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Progress on tasking
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@ -54,6 +54,8 @@ DATABASE = {
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PLAYERSJOINED = {},
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CLIENTS = {},
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AIRBASES = {},
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COUNTRY_ID = {},
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COUNTRY_NAME = {},
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NavPoints = {},
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}
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@ -761,6 +763,9 @@ function DATABASE:_RegisterTemplates()
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local CountryName = string.upper(cntry_data.name)
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local CountryID = cntry_data.id
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self.COUNTRY_ID[CountryName] = CountryID
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self.COUNTRY_NAME[CountryID] = CountryName
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--self.Units[coa_name][countryName] = {}
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--self.Units[coa_name][countryName]["countryId"] = cntry_data.id
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@ -408,7 +408,7 @@ end
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-- @param #number Points (optional) The amount of points in the circle.
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-- @param #boolean UnBound If true the tyres will be destroyed.
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-- @return #ZONE_RADIUS self
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function ZONE_RADIUS:BoundZone( Points, UnBound )
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function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
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local Point = {}
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local Vec2 = self:GetVec2()
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@ -424,8 +424,10 @@ function ZONE_RADIUS:BoundZone( Points, UnBound )
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Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
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Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
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local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
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local Tire = {
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["country"] = "USA",
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["country"] = CountryName,
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["category"] = "Fortifications",
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["canCargo"] = false,
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["shape_name"] = "H-tyre_B_WF",
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@ -437,7 +439,7 @@ function ZONE_RADIUS:BoundZone( Points, UnBound )
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["heading"] = 0,
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} -- end of ["group"]
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local Group = coalition.addStaticObject( country.id.USA, Tire )
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local Group = coalition.addStaticObject( CountryID, Tire )
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if UnBound and UnBound == true then
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Group:destroy()
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end
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@ -310,6 +310,7 @@ do -- DETECTION_BASE
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-- Create FSM transitions.
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self:SetStartState( "Stopped" )
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self.CountryID = DetectionSetGroup:GetFirst():GetCountry()
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self:AddTransition( "Stopped", "Start", "Detecting")
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@ -1781,7 +1782,7 @@ do -- DETECTION_AREAS
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self:IdentifyDetectedObject( DetectedObject )
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AreaExists = true
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DetectedArea.Zone:BoundZone( 30, true)
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DetectedArea.Zone:BoundZone( 12, self.CountryID, true)
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-- Assign the Unit as the new center unit of the detected area.
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DetectedArea.Zone = ZONE_UNIT:New( DetectedUnit:GetName(), DetectedUnit, self.DetectionZoneRange )
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@ -1834,7 +1835,7 @@ do -- DETECTION_AREAS
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end
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end
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else
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DetectedArea.Zone:BoundZone( 30, true)
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DetectedArea.Zone:BoundZone( 12, self.CountryID, true)
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self:RemoveDetectedItem( DetectedAreaID )
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self:AddChangeArea( DetectedArea, "RA" )
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end
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@ -1926,7 +1927,7 @@ do -- DETECTION_AREAS
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end
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if DETECTION_AREAS._BoundDetectedZones or self._BoundDetectedZones then
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DetectedZone:BoundZone( 30 )
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DetectedZone:BoundZone( 12, self.CountryID )
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end
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end
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@ -59,7 +59,7 @@ Include.File( "Tasking/CommandCenter" )
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Include.File( "Tasking/Mission" )
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Include.File( "Tasking/Task" )
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Include.File( "Tasking/DetectionManager" )
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Include.File( "Tasking/Task_SEAD" )
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Include.File( "Tasking/Task_A2G_Dispatcher")
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Include.File( "Tasking/Task_A2G" )
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@ -34,23 +34,6 @@
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-- -------------------------------
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-- The @{DetectionManager#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
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--
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-- ===
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--
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-- 3) @{#DETECTION_DISPATCHER} class, extends @{#DETECTION_MANAGER}
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-- ================================================================
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-- The @{#DETECTION_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
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-- The FAC 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.
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-- Find a summary below describing for which situation a task type is created:
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--
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-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
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-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
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-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
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--
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-- Other task types will follow...
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--
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-- 3.1) DETECTION_DISPATCHER constructor:
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-- --------------------------------------
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-- The @{#DETECTION_DISPATCHER.New}() method creates a new DETECTION_DISPATCHER instance.
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--
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-- ===
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--
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@ -252,260 +235,3 @@ do -- DETECTION_REPORTING
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end
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do -- DETECTION_DISPATCHER
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--- DETECTION_DISPATCHER class.
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-- @type DETECTION_DISPATCHER
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-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
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-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
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-- @field Tasking.Mission#MISSION Mission
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-- @field Wrapper.Group#GROUP CommandCenter
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-- @extends Tasking.DetectionManager#DETECTION_MANAGER
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DETECTION_DISPATCHER = {
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ClassName = "DETECTION_DISPATCHER",
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Mission = nil,
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CommandCenter = nil,
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Detection = nil,
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}
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--- DETECTION_DISPATCHER constructor.
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-- @param #DETECTION_DISPATCHER self
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-- @param Set#SET_GROUP SetGroup
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-- @param Functional.Detection#DETECTION_BASE Detection
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-- @return #DETECTION_DISPATCHER self
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function DETECTION_DISPATCHER:New( Mission, CommandCenter, SetGroup, Detection )
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-- Inherits from DETECTION_MANAGER
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local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #DETECTION_DISPATCHER
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self.Detection = Detection
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self.CommandCenter = CommandCenter
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self.Mission = Mission
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self:Schedule( 30 )
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return self
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end
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--- Creates a SEAD task when there are targets for it.
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-- @param #DETECTION_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
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-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function DETECTION_DISPATCHER:EvaluateSEAD( DetectedItem )
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self:F( { DetectedItem.AreaID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Determine if the set has radar targets. If it does, construct a SEAD task.
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local RadarCount = DetectedSet:HasSEAD()
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if RadarCount > 0 then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterHasSEAD()
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates a CAS task when there are targets for it.
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-- @param #DETECTION_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
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-- @return Tasking.Task#TASK
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function DETECTION_DISPATCHER:EvaluateCAS( DetectedArea )
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self:F( { DetectedArea.AreaID } )
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local DetectedSet = DetectedArea.Set
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local DetectedZone = DetectedArea.Zone
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-- Determine if the set has radar targets. If it does, construct a SEAD task.
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local GroundUnitCount = DetectedSet:HasGroundUnits()
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local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
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if GroundUnitCount > 0 and FriendliesNearBy == true then
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-- Copy the Set
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates a BAI task when there are targets for it.
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-- @param #DETECTION_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
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-- @return Tasking.Task#TASK
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function DETECTION_DISPATCHER:EvaluateBAI( DetectedArea, FriendlyCoalition )
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self:F( { DetectedArea.AreaID } )
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local DetectedSet = DetectedArea.Set
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local DetectedZone = DetectedArea.Zone
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-- Determine if the set has radar targets. If it does, construct a SEAD task.
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local GroundUnitCount = DetectedSet:HasGroundUnits()
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local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
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if GroundUnitCount > 0 and FriendliesNearBy == false then
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-- Copy the Set
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Evaluates the removal of the Task from the Mission.
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-- Can only occur when the DetectedArea is Changed AND the state of the Task is "Planned".
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-- @param #DETECTION_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Tasking.Task#TASK Task
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-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
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-- @return Tasking.Task#TASK
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function DETECTION_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItem )
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if Task then
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if Task:IsStatePlanned() and DetectedItem.Changed == true then
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self:E( "Removing Tasking: " .. Task:GetTaskName() )
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Task = Mission:RemoveTask( Task )
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end
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end
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return Task
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end
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--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
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-- @param #DETECTION_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_AREAS} object.
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-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
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function DETECTION_DISPATCHER:ProcessDetected( Detection )
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self:F2()
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local AreaMsg = {}
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local TaskMsg = {}
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local ChangeMsg = {}
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local Mission = self.Mission
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--- First we need to the detected targets.
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for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Functional.Detection#DETECTION_BASE.DetectedSet
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local DetectedZone = DetectedItem.Zone
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self:E( { "Targets in DetectedArea", DetectedItem.AreaID, DetectedSet:Count(), tostring( DetectedItem ) } )
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DetectedSet:Flush()
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local AreaID = DetectedItem.AreaID
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-- Evaluate SEAD Tasking
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local SEADTask = Mission:GetTask( "SEAD." .. AreaID )
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SEADTask = self:EvaluateRemoveTask( Mission, SEADTask, DetectedItem )
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if not SEADTask then
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local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
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if TargetSetUnit then
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local Task = TASK_SEAD:New( Mission, self.SetGroup, "SEAD." .. AreaID, TargetSetUnit )
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Task:SetTargetZone( DetectedZone )
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SEADTask = Mission:AddTask( Task )
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end
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end
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if SEADTask and SEADTask:IsStatePlanned() then
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self:E( "Planned" )
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--SEADTask:SetPlannedMenu()
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TaskMsg[#TaskMsg+1] = " - " .. SEADTask:GetStateString() .. " SEAD " .. AreaID .. " - " .. SEADTask.TargetSetUnit:GetUnitTypesText()
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end
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-- -- Evaluate CAS Tasking
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-- local CASTask = Mission:GetTask( "CAS." .. AreaID )
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-- CASTask = self:EvaluateRemoveTask( Mission, CASTask, DetectedItem )
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-- if not CASTask then
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-- local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
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-- if TargetSetUnit then
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-- CASTask = Mission:AddTask( TASK_A2G:New( Mission, self.SetGroup, "CAS." .. AreaID, "CAS", TargetSetUnit , DetectedZone, DetectedItem.NearestFAC ) )
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-- end
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-- end
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-- if CASTask and CASTask:IsStatePlanned() then
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-- --CASTask:SetPlannedMenu()
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-- TaskMsg[#TaskMsg+1] = " - " .. CASTask:GetStateString() .. " CAS " .. AreaID .. " - " .. CASTask.TargetSetUnit:GetUnitTypesText()
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-- end
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--
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-- -- Evaluate BAI Tasking
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-- local BAITask = Mission:GetTask( "BAI." .. AreaID )
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-- BAITask = self:EvaluateRemoveTask( Mission, BAITask, DetectedItem )
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-- if not BAITask then
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-- local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.CommandCenter:GetCoalition() ) -- Returns a SetUnit if there are targets to be SEADed...
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-- if TargetSetUnit then
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-- BAITask = Mission:AddTask( TASK_A2G:New( Mission, self.SetGroup, "BAI." .. AreaID, "BAI", TargetSetUnit , DetectedZone, DetectedItem.NearestFAC ) )
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-- end
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-- end
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-- if BAITask and BAITask:IsStatePlanned() then
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-- --BAITask:SetPlannedMenu()
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-- TaskMsg[#TaskMsg+1] = " - " .. BAITask:GetStateString() .. " BAI " .. AreaID .. " - " .. BAITask.TargetSetUnit:GetUnitTypesText()
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-- end
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-- if #TaskMsg > 0 then
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--
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-- local ThreatLevel = Detection:GetTreatLevelA2G( DetectedItem )
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--
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-- local DetectedAreaVec3 = DetectedZone:GetVec3()
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-- local DetectedAreaPointVec3 = POINT_VEC3:New( DetectedAreaVec3.x, DetectedAreaVec3.y, DetectedAreaVec3.z )
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-- local DetectedAreaPointLL = DetectedAreaPointVec3:ToStringLL( 3, true )
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-- AreaMsg[#AreaMsg+1] = string.format( " - Area #%d - %s - Threat Level [%s] (%2d)",
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-- DetectedItemID,
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-- DetectedAreaPointLL,
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-- string.rep( "■", ThreatLevel ),
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-- ThreatLevel
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-- )
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--
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-- -- Loop through the changes ...
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-- local ChangeText = Detection:GetChangeText( DetectedItem )
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--
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-- if ChangeText ~= "" then
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-- ChangeMsg[#ChangeMsg+1] = string.gsub( string.gsub( ChangeText, "\n", "%1 - " ), "^.", " - %1" )
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-- end
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-- end
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-- OK, so the tasking has been done, now delete the changes reported for the area.
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Detection:AcceptChanges( DetectedItem )
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end
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-- TODO set menus using the HQ coordinator
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Mission:GetCommandCenter():SetMenu()
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if #TaskMsg > 0 then
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for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
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if not TaskGroup:GetState( TaskGroup, "Assigned" ) then
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self.CommandCenter:MessageToGroup(
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string.format( "HQ Reporting - Target areas for mission '%s':\nTasks:\n%s ",
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self.Mission:GetName(),
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table.concat( TaskMsg, "\n" )
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), self:GetReportDisplayTime(), TaskGroup
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)
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end
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end
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end
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return true
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end
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end
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@ -1,28 +1,53 @@
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--- (AI) (SP) (MP) Tasking for Air to Ground Processes.
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--- This module contains the TASK_A2G classes.
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--
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-- 1) @{#TASK_A2G} class, extends @{Task#TASK}
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-- =================================================
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-- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units,
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-- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK}.
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-- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK}
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--
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-- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units,
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-- based on the tasking capabilities defined in @{Task#TASK}.
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-- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
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-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
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-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
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-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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-- * **Planned**: The A2G task is planned.
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-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
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-- * **Success**: The A2G task is successfully completed.
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-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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-- # 1) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G}
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--
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-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units.
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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Revised version.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl - Design and Programming
|
||||
--
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **[WingThor]**: Concept, Advice & Testing.
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2G
|
||||
|
||||
|
||||
do -- TASK_A2G
|
||||
|
||||
--- The TASK_A2G class
|
||||
-- @type TASK_A2G
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_A2G = {
|
||||
ClassName = "TASK_A2G",
|
||||
@ -33,45 +58,311 @@ do -- TASK_A2G
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param #string TaskType BAI or CAS
|
||||
-- @param Set#SET_UNIT UnitSetTargets
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
-- @return #TASK_A2G self
|
||||
function TASK_A2G:New( Mission, SetGroup, TaskName, TaskType, TargetSetUnit, TargetZone, FACUnit )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) )
|
||||
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) ) -- Tasking.Task#TASK_A2G
|
||||
self:F()
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
self.TargetZone = TargetZone
|
||||
self.FACUnit = FACUnit
|
||||
|
||||
local A2GUnitProcess = self:GetUnitProcess()
|
||||
|
||||
A2GUnitProcess:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( "Attack the Area" ), { Assigned = "Route", Rejected = "Eject" } )
|
||||
A2GUnitProcess:AddProcess ( "Assigned", "Route", ACT_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } )
|
||||
A2GUnitProcess:AddTransition( "Rejected", "Eject", "Planned" )
|
||||
A2GUnitProcess:AddTransition( "Arrived", "Update", "Updated" )
|
||||
A2GUnitProcess:AddProcess ( "Updated", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, "Attack" ), { Accounted = "Success" } )
|
||||
A2GUnitProcess:AddProcess ( "Updated", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
|
||||
--Fsm:AddProcess ( "Updated", "JTAC", PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
|
||||
A2GUnitProcess:AddTransition( "Accounted", "Success", "Success" )
|
||||
A2GUnitProcess:AddTransition( "Failed", "Fail", "Failed" )
|
||||
Mission:AddTask( self )
|
||||
|
||||
function A2GUnitProcess:onenterUpdated( TaskUnit )
|
||||
self:E( { self } )
|
||||
self:Account()
|
||||
self:Smoke()
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
|
||||
|
||||
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: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( self.TargetSetUnit, TaskType ), { Accounted = "Success" } )
|
||||
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( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
|
||||
self:E( { 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
|
||||
if Task:GetRendezVousPointVec2( TaskUnit ) then
|
||||
self:__RouteToRendezVousPoint( 0.1 )
|
||||
else
|
||||
self:__ArriveAtRendezVous( 0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_A2G Task
|
||||
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.TargetSetUnit
|
||||
|
||||
self:__Engage( 0.1 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_A2G Task
|
||||
function Fsm:onafterEngage( TaskUnit, Task )
|
||||
self:E( { self } )
|
||||
self:__Account( 0.1 )
|
||||
self:__RouteToTarget(0.1 )
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToTarget( TaskUnit, Task )
|
||||
self:E( { 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
|
||||
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
if TargetUnit then
|
||||
local PointVec2 = TargetUnit:GetPointVec2()
|
||||
self:T( { TargetPointVec2 = PointVec2, PointVec2:GetX(), PointVec2:GetAlt(), PointVec2:GetZ() } )
|
||||
Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit )
|
||||
end
|
||||
self:__RouteToTargetPoint( 0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
function Fsm:onafterRouteToTargets( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
if TargetUnit then
|
||||
Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit )
|
||||
end
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
--- @param #TASK_A2G self
|
||||
function TASK_A2G:GetPlannedMenuText()
|
||||
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Point#POINT_VEC2 RendezVousPointVec2 The PointVec2 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:SetRendezVousPointVec2( RendezVousPointVec2, RendezVousRange, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteRendezVous:SetPointVec2( RendezVousPointVec2 )
|
||||
ActRouteRendezVous:SetRange( RendezVousRange )
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 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:GetRendezVousPointVec2( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteRendezVous:GetPointVec2(), 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
|
||||
ActRouteRendezVous:SetZone( RendezVousZone )
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
|
||||
function TASK_A2G:GetRendezVousZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteRendezVous:GetZone()
|
||||
end
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Core.Point#POINT_VEC2 TargetPointVec2 The PointVec2 object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_A2G:SetTargetPointVec2( TargetPointVec2, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteTarget:SetPointVec2( TargetPointVec2 )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_A2G self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 object where the Target is located on the map.
|
||||
function TASK_A2G:GetTargetPointVec2( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteTarget:GetPointVec2()
|
||||
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
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
||||
function TASK_A2G:GetTargetZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteTarget:GetZone()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
do -- TASK_SEAD
|
||||
|
||||
--- The TASK_SEAD class
|
||||
-- @type TASK_SEAD
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_SEAD = {
|
||||
ClassName = "TASK_SEAD",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_SEAD.
|
||||
-- @param #TASK_SEAD self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Set#SET_UNIT UnitSetTargets
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
-- @return #TASK_SEAD self
|
||||
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD" ) ) -- #TASK_SEAD
|
||||
self:F()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_BAI
|
||||
|
||||
--- The TASK_BAI class
|
||||
-- @type TASK_BAI
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_BAI = {
|
||||
ClassName = "TASK_BAI",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_BAI.
|
||||
-- @param #TASK_BAI self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Set#SET_UNIT UnitSetTargets
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
-- @return #TASK_BAI self
|
||||
function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI" ) ) -- #TASK_BAI
|
||||
self:F()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_CAS
|
||||
|
||||
--- The TASK_CAS class
|
||||
-- @type TASK_CAS
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_CAS = {
|
||||
ClassName = "TASK_CAS",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_CAS.
|
||||
-- @param #TASK_CAS self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Set#SET_UNIT UnitSetTargets
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
-- @return #TASK_CAS self
|
||||
function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit )
|
||||
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS" ) ) -- #TASK_CAS
|
||||
self:F()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
302
Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua
Normal file
302
Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua
Normal file
@ -0,0 +1,302 @@
|
||||
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER}
|
||||
--
|
||||
-- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
|
||||
-- The FAC 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:
|
||||
--
|
||||
-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
|
||||
-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
|
||||
-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
|
||||
--
|
||||
-- Other task types will follow...
|
||||
--
|
||||
-- 3.1) TASK_A2G_DISPATCHER constructor:
|
||||
-- --------------------------------------
|
||||
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **API CHANGE HISTORY**
|
||||
--
|
||||
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
|
||||
--
|
||||
-- * **Added** parts are expressed in bold type face.
|
||||
-- * _Removed_ parts are expressed in italic type face.
|
||||
--
|
||||
-- Hereby the change log:
|
||||
--
|
||||
-- 2017-03-09: Initial class and API.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # **AUTHORS and CONTRIBUTIONS**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * **FlightControl**: Concept, Design & Programming.
|
||||
--
|
||||
-- @module Task_A2G_Dispatcher
|
||||
|
||||
do -- TASK_A2G_DISPATCHER
|
||||
|
||||
--- TASK_A2G_DISPATCHER class.
|
||||
-- @type TASK_A2G_DISPATCHER
|
||||
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
|
||||
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
|
||||
-- @field Tasking.Mission#MISSION Mission
|
||||
-- @field Wrapper.Group#GROUP CommandCenter
|
||||
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
|
||||
TASK_A2G_DISPATCHER = {
|
||||
ClassName = "TASK_A2G_DISPATCHER",
|
||||
Mission = nil,
|
||||
CommandCenter = nil,
|
||||
Detection = nil,
|
||||
}
|
||||
|
||||
|
||||
--- TASK_A2G_DISPATCHER constructor.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Set#SET_GROUP SetGroup
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @return #TASK_A2G_DISPATCHER self
|
||||
function TASK_A2G_DISPATCHER:New( Mission, CommandCenter, SetGroup, Detection )
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
|
||||
|
||||
self.Detection = Detection
|
||||
self.CommandCenter = CommandCenter
|
||||
self.Mission = Mission
|
||||
|
||||
self:Schedule( 30 )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a SEAD task when there are targets for it.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
|
||||
-- @return #nil If there are no targets to be set.
|
||||
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
|
||||
self:F( { DetectedItem.AreaID } )
|
||||
|
||||
local DetectedSet = DetectedItem.Set
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
|
||||
-- Determine if the set has radar targets. If it does, construct a SEAD task.
|
||||
local RadarCount = DetectedSet:HasSEAD()
|
||||
|
||||
if RadarCount > 0 then
|
||||
|
||||
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
|
||||
local TargetSetUnit = SET_UNIT:New()
|
||||
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
|
||||
|
||||
--- Creates a CAS task when there are targets for it.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedArea DetectedArea
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedArea )
|
||||
self:F( { DetectedArea.AreaID } )
|
||||
|
||||
local DetectedSet = DetectedArea.Set
|
||||
local DetectedZone = DetectedArea.Zone
|
||||
|
||||
|
||||
-- Determine if the set has radar targets. If it does, construct a SEAD task.
|
||||
local GroundUnitCount = DetectedSet:HasGroundUnits()
|
||||
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
|
||||
|
||||
if GroundUnitCount > 0 and FriendliesNearBy == true then
|
||||
|
||||
-- Copy the Set
|
||||
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.DetectedArea DetectedArea
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedArea, FriendlyCoalition )
|
||||
self:F( { DetectedArea.AreaID } )
|
||||
|
||||
local DetectedSet = DetectedArea.Set
|
||||
local DetectedZone = DetectedArea.Zone
|
||||
|
||||
|
||||
-- Determine if the set has radar targets. If it does, construct a SEAD task.
|
||||
local GroundUnitCount = DetectedSet:HasGroundUnits()
|
||||
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedArea )
|
||||
|
||||
if GroundUnitCount > 0 and FriendliesNearBy == false then
|
||||
|
||||
-- Copy the Set
|
||||
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 DetectedArea is Changed AND the state of the Task is "Planned".
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
|
||||
-- @return Tasking.Task#TASK
|
||||
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItem )
|
||||
|
||||
if Task then
|
||||
if Task:IsStatePlanned() and DetectedItem.Changed == true then
|
||||
self:E( "Removing Tasking: " .. Task:GetTaskName() )
|
||||
Task = Mission:RemoveTask( Task )
|
||||
end
|
||||
end
|
||||
|
||||
return Task
|
||||
end
|
||||
|
||||
|
||||
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
|
||||
-- @param #TASK_A2G_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_AREAS Detection The detection created by the @{Detection#DETECTION_AREAS} object.
|
||||
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
|
||||
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
|
||||
self:F2()
|
||||
|
||||
local AreaMsg = {}
|
||||
local TaskMsg = {}
|
||||
local ChangeMsg = {}
|
||||
|
||||
local Mission = self.Mission
|
||||
|
||||
--- 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 -- Functional.Detection#DETECTION_BASE.DetectedSet
|
||||
local DetectedZone = DetectedItem.Zone
|
||||
self:E( { "Targets in DetectedArea", DetectedItem.AreaID, DetectedSet:Count(), tostring( DetectedItem ) } )
|
||||
DetectedSet:Flush()
|
||||
|
||||
local AreaID = DetectedItem.AreaID
|
||||
|
||||
-- Evaluate SEAD Tasking
|
||||
local SEADTask = Mission:GetTask( "SEAD." .. AreaID )
|
||||
SEADTask = self:EvaluateRemoveTask( Mission, SEADTask, DetectedItem )
|
||||
if not SEADTask then
|
||||
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
local Task = TASK_SEAD:New( Mission, self.SetGroup, "SEAD." .. AreaID, TargetSetUnit )
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
SEADTask = Mission:AddTask( Task )
|
||||
|
||||
end
|
||||
end
|
||||
if SEADTask and SEADTask:IsStatePlanned() then
|
||||
TaskMsg[#TaskMsg+1] = " - " .. SEADTask:GetStateString() .. " SEAD " .. AreaID .. " - " .. SEADTask.TargetSetUnit:GetUnitTypesText()
|
||||
end
|
||||
|
||||
-- Evaluate CAS Tasking
|
||||
local CASTask = Mission:GetTask( "CAS." .. AreaID )
|
||||
CASTask = self:EvaluateRemoveTask( Mission, CASTask, DetectedItem )
|
||||
if not CASTask then
|
||||
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
local Task = TASK_CAS:New( Mission, self.SetGroup, "CAS." .. AreaID, TargetSetUnit )
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
CASTask = Mission:AddTask( Task )
|
||||
end
|
||||
end
|
||||
if CASTask and CASTask:IsStatePlanned() then
|
||||
TaskMsg[#TaskMsg+1] = " - " .. CASTask:GetStateString() .. " CAS " .. AreaID .. " - " .. CASTask.TargetSetUnit:GetUnitTypesText()
|
||||
end
|
||||
|
||||
-- Evaluate BAI Tasking
|
||||
local BAITask = Mission:GetTask( "BAI." .. AreaID )
|
||||
BAITask = self:EvaluateRemoveTask( Mission, BAITask, DetectedItem )
|
||||
if not BAITask then
|
||||
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.CommandCenter:GetCoalition() ) -- Returns a SetUnit if there are targets to be SEADed...
|
||||
if TargetSetUnit then
|
||||
local Task = TASK_BAI:New( Mission, self.SetGroup, "BAI." .. AreaID, TargetSetUnit )
|
||||
Task:SetTargetZone( DetectedZone )
|
||||
BAITask = Mission:AddTask( Task )
|
||||
end
|
||||
end
|
||||
if BAITask and BAITask:IsStatePlanned() then
|
||||
TaskMsg[#TaskMsg+1] = " - " .. BAITask:GetStateString() .. " BAI " .. AreaID .. " - " .. BAITask.TargetSetUnit:GetUnitTypesText()
|
||||
end
|
||||
|
||||
-- if #TaskMsg > 0 then
|
||||
--
|
||||
-- local ThreatLevel = Detection:GetTreatLevelA2G( DetectedItem )
|
||||
--
|
||||
-- local DetectedAreaVec3 = DetectedZone:GetVec3()
|
||||
-- local DetectedAreaPointVec3 = POINT_VEC3:New( DetectedAreaVec3.x, DetectedAreaVec3.y, DetectedAreaVec3.z )
|
||||
-- local DetectedAreaPointLL = DetectedAreaPointVec3:ToStringLL( 3, true )
|
||||
-- AreaMsg[#AreaMsg+1] = string.format( " - Area #%d - %s - Threat Level [%s] (%2d)",
|
||||
-- DetectedItemID,
|
||||
-- DetectedAreaPointLL,
|
||||
-- string.rep( "■", ThreatLevel ),
|
||||
-- ThreatLevel
|
||||
-- )
|
||||
--
|
||||
-- -- Loop through the changes ...
|
||||
-- local ChangeText = Detection:GetChangeText( DetectedItem )
|
||||
--
|
||||
-- if ChangeText ~= "" then
|
||||
-- ChangeMsg[#ChangeMsg+1] = string.gsub( string.gsub( ChangeText, "\n", "%1 - " ), "^.", " - %1" )
|
||||
-- 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()
|
||||
|
||||
if #TaskMsg > 0 then
|
||||
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
|
||||
if not TaskGroup:GetState( TaskGroup, "Assigned" ) then
|
||||
self.CommandCenter:MessageToGroup(
|
||||
string.format( "HQ Reporting - Target areas for mission '%s':\nTasks:\n%s ",
|
||||
self.Mission:GetName(),
|
||||
table.concat( TaskMsg, "\n" )
|
||||
), self:GetReportDisplayTime(), TaskGroup
|
||||
)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
@ -1,258 +0,0 @@
|
||||
--- This module contains the TASK_SEAD classes.
|
||||
--
|
||||
-- 1) @{#TASK_SEAD} class, extends @{Task#TASK}
|
||||
-- =================================================
|
||||
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone,
|
||||
-- based on the tasking capabilities defined in @{Task#TASK}.
|
||||
-- The TASK_SEAD is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
|
||||
--
|
||||
-- * **None**: Start of the process
|
||||
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
|
||||
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
|
||||
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
|
||||
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl - Design and Programming
|
||||
--
|
||||
-- @module Task_SEAD
|
||||
|
||||
|
||||
|
||||
do -- TASK_SEAD
|
||||
|
||||
--- The TASK_SEAD class
|
||||
-- @type TASK_SEAD
|
||||
-- @field Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Tasking.Task#TASK
|
||||
TASK_SEAD = {
|
||||
ClassName = "TASK_SEAD",
|
||||
}
|
||||
|
||||
--- Instantiates a new TASK_SEAD.
|
||||
-- @param #TASK_SEAD self
|
||||
-- @param Tasking.Mission#MISSION Mission
|
||||
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
||||
-- @param #string TaskName The name of the Task.
|
||||
-- @param Set#SET_UNIT UnitSetTargets
|
||||
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
||||
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
||||
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
||||
-- @return #TASK_SEAD self
|
||||
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit )
|
||||
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, "SEAD" ) ) -- Tasking.Task#TASK_SEAD
|
||||
self:F()
|
||||
|
||||
self.TargetSetUnit = TargetSetUnit
|
||||
|
||||
Mission:AddTask( self )
|
||||
|
||||
local Fsm = self:GetUnitProcess()
|
||||
|
||||
|
||||
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
|
||||
|
||||
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: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( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } )
|
||||
--Fsm:AddProcess ( "Accounting", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
|
||||
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( "Rejected", "Reject", "Aborted" )
|
||||
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
||||
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_SEAD#TASK_SEAD Task
|
||||
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
|
||||
self:E( { 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
|
||||
if Task:GetRendezVousPointVec2( TaskUnit ) then
|
||||
self:__RouteToRendezVousPoint( 0.1 )
|
||||
else
|
||||
self:__ArriveAtRendezVous( 0.1 )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_SEAD Task
|
||||
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
-- Determine the first Unit from the self.TargetSetUnit
|
||||
|
||||
self:__Engage( 0.1 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task#TASK_SEAD Task
|
||||
function Fsm:onafterEngage( TaskUnit, Task )
|
||||
self:E( { self } )
|
||||
self:__Account( 0.1 )
|
||||
self:__RouteToTarget(0.1 )
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_SEAD#TASK_SEAD Task
|
||||
function Fsm:onafterRouteToTarget( TaskUnit, Task )
|
||||
self:E( { 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
|
||||
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
if TargetUnit then
|
||||
local PointVec2 = TargetUnit:GetPointVec2()
|
||||
self:T( { TargetPointVec2 = PointVec2, PointVec2:GetX(), PointVec2:GetAlt(), PointVec2:GetZ() } )
|
||||
Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit )
|
||||
end
|
||||
self:__RouteToTargetPoint( 0.1 )
|
||||
end
|
||||
end
|
||||
|
||||
--- Test
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param Tasking.Task_SEAD#TASK_SEAD Task
|
||||
function Fsm:onafterRouteToTargets( TaskUnit, Task )
|
||||
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
||||
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
||||
if TargetUnit then
|
||||
Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit )
|
||||
end
|
||||
self:__RouteToTargets( -10 )
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- @param #TASK_SEAD self
|
||||
function TASK_SEAD:GetPlannedMenuText()
|
||||
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
||||
end
|
||||
|
||||
--- @param #TASK_SEAD self
|
||||
-- @param Core.Point#POINT_VEC2 RendezVousPointVec2 The PointVec2 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_SEAD:SetRendezVousPointVec2( RendezVousPointVec2, RendezVousRange, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteRendezVous:SetPointVec2( RendezVousPointVec2 )
|
||||
ActRouteRendezVous:SetRange( RendezVousRange )
|
||||
end
|
||||
|
||||
--- @param #TASK_SEAD self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 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_SEAD:GetRendezVousPointVec2( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteRendezVous:GetPointVec2(), ActRouteRendezVous:GetRange()
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- @param #TASK_SEAD 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_SEAD:SetRendezVousZone( RendezVousZone, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
ActRouteRendezVous:SetZone( RendezVousZone )
|
||||
end
|
||||
|
||||
--- @param #TASK_SEAD self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
|
||||
function TASK_SEAD:GetRendezVousZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteRendezVous:GetZone()
|
||||
end
|
||||
|
||||
--- @param #TASK_SEAD self
|
||||
-- @param Core.Point#POINT_VEC2 TargetPointVec2 The PointVec2 object where the Target is located on the map.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
function TASK_SEAD:SetTargetPointVec2( TargetPointVec2, TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
ActRouteTarget:SetPointVec2( TargetPointVec2 )
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_SEAD self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Point#POINT_VEC2 The PointVec2 object where the Target is located on the map.
|
||||
function TASK_SEAD:GetTargetPointVec2( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
||||
return ActRouteTarget:GetPointVec2()
|
||||
end
|
||||
|
||||
|
||||
--- @param #TASK_SEAD 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_SEAD: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_SEAD self
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
||||
function TASK_SEAD:GetTargetZone( TaskUnit )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
||||
return ActRouteTarget:GetZone()
|
||||
end
|
||||
|
||||
end
|
||||
@ -540,14 +540,14 @@ end
|
||||
function UNIT:GetThreatLevel()
|
||||
|
||||
local Attributes = self:GetDesc().attributes
|
||||
self:E( Attributes )
|
||||
self:T( Attributes )
|
||||
|
||||
local ThreatLevel = 0
|
||||
local ThreatText = ""
|
||||
|
||||
if self:IsGround() then
|
||||
|
||||
self:E( "Ground" )
|
||||
self:T( "Ground" )
|
||||
|
||||
local ThreatLevels = {
|
||||
"Unarmed",
|
||||
@ -585,7 +585,7 @@ function UNIT:GetThreatLevel()
|
||||
|
||||
if self:IsAir() then
|
||||
|
||||
self:E( "Air" )
|
||||
self:T( "Air" )
|
||||
|
||||
local ThreatLevels = {
|
||||
"Unarmed",
|
||||
@ -619,7 +619,7 @@ function UNIT:GetThreatLevel()
|
||||
|
||||
if self:IsShip() then
|
||||
|
||||
self:E( "Ship" )
|
||||
self:T( "Ship" )
|
||||
|
||||
--["Aircraft Carriers"] = {"Heavy armed ships",},
|
||||
--["Cruisers"] = {"Heavy armed ships",},
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@ -97,7 +97,7 @@ COPY /b Moose.lua + %1\Tasking\CommandCenter.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Mission.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\DetectionManager.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task_SEAD.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task_A2G_Dispatcher.lua Moose.lua
|
||||
COPY /b Moose.lua + %1\Tasking\Task_A2G.lua Moose.lua
|
||||
|
||||
COPY /b Moose.lua + %1\Moose.lua Moose.lua
|
||||
|
||||
Binary file not shown.
@ -0,0 +1,25 @@
|
||||
---
|
||||
-- Name: DET-900 - Detection Test with RED FACA
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 06 Mar 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- A red FACA is detecting targets while airborne.
|
||||
-- Targets are grouped within areas. A detection range and zone range is given to group the detected units.
|
||||
-- This demo will group blue vehicles in areas.
|
||||
-- Upon the detection capabilities of the red FACA, the blue vehicles will be grouped when detected.
|
||||
-- All blue vehicles have ROE on hold.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the tyres put around the detected areas formed
|
||||
-- 2. Observe the smoking of the units detected
|
||||
-- 3. Observe the areas being flexibly changed very detection run.
|
||||
|
||||
local FACSetGroup = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterStart()
|
||||
|
||||
local FACDetection = DETECTION_AREAS:New( FACSetGroup, 2000, 250 ):BoundDetectedZones():SmokeDetectedUnits()
|
||||
|
||||
|
||||
FACDetection:__Start( 5 )
|
||||
Binary file not shown.
@ -26,9 +26,9 @@ local Mission = MISSION
|
||||
:AddScoring( Scoring )
|
||||
|
||||
local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
|
||||
local FACDetection = DETECTION_AREAS:New( FACSet, 500, 3000 )
|
||||
FACDetection:BoundDetectedZones()
|
||||
local FACAreas = DETECTION_AREAS:New( FACSet, 500, 3000 )
|
||||
FACAreas:BoundDetectedZones()
|
||||
|
||||
local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
|
||||
local TaskDispatcher = DETECTION_DISPATCHER:New( Mission, HQ, AttackGroups, FACDetection )
|
||||
local TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, HQ, AttackGroups, FACAreas )
|
||||
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user