on Map**: Mark the approximate location of the Task on the Map, if relevant.
-- - **Abort Task: Abort the current assigned Task:** This menu option lets the player abort the Task.
--
--
-- For example, for CC |Gori|, Mission "Alpha", the Assigned Menu could be:
--
--
-- F1. Command Center |Gori|
-- F1. Mission "Alpha"
-- F1. Mission Briefing
@ -354,90 +354,89 @@ do -- TASK_A2G_DISPATCHER
-- F1. Report Task Details
-- F2. Mark Task Location on Map
-- F3. Abort Task
--
--
-- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**.
-- However, this will depend on the setup of each Mission.
--
-- However, this will depend on the setup of each Mission.
--
-- ## 1.5. Messages
--
--
-- During game play, different messages are displayed.
-- These messages provide an update of the achievements made, and the state wherein the task is.
--
--
-- The various reports can be used also to retrieve the current status of the mission and its tasks.
--
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia7.JPG)
--
--
-- The @{Settings} menu provides additional options to control the timing of the messages.
-- There are:
--
--
-- - Status messages, which are quick status updates. The settings menu allows to switch off these messages.
-- - Information messages, which are shown a bit longer, as they contain important information.
-- - Summary reports, which are quick reports showing a high level summary.
-- - Overview reports, which are providing the essential information. It provides an overview of a greater thing, and may take a bit of time to read.
-- - Detailed reports, which provide with very detailed information. It takes a bit longer to read those reports, so the display of those could be a bit longer.
--
--
-- # 2. TASK\_A2G\_DISPATCHER constructor
--
--
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance.
--
-- # 3. Usage
--
-- To use the TASK\_A2G\_DISPATCHER class, you need:
--
--
-- - A @{CommandCenter} object. The master communication channel.
-- - A @{Mission} object. Each task belongs to a Mission.
-- - A @{Detection} object. There are several detection grouping methods to choose from.
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the emeny, the RecceSet. This is attached to the @{Detection} object.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object.
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object.
--
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
--
-- -- Declare the Command Center
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
--
-- -- Declare the Command Center
-- local HQ = GROUP
-- :FindByName( "HQ", "Bravo HQ" )
--
-- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" )
--
--
-- -- Declare the Mission for the Command Center.
-- local Mission = MISSION
-- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
--
--
-- -- Define the RecceSet that will detect the enemy.
-- local RecceSet = SET_GROUP
-- :New()
-- :FilterPrefixes( "FAC" )
-- :FilterCoalitions("red")
-- :FilterStart()
--
--
-- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius.
-- local DetectionAreas = DETECTION_AREAS
-- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies.
--
--
-- -- Setup the AttackSet, which is a SET_GROUP.
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
-- local AttackSet = SET_GROUP
-- :New() -- Create the SET_GROUP object.
-- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
-- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
-- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack.
--
--
-- -- Now we have everything to setup the main A2G TaskDispatcher.
-- TaskDispatcher = TASK_A2G_DISPATCHER
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
--
--
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will receive the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
--
--
--
-- @field #TASK_A2G_DISPATCHER
TASK_A2G_DISPATCHER = {
ClassName = "TASK_A2G_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
Tasks = {}
}
--- TASK_A2G_DISPATCHER constructor.
-- @param #TASK_A2G_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
@ -445,18 +444,18 @@ do -- TASK_A2G_DISPATCHER
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2G_DISPATCHER self
function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = true --set to false to suppress flash messages
self.FlashNewTask = true -- set to false to suppress flash messages
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
-- @param #TASK_A2G_DISPATCHER self
@ -466,19 +465,19 @@ do -- TASK_A2G_DISPATCHER
-- @param Tasking.Task_A2G#TASK_A2G Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Set flashing player messages on or off
--- Set flashing player messages on or off
-- @param #TASK_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
self.FlashNewTask = onoff
end
--- Creates a SEAD task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
@ -486,7 +485,7 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
@ -500,10 +499,10 @@ do -- TASK_A2G_DISPATCHER
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterHasSEAD()
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
@ -514,11 +513,10 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units.
-- There should be ground unit friendlies nearby. Airborne units are valid friendlies types.
-- And there shouldn't be any radar.
@ -532,13 +530,13 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates a BAI task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
@ -546,11 +544,10 @@ do -- TASK_A2G_DISPATCHER
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units.
-- There shouldn't be any ground unit friendlies nearby.
-- And there shouldn't be any radar.
@ -564,19 +561,18 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2G_DISPATCHER self
@ -586,17 +582,16 @@ do -- TASK_A2G_DISPATCHER
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
if Task then
if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then
--self:F( "Removing Tasking: " .. Task:GetTaskName() )
if (Task:IsStatePlanned() and DetectedItemChanged == true) or Task:IsStateCancelled() then
-- self:F( "Removing Tasking: " .. Task:GetTaskName() )
self:RemoveTask( TaskIndex )
end
end
return Task
end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2G_DISPATCHER self
@ -604,15 +599,15 @@ do -- TASK_A2G_DISPATCHER
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
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!
@ -634,21 +629,21 @@ do -- TASK_A2G_DISPATCHER
--- First we need to the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedZone = DetectedItem.Zone
--self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
--DetectedSet:Flush( self )
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
-- DetectedSet:Flush( self )
local DetectedItemID = DetectedItem.ID
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
if Task then
-- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets.
if Task:IsStateAssigned() then
@ -660,7 +655,7 @@ do -- TASK_A2G_DISPATCHER
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
end
@ -691,18 +686,18 @@ do -- TASK_A2G_DISPATCHER
end
end
end
-- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text(", ")
if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" and self.FlashNewTask then
local TargetsText = TargetsReport:Text( ", " )
if (Mission:IsGroupAssigned( TaskGroup )) and TargetsText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end
end
end
end
end
if Task then
if Task:IsStatePlanned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
@ -753,7 +748,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
@ -762,7 +757,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
@ -771,19 +766,19 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) --inject a name for DESIGNATE, if using same DETECTION object
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
end
end
if Task then
self.Tasks[TaskIndex] = Task
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
Task:UpdateTaskInfo( DetectedItem )
Mission:AddTask( Task )
function Task.OnEnterSuccess( Task, From, Event, To )
self:Success( Task )
end
@ -791,7 +786,7 @@ do -- TASK_A2G_DISPATCHER
function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task )
end
function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task )
end
@ -799,31 +794,29 @@ do -- TASK_A2G_DISPATCHER
function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task )
end
TaskReport:Add( Task:GetName() )
else
self:F("This should not happen")
self:F( "This should not happen" )
end
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and self.FlashNewTask then
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and self.FlashNewTask 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