Updates, many fixes. Now also the communication to the players is working.

This commit is contained in:
FlightControl 2019-03-08 10:03:58 +01:00
parent eee1aca14f
commit ef1a9330a4
11 changed files with 234 additions and 70 deletions

View File

@ -105,8 +105,8 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
local FromEngageAngle = TargetCoord:GetAngleDegrees( TargetCoord:GetDirectionVec3( DefenderCoord ) )
local ToWP = TargetCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
@ -116,35 +116,31 @@ function AI_A2G_BAI:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
EngageRoute[#EngageRoute+1] = ToWP
if TargetDistance <= EngageDistance * 3 then
local AttackUnitTasks = {}
local AttackUnitTasks = {}
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "BAI Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
end
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "BAI Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
end
end
if #AttackUnitTasks == 0 then
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
end
end
if #AttackUnitTasks == 0 then
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
else
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___Engage", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:Route( EngageRoute, self.TaskDelay )

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@ -136,7 +136,7 @@ function AI_A2G_CAS:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit
end
end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___Engage", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:Route( EngageRoute, self.TaskDelay )

View File

@ -3564,17 +3564,43 @@ do -- AI_A2G_DISPATCHER
if DefenderTarget then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." )
Fsm:Engage( DefenderTarget.Set ) -- Engage on the TargetSetUnit
Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
end
end
function Fsm:OnAfterEngageRoute( Defender, From, Event, To, AttackSetUnit )
self:F({"Engage Route", Defender:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetName()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route, bearing " .. Coordinate:ToString( Defender ) )
end
function Fsm:OnAfterEngage( Defender, From, Event, To, AttackSetUnit )
self:F({"Engage Route", Defender:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetName()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging target, bearing " .. Coordinate:ToString( Defender ) )
end
function Fsm:onafterRTB( Defender, From, Event, To )
self:F({"Defender RTB", Defender:GetName()})
local DefenderName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " RTB." )
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
@ -3716,7 +3742,7 @@ do -- AI_A2G_DISPATCHER
local SquadronOverhead = self:GetSquadronOverhead( SquadronName )
local Fsm = self:GetDefenderTaskFsm( DefenderGroup )
Fsm:Engage( AttackerSet ) -- Engage on the TargetSetUnit
Fsm:EngageRoute( AttackerSet ) -- Engage on the TargetSetUnit
self:SetDefenderTaskTarget( DefenderGroup, DetectedItem )

View File

@ -101,6 +101,51 @@ function AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloor
self.EngageFloorAltitude = EngageFloorAltitude or 1000
self.EngageCeilingAltitude = EngageCeilingAltitude or 1500
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "EngageRoute", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event EngageRoute.
-- @function [parent=#AI_A2G_ENGAGE] OnBeforeEngageRoute
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event EngageRoute.
-- @function [parent=#AI_A2G_ENGAGE] OnAfterEngageRoute
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event EngageRoute.
-- @function [parent=#AI_A2G_ENGAGE] EngageRoute
-- @param #AI_A2G_ENGAGE self
--- Asynchronous Event Trigger for Event EngageRoute.
-- @function [parent=#AI_A2G_ENGAGE] __EngageRoute
-- @param #AI_A2G_ENGAGE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_ENGAGE] OnLeaveEngaging
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_A2G_ENGAGE] OnEnterEngaging
-- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_ENGAGE.
--- OnBefore Transition Handler for Event Engage.
@ -119,7 +164,7 @@ function AI_A2G_ENGAGE:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloor
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_A2G_ENGAGE] Engage
-- @param #AI_A2G_ENGAGE self
@ -293,9 +338,22 @@ end
-- todo: need to fix this global function
--- @param Wrapper.Group#GROUP AIControllable
function AI_A2G_ENGAGE.EngageRoute( AIGroup, Fsm, AttackSetUnit )
function AI_A2G_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
AIGroup:I( { "AI_A2G_ENGAGE.EngageRoute:", AIGroup:GetName() } )
AIGroup:I( { "AI_A2G_ENGAGE.___EngageRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay, AttackSetUnit )
--local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
--AIGroup:SetTask( Task )
end
end
--- @param Wrapper.Group#GROUP AIControllable
function AI_A2G_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
AIGroup:I( { "AI_A2G_ENGAGE.___Engage:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__Engage( Fsm.TaskDelay, AttackSetUnit )
@ -336,7 +394,7 @@ end
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
function AI_A2G_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
@ -376,3 +434,87 @@ function AI_A2G_ENGAGE:OnEventDead( EventData )
end
end
end
--- @param #AI_A2G_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
local AttackCount = AttackSetUnit:Count()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
-- Determine the distance to the target.
-- If it is less than 10km, then attack without a route.
-- Otherwise perform a route attack.
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
if TargetDistance <= EngageDistance * 3 then
self:__Engage( 0.1, AttackSetUnit )
else
local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToWP = DefenderCoord:Translate( EngageDistance, FromEngageAngle, true ):WaypointAir(
self.PatrolAltType or "RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToWP
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___EngageRoute", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:OptionROEReturnFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:Route( EngageRoute, self.TaskDelay )
end
end
else
self:E( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
self:__RTB( self.TaskDelay )
end
end

View File

@ -62,7 +62,7 @@
-- ### 2.2 AI_A2G_PATROL Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2G_PATROL.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2G_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
@ -173,10 +173,10 @@ function AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloor
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2G_PATROL.
--- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_A2G_PATROL] OnBeforeRoute
--- OnBefore Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_A2G_PATROL] OnBeforePatrolRoute
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
@ -184,20 +184,20 @@ function AI_A2G_PATROL:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloor
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Route.
-- @function [parent=#AI_A2G_PATROL] OnAfterRoute
--- OnAfter Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_A2G_PATROL] OnAfterPatrolRoute
-- @param #AI_A2G_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2G_PATROL] Route
--- Synchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_A2G_PATROL] PatrolRoute
-- @param #AI_A2G_PATROL self
--- Asynchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2G_PATROL] __Route
--- Asynchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_A2G_PATROL] __PatrolRoute
-- @param #AI_A2G_PATROL self
-- @param #number Delay The delay in seconds.
@ -234,12 +234,12 @@ function AI_A2G_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:ClearTargetDistance()
self:__Route( self.TaskDelay )
self:__PatrolRoute( self.TaskDelay )
AIPatrol:OnReSpawn(
function( PatrolGroup )
self:__Reset( self.TaskDelay )
self:__Route( self.TaskDelay )
self:__PatrolRoute( self.TaskDelay )
end
)
end
@ -247,12 +247,12 @@ end
--- @param Wrapper.Group#GROUP AIPatrol
-- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
function AI_A2G_PATROL.PatrolRoute( AIPatrol, Fsm )
function AI_A2G_PATROL.___PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2G_PATROL.PatrolRoute:", AIPatrol:GetName() } )
AIPatrol:F( { "AI_A2G_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
Fsm:Route()
Fsm:PatrolRoute()
end
end
@ -263,7 +263,7 @@ end
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2G_PATROL:onafterRoute( AIPatrol, From, Event, To )
function AI_A2G_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
self:F2()
@ -300,7 +300,7 @@ function AI_A2G_PATROL:onafterRoute( AIPatrol, From, Event, To )
PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.PatrolRoute", self )
Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2G_PATROL.___PatrolRoute", self )
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
AIPatrol:OptionROEReturnFire()
@ -317,7 +317,7 @@ function AI_A2G_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2G_PATROL.Resume:", AIPatrol:GetName() } )
if AIPatrol:IsAlive() then
Fsm:__Reset( self.TaskDelay )
Fsm:__Route( self.TaskDelay )
Fsm:__PatrolRoute( self.TaskDelay )
end
end

View File

@ -194,7 +194,7 @@ function AI_A2G_SEAD:onafterEngage( DefenderGroup, From, Event, To, AttackSetUni
end
end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.EngageRoute", self, AttackSetUnit )
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_A2G_ENGAGE.___Engage", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:Route( EngageRoute, self.TaskDelay )

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@ -809,8 +809,10 @@ do -- Scheduling
function BASE:ScheduleStop( SchedulerFunction )
self:F3( { "ScheduleStop:" } )
_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
if self.Scheduler then
_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
end
end
end

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@ -57,6 +57,9 @@ do -- DETECTION MANAGER
Detection = nil,
}
--- @field Tasking.CommandCenter#COMMANDCENTER
DETECTION_MANAGER.CC = {}
--- FAC constructor.
-- @param #DETECTION_MANAGER self
-- @param Core.Set#SET_GROUP SetGroup
@ -238,7 +241,7 @@ do -- DETECTION MANAGER
function DETECTION_MANAGER:MessageToPlayers( Message )
if self.CC then
self.CC:MessageToAll( Message )
self.CC:MessageToCoalition( Message )
end
return self

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@ -1786,7 +1786,7 @@ function TASK:GetPlayerCount() --R2.1 Get a count of the players.
if PlayerGroup:IsAlive() == true then
if self:IsGroupAssigned( PlayerGroup ) then
local PlayerNames = PlayerGroup:GetPlayerNames()
PlayerCount = PlayerCount + #PlayerNames
PlayerCount = PlayerCount + ((PlayerNames) and #PlayerNames or 0) -- PlayerNames can be nil when there are no players.
end
end
end

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@ -24,7 +24,7 @@ TASKINFO = {
ClassName = "TASKINFO",
}
--- @type #TASKINFO.Detail #string A string that flags to document which level of detail needs to be shown in the report.
--- @type TASKINFO.Detail #string A string that flags to document which level of detail needs to be shown in the report.
--
-- - "M" for Markings on the Map (F10).
-- - "S" for Summary Reports.

View File

@ -195,8 +195,8 @@ do -- TASK_CAPTURE_DISPATCHER
--- Add a capture zone task.
-- @param #TASK_CAPTURE_DISPATCHER self
-- @param #string TaskPrefix (optional) The prefix of the capture zone task.
-- This prefix will be appended with a . + a number of 3 digits.
-- If no TaskPrefix is given, then "Capture" will be used as the prefix.
-- If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix.
-- The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.
-- @param Functional.CaptureZoneCoalition#ZONE_CAPTURE_COALITION CaptureZone The zone of the coalition to be captured as the task goal.
-- @param #string Briefing The briefing of the task to be shown to the player.
-- @return Tasking.Task_Capture_Zone#TASK_CAPTURE_ZONE
@ -205,9 +205,11 @@ do -- TASK_CAPTURE_DISPATCHER
--
function TASK_CAPTURE_DISPATCHER:AddCaptureZoneTask( TaskPrefix, CaptureZone, Briefing )
self.ZoneCount = self.ZoneCount + 1
local TaskName = string.format( ( TaskPrefix or "Capture" ) .. ".%03d", self.ZoneCount )
local TaskName = TaskPrefix or "Capture"
if self.Zones[TaskName] then
self.ZoneCount = self.ZoneCount + 1
TaskName = string.format( "%s.%03d", TaskName, self.ZoneCount )
end
self.Zones[TaskName] = {}
self.Zones[TaskName].CaptureZone = CaptureZone
@ -241,15 +243,8 @@ do -- TASK_CAPTURE_DISPATCHER
for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK
if Task:IsStatePlanned() then
-- Here we need to check if the pilot is still existing.
-- local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex )
-- if not DetectedItem then
-- local TaskText = Task:GetName()
-- for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
-- Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
-- end
-- Here we need to check if the pilot is still existing.
-- Task = self:RemoveTask( TaskIndex )
-- end
end
end