--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc. -- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}. -- @classmod MISSION Include.File( "Routines" ) Include.File( "Base" ) Include.File( "Mission" ) Include.File( "Client" ) Include.File( "Task" ) MISSION = { ClassName = "MISSION", Name = "", MissionStatus = "PENDING", _Clients = {}, _Tasks = {}, _ActiveTasks = {}, _Cargos = {}, GoalFunction = nil, MissionReportTrigger = 0, MissionProgressTrigger = 0, MissionReportShow = false, MissionReportFlash = false, MissionTimeInterval = 0, MissionCoalition = "", SUCCESS = 1, FAILED = 2, REPEAT = 3, _GoalTasks = {} } CARGOSTATUS = { NONE = 0, LOADED = 1, UNLOADED = 2, LOADING = 3, LoadCount= 0, UnloadCount = 0 } function MISSION:Meta() trace.f(self.ClassName) -- Arrange meta tables local Child = BASE:Inherit( self, BASE:New() ) trace.r( self.ClassName, "", { Child } ) return Child end --- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. -- @tparam string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players. -- @tparam string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field. -- @tparam string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}. -- @tparam string MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"... -- @treturn MISSION -- @usage -- -- Declare a few missions. -- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Patriots', 'Primary', 'Our intelligence reports that 3 Patriot SAM defense batteries are located near Ruisi, Kvarhiti and Gori.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Package Delivery', 'Operational', 'In order to be in full control of the situation, we need you to deliver a very important package at a secret location. Fly undetected through the NATO defenses and deliver the secret package. The secret agent is located at waypoint 4.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue General', 'Tactical', 'Our intelligence has received a remote signal behind Gori. We believe it is a very important Russian General that was captured by Georgia. Go out there and rescue him! Ensure you stay out of the battle zone, keep south. Waypoint 4 is the location of our Russian General.', 'Russia' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'SA-6 SAMs', 'Primary', 'Our intelligence reports that 3 SA-6 SAM defense batteries are located near Didmukha, Khetagurov and Berula. Eliminate the Russian SAMs.', 'NATO' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Sling Load', 'Operational', 'Fly to the cargo pickup zone at Dzegvi or Kaspi, and sling the cargo to Soganlug airbase.', 'NATO' ) -- local Mission = MISSIONSCHEDULER.AddMission( 'Rescue secret agent', 'Tactical', 'In order to be in full control of the situation, we need you to rescue a secret agent from the woods behind enemy lines. Avoid the Russian defenses and rescue the agent. Keep south until Khasuri, and keep your eyes open for any SAM presence. The agent is located at waypoint 4 on your kneeboard.', 'NATO' ) function MISSION:New( MissionName, MissionPriority, MissionBriefing, MissionCoalition ) trace.f(self.ClassName, { MissionName, MissionPriority, MissionBriefing, MissionCoalition } ) self = MISSION:Meta() local Valid = true Valid = routines.ValidateString( MissionName, "MissionName", Valid ) Valid = routines.ValidateString( MissionPriority, "MissionPriority", Valid ) Valid = routines.ValidateString( MissionBriefing, "MissionBriefing", Valid ) Valid = routines.ValidateString( MissionCoalition, "MissionCoalition", Valid ) if Valid then self.Name = MissionName self.MissionPriority = MissionPriority self.MissionBriefing = MissionBriefing self.MissionCoalition = MissionCoalition end trace.r( self.ClassName, "" ) return self end --- Returns if a Mission has completed. -- @treturn bool function MISSION:IsCompleted() trace.f(self.ClassName) return self.MissionStatus == "ACCOMPLISHED" end --- Set a Mission to completed. function MISSION:Completed() trace.f(self.ClassName) self.MissionStatus = "ACCOMPLISHED" self:StatusToClients() end --- Returns if a Mission is ongoing. -- treturn bool function MISSION:IsOngoing() trace.f(self.ClassName) return self.MissionStatus == "ONGOING" end --- Set a Mission to ongoing. function MISSION:Ongoing() trace.f(self.ClassName) self.MissionStatus = "ONGOING" self:StatusToClients() end --- Returns if a Mission is pending. -- treturn bool function MISSION:IsPending() trace.f(self.ClassName) return self.MissionStatus == "PENDING" end --- Set a Mission to pending. function MISSION:Pending() trace.f(self.ClassName) self.MissionStatus = "PENDING" self:StatusToClients() end --- Returns if a Mission has failed. -- treturn bool function MISSION:IsFailed() trace.f(self.ClassName) return self.MissionStatus == "FAILED" end --- Set a Mission to failed. function MISSION:Failed() trace.f(self.ClassName) self.MissionStatus = "FAILED" self:StatusToClients() end --- Send the status of the MISSION to all Clients. function MISSION:StatusToClients() trace.f(self.ClassName) if timer.getTime() >= self.MissionReportTrigger then for ClientID, Client in pairs( self._Clients ) do Client:Message( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. '! ( ' .. self.MissionPriority .. ' mission ) ', 10, self.Name .. '/Status', "Mission Command: Mission Status") end end trace.e() end --- Handles the reporting. After certain time intervals, a MISSION report MESSAGE will be shown to All Players. function MISSION:ReportTrigger() trace.f(self.ClassName) if self.MissionReportShow == true then self.MissionReportShow = false trace.r( "MISSION", "1", { true } ) return true else if self.MissionReportFlash == true then if timer.getTime() >= self.MissionReportTrigger then self.MissionReportTrigger = timer.getTime() + self.MissionTimeInterval trace.r( "MISSION", "2", { true } ) return true else trace.r( "MISSION", "3", { false } ) return false end else trace.r( "MISSION", "4", { false } ) return false end end trace.e() end --- Report the status of all MISSIONs to all active Clients. function MISSION:ReportToAll() trace.f(self.ClassName) local AlivePlayers = '' for ClientID, Client in pairs( self._Clients ) do if Client:ClientGroup() then if Client:ClientGroup():getUnit(1) then if Client:ClientGroup():getUnit(1):getLife() > 0.0 then if AlivePlayers == '' then AlivePlayers = ' Players: ' .. Client:ClientGroup():getUnit(1):getPlayerName() else AlivePlayers = AlivePlayers .. ' / ' .. Client:ClientGroup():getUnit(1):getPlayerName() end end end end end local Tasks = self:GetTasks() local TaskText = "" for TaskID, TaskData in pairs( Tasks ) do TaskText = TaskText .. " - Task " .. TaskID .. ": " .. TaskData.Name .. ": " .. TaskData:GetGoalProgress() .. "\n" end MESSAGE:New( self.MissionCoalition .. ' "' .. self.Name .. '": ' .. self.MissionStatus .. ' ( ' .. self.MissionPriority .. ' mission )' .. AlivePlayers .. "\n" .. TaskText:gsub("\n$",""), "Mission Command: Mission Report", 10, self.Name .. '/Status'):ToAll() trace.e() end --- Add a goal function to a MISSION. Goal functions are called when a @{TASK} within a mission has been completed. -- @tparam function GoalFunction is the function defined by the mission designer to evaluate whether a certain goal has been reached after a @{TASK} finishes within the @{MISSION}. A GoalFunction must accept 2 parameters: Mission, Client, which contains the current MISSION object and the current CLIENT object respectively. -- @usage -- PatriotActivation = { -- { "US SAM Patriot Zerti", false }, -- { "US SAM Patriot Zegduleti", false }, -- { "US SAM Patriot Gvleti", false } -- } -- -- function DeployPatriotTroopsGoal( Mission, Client ) -- -- -- -- Check if the cargo is all deployed for mission success. -- for CargoID, CargoData in pairs( Mission._Cargos ) do -- if Group.getByName( CargoData.CargoGroupName ) then -- CargoGroup = Group.getByName( CargoData.CargoGroupName ) -- if CargoGroup then -- -- Check if the cargo is ready to activate -- CurrentLandingZoneID = routines.IsUnitInZones( CargoGroup:getUnits()[1], Mission:GetTask( 2 ).LandingZones ) -- The second task is the Deploytask to measure mission success upon -- if CurrentLandingZoneID then -- if PatriotActivation[CurrentLandingZoneID][2] == false then -- -- Now check if this is a new Mission Task to be completed... -- trigger.action.setGroupAIOn( Group.getByName( PatriotActivation[CurrentLandingZoneID][1] ) ) -- PatriotActivation[CurrentLandingZoneID][2] = true -- MessageToBlue( "Mission Command: Message to all airborne units! The " .. PatriotActivation[CurrentLandingZoneID][1] .. " is armed. Our air defenses are now stronger.", 60, "BLUE/PatriotDefense" ) -- MessageToRed( "Mission Command: Our satellite systems are detecting additional NATO air defenses. To all airborne units: Take care!!!", 60, "RED/PatriotDefense" ) -- Mission:GetTask( 2 ):AddGoalCompletion( "Patriots activated", PatriotActivation[CurrentLandingZoneID][1], 1 ) -- Register Patriot activation as part of mission goal. -- end -- end -- end -- end -- end -- end -- -- local Mission = MISSIONSCHEDULER.AddMission( 'NATO Transport Troops', 'Operational', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.', 'NATO' ) -- Mission:AddGoalFunction( DeployPatriotTroopsGoal ) function MISSION:AddGoalFunction( GoalFunction ) trace.f(self.ClassName) self.GoalFunction = GoalFunction trace.e() end --- Show the briefing of the MISSION to the CLIENT. -- @tparam CLIENT Client to show briefing to. -- @treturn CLIENT function MISSION:ShowBriefing( Client ) trace.f(self.ClassName, { Client } ) if not Client.ClientBriefingShown then Client.ClientBriefingShown = true Client:Message( '(Press the keys [LEFT ALT]+[B] to view the briefing pages. Browse through the graphical briefing.)\n' .. self.MissionBriefing, 40, self.Name .. '/MissionBriefing', "Mission Command: Mission Briefing" ) if Client.ClientBriefing then Client:Message( Client.ClientBriefing, 40, self.Name .. '/ClientBriefing', "Mission Command: Mission Briefing" ) end end trace.r( "", "", { Client } ) return Client end --- Register a new @{CLIENT} to participate within the mission. -- @tparam CLIENT Client is the @{CLIENT} object. The object must have been instantiated with @{CLIENT:New}. -- @treturn CLIENT -- @usage -- Add a number of Client objects to the Mission. -- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 1', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 3', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'US UH-1H*HOT-Deploy Troops 2', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) -- Mission:AddClient( CLIENT:New( 'US UH-1H*RAMP-Deploy Troops 4', 'Transport 3 groups of air defense engineers from our barracks "Gold" and "Titan" to each patriot battery control center to activate our air defenses.' ):Transport() ) function MISSION:AddClient( Client ) trace.f(self.ClassName, { Client } ) local Valid = true if Valid then self._Clients[Client.ClientName] = Client end trace.r( self.ClassName, "" ) return Client end --- Find a @{CLIENT} object within the @{MISSION} by its ClientName. -- @tparam CLIENT ClientName is a string defining the Client Group as defined within the ME. -- @treturn CLIENT -- @usage -- -- Seach for Client "Bomber" within the Mission. -- local BomberClient = Mission:FindClient( "Bomber" ) function MISSION:FindClient( ClientName ) trace.f(self.ClassName) trace.r( "", "", { self._Clients[ClientName] } ) return self._Clients[ClientName] end --- Register a @{TASK} to be completed within the @{MISSION}. Note that there can be multiple @{TASK}s registered to be completed. Each TASK can be set a certain Goal. The MISSION will not be completed until all Goals are reached. -- @tparam TASK Task is the @{TASK} object. The object must have been instantiated with @{TASK:New} or any of its inherited @{TASK}s. -- @tparam number TaskNumber is the sequence number of the TASK within the MISSION. This number does have to be chronological. -- @treturn TASK -- @usage -- -- Define a few tasks for the Mission. -- PickupZones = { "NATO Gold Pickup Zone", "NATO Titan Pickup Zone" } -- PickupSignalUnits = { "NATO Gold Coordination Center", "NATO Titan Coordination Center" } -- -- -- Assign the Pickup Task -- local PickupTask = PICKUPTASK:New( PickupZones, CARGO_TYPE.ENGINEERS, CLIENT.ONBOARDSIDE.LEFT ) -- PickupTask:AddSmokeBlue( PickupSignalUnits ) -- PickupTask:SetGoalTotal( 3 ) -- Mission:AddTask( PickupTask, 1 ) -- -- -- Assign the Deploy Task -- local PatriotActivationZones = { "US Patriot Battery 1 Activation", "US Patriot Battery 2 Activation", "US Patriot Battery 3 Activation" } -- local PatriotActivationZonesSmokeUnits = { "US SAM Patriot - Battery 1 Control", "US SAM Patriot - Battery 2 Control", "US SAM Patriot - Battery 3 Control" } -- local DeployTask = DEPLOYTASK:New( PatriotActivationZones, CARGO_TYPE.ENGINEERS ) -- --DeployTask:SetCargoTargetZoneName( 'US Troops Attack ' .. math.random(2) ) -- DeployTask:AddSmokeBlue( PatriotActivationZonesSmokeUnits ) -- DeployTask:SetGoalTotal( 3 ) -- DeployTask:SetGoalTotal( 3, "Patriots activated" ) -- Mission:AddTask( DeployTask, 2 ) function MISSION:AddTask( Task, TaskNumber ) trace.f(self.ClassName) self._Tasks[TaskNumber] = Task self._Tasks[TaskNumber]:EnableEvents() self._Tasks[TaskNumber].ID = TaskNumber trace.r( self.ClassName, "" ) return Task end --- Get the TASK idenified by the TaskNumber from the Mission. This function is useful in GoalFunctions. -- @tparam number TaskNumber is the number of the @{TASK} within the @{MISSION}. -- @treturn TASK -- @usage -- -- Get Task 2 from the Mission. -- Task2 = Mission:GetTask( 2 ) function MISSION:GetTask( TaskNumber ) trace.f(self.ClassName) local Valid = true local Task = nil if type(TaskNumber) ~= "number" then Valid = false end if Valid then Task = self._Tasks[TaskNumber] end return Task end --- Get all the TASKs from the Mission. This function is useful in GoalFunctions. -- @treturn {TASK,...} Structure of TASKS with the @{TASK} number as the key. -- @usage -- -- Get Tasks from the Mission. -- Tasks = Mission:GetTasks() -- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" ) function MISSION:GetTasks() trace.f(self.ClassName) return self._Tasks end --- Add Cargo to the mission... Cargo functionality needs to be reworked a bit, so this is still under construction. I need to make a CARGO Class... SpawnCargo = {} function MISSION:AddCargo( CargoName, CargoType, CargoWeight, CargoGroupControlCenter, CargoGroupTemplate, CargoZone ) trace.f(self.ClassName, { CargoName, CargoType, CargoWeight, CargoGroupControlCenter, CargoGroupTemplate, CargoZone } ) local Cargo = {} Cargo.CargoName = CargoName if CargoType.TRANSPORT == CARGO_TRANSPORT.UNIT then if not SpawnCargo[CargoGroupTemplate] then SpawnCargo[CargoGroupTemplate] = SPAWN:New( CargoGroupTemplate ) end if CargoGroupControlCenter == nil then --- @todo check this Cargo.CargoGroupName = SpawnCargo[CargoGroupTemplate]:InZone( CargoZone ).name else --- @todo check this env.info( "SpawnFromCarrier") Cargo.CargoGroupName = SpawnCargo[CargoGroupTemplate]:FromCarrier( Group.getByName( CargoGroupControlCenter ), CargoZone, nil, true ).name --trigger.action.activateGroup( Group.getByName( Cargo.CargoGroupName ) ) --trigger.action.setGroupAIOff( Cargo.CargoGroupName ) trace.i( self.ClassName, Cargo.CargoGroupName ) end else Cargo.CargoGroupName = CargoGroupControlCenter end Cargo.CargoType = CargoType Cargo.CargoWeight = CargoWeight Cargo.CargoGroupControlCenter = CargoGroupControlCenter Cargo.CargoGroupTemplate = CargoGroupTemplate Cargo.CargoZone = CargoZone Cargo.Status = CARGOSTATUS.NONE self._Cargos[CargoName] = Cargo trace.r( self.ClassName, "AddCargo", { Cargo.CargoGroupName } ) return Cargo.CargoGroupName end --[[ _TransportExecuteStage: Defines the different stages of Transport unload/load execution. This table is internal and is used to control the validity of Transport load/unload timing. - _TransportExecuteStage.EXECUTING - _TransportExecuteStage.SUCCESS - _TransportExecuteStage.FAILED --]] _TransportExecuteStage = { NONE = 0, EXECUTING = 1, SUCCESS = 2, FAILED = 3 } --- The MISSIONSCHEDULER is an OBJECT and is the main scheduler of ALL active MISSIONs registered within this scheduler. It's workings are considered internal and is automatically created when the Mission.lua file is included. -- @type MISSIONSCHEDULER MISSIONSCHEDULER = { Missions = {}, MissionCount = 0, TimeIntervalCount = 0, TimeIntervalShow = 150, TimeSeconds = 14400, TimeShow = 5 } --- This is the main MISSIONSCHEDULER Scheduler function. It is considered internal and is automatically created when the Mission.lua file is included. function MISSIONSCHEDULER.Scheduler() trace.scheduled("MISSIONSCHEDULER","Scheduler") -- loop through the missions in the TransportTasks for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do if not Mission:IsCompleted() then -- This flag will monitor if for this mission, there are clients alive. If this flag is still false at the end of the loop, the mission status will be set to Pending (if not Failed or Completed). local ClientsAlive = false for ClientID, Client in pairs( Mission._Clients ) do if Client:ClientGroup() and Client:ClientGroup():getUnits() and Client:ClientGroup():getUnits()[1] and Client:ClientGroup():getUnits()[1]:getLife() > 0.0 then -- There is at least one Client that is alive... So the Mission status is set to Ongoing. ClientsAlive = true -- If this Client was not registered as Alive before: -- 1. We register the Client as Alive. -- 2. We initialize the Client Tasks and make a link to the original Mission Task. -- 3. We initialize the Cargos. -- 4. We flag the Mission as Ongoing. if not Client.ClientAlive then Client.ClientAlive = true Client.ClientBriefingShown = false for TaskNumber, Task in pairs( Mission._Tasks ) do -- Note that this a deepCopy. Each client must have their own Tasks with own Stages!!! Client._Tasks[TaskNumber] = routines.utils.deepCopy( Mission._Tasks[TaskNumber] ) -- Each MissionTask must point to the original Mission. Client._Tasks[TaskNumber].MissionTask = Mission._Tasks[TaskNumber] end Client._Cargos = {} Mission:Ongoing() end -- For each Client, check for each Task the state and evolve the mission. -- This flag will indicate if the Task of the Client is Complete. TaskComplete = false for TaskNumber, Task in pairs( Client._Tasks ) do if not Task.Stage then Task:SetStage( 1 ) end local TransportTime = timer.getTime() if not Task:IsDone() then if Task:Goal() then Task:ShowGoalProgress( Mission, Client ) end --env.info( 'Scheduler: Mission = ' .. Mission.Name .. ' / Client = ' .. Client.ClientName .. ' / Task = ' .. Task.Name .. ' / Stage = ' .. Task.ActiveStage .. ' - ' .. Task.Stage.Name .. ' - ' .. Task.Stage.StageType ) -- Action if Task:StageExecute() then Task.Stage:Execute( Mission, Client, Task ) end -- Wait until execution is finished if Task.ExecuteStage == _TransportExecuteStage.EXECUTING then Task.Stage:Executing( Mission, Client, Task ) end -- Validate completion or reverse to earlier stage if Task.Time + Task.Stage.WaitTime <= TransportTime then Task:SetStage( Task.Stage:Validate( Mission, Client, Task ) ) end if Task:IsDone() then --env.info( 'Scheduler: Mission '.. Mission.Name .. ' Task ' .. Task.Name .. ' Stage ' .. Task.Stage.Name .. ' done. TaskComplete = ' .. string.format ( "%s", TaskComplete and "true" or "false" ) ) TaskComplete = true -- when a task is not yet completed, a mission cannot be completed else -- break only if this task is not yet done, so that future task are not yet activated. TaskComplete = false -- when a task is not yet completed, a mission cannot be completed --env.info( 'Scheduler: Mission "'.. Mission.Name .. '" Task "' .. Task.Name .. '" Stage "' .. Task.Stage.Name .. '" break. TaskComplete = ' .. string.format ( "%s", TaskComplete and "true" or "false" ) ) break end if TaskComplete then if Mission.GoalFunction ~= nil then Mission.GoalFunction( Mission, Client ) end _Database:_AddMissionTaskScore( Client:ClientGroup():getUnit(1), Mission.Name, 25 ) -- if not Mission:IsCompleted() then -- end end end end local MissionComplete = true for TaskNumber, Task in pairs( Mission._Tasks ) do if Task:Goal() then -- Task:ShowGoalProgress( Mission, Client ) if Task:IsGoalReached() then else MissionComplete = false end else MissionComplete = false -- If there is no goal, the mission should never be ended. The goal status will be set somewhere else. end end if MissionComplete then Mission:Completed() _Database:_AddMissionScore( Mission.Name, 100 ) else if TaskComplete then -- Reset for new tasking of active client Client.ClientAlive = false -- Reset the client tasks. end end else if Client.ClientAlive then env.info( 'Scheduler: Client "' .. Client.ClientName .. '" is inactive.' ) Client.ClientAlive = false -- This is tricky. If we sanitize Client._Tasks before sanitizing Client._Tasks[TaskNumber].MissionTask, then the original MissionTask will be sanitized, and will be lost within the garbage collector. -- So first sanitize Client._Tasks[TaskNumber].MissionTask, after that, sanitize only the whole _Tasks structure... --Client._Tasks[TaskNumber].MissionTask = nil --Client._Tasks = nil -- Sanitize the Client._Cargos. Any cargo within the Client will be lost when the client crashes. This is an important statement. Client._Cargos = nil end end end -- If all Clients of this Mission are not activated, then the Mission status needs to be put back into Pending status. -- But only if the Mission was Ongoing. In case the Mission is Completed or Failed, the Mission status may not be changed. In these cases, this will be the last run of this Mission in the Scheduler. if ClientsAlive == false then if Mission:IsOngoing() then -- Mission status back to pending... Mission:Pending() end end end Mission:StatusToClients() if Mission:ReportTrigger() then Mission:ReportToAll() end end trace.e() end --- Start the MISSIONSCHEDULER. function MISSIONSCHEDULER.Start() trace.f("MISSIONSCHEDULER") if MISSIONSCHEDULER ~= nil then MISSIONSCHEDULER.SchedulerId = routines.scheduleFunction( MISSIONSCHEDULER.Scheduler, { }, 0, 2 ) end trace.e() end --- Stop the MISSIONSCHEDULER. function MISSIONSCHEDULER.Stop() trace.f("MISSIONSCHEDULER") if MISSIONSCHEDULER.SchedulerId then routines.removeFunction(MISSIONSCHEDULER.SchedulerId) MISSIONSCHEDULER.SchedulerId = nil end trace.e() end --- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. -- @param Mission is the MISSION object instantiated by @{MISSION:New}. -- @return MISSION -- @usage -- -- Declare a mission. -- Mission = MISSION:New( 'Russia Transport Troops SA-6', -- 'Operational', -- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', -- 'Russia' ) -- MISSIONSCHEDULER:AddMission( Mission ) function MISSIONSCHEDULER.AddMission( Mission ) trace.f("MISSIONSCHEDULER") MISSIONSCHEDULER.Missions[Mission.Name] = Mission MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount + 1 -- Add an overall AI Client for the AI tasks... This AI Client will facilitate the Events in the background for each Task. --MissionAdd:AddClient( CLIENT:New( 'AI' ) ) trace.r( "MISSIONSCHEDULER", "" ) return Mission end --- Remove a MISSION from the MISSIONSCHEDULER. -- @param MissionName is the name of the MISSION given at declaration using @{AddMission}. -- @usage -- -- Declare a mission. -- Mission = MISSION:New( 'Russia Transport Troops SA-6', -- 'Operational', -- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', -- 'Russia' ) -- MISSIONSCHEDULER:AddMission( Mission ) -- -- -- Now remove the Mission. -- MISSIONSCHEDULER:RemoveMission( 'Russia Transport Troops SA-6' ) function MISSIONSCHEDULER.RemoveMission( MissionName ) trace.f("MISSIONSCHEDULER") MISSIONSCHEDULER.Missions[MissionName] = nil MISSIONSCHEDULER.MissionCount = MISSIONSCHEDULER.MissionCount - 1 trace.e() end --- Find a MISSION within the MISSIONSCHEDULER. -- @param MissionName is the name of the MISSION given at declaration using @{AddMission}. -- @return MISSION -- @usage -- -- Declare a mission. -- Mission = MISSION:New( 'Russia Transport Troops SA-6', -- 'Operational', -- 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', -- 'Russia' ) -- MISSIONSCHEDULER:AddMission( Mission ) -- -- -- Now find the Mission. -- MissionFind = MISSIONSCHEDULER:FindMission( 'Russia Transport Troops SA-6' ) function MISSIONSCHEDULER.FindMission( MissionName ) trace.f("MISSIONSCHEDULER") trace.r( "MISSIONSCHEDULER", "" ) return MISSIONSCHEDULER.Missions[MissionName] end -- Internal function used by the MISSIONSCHEDULER menu. function MISSIONSCHEDULER.ReportMissionsShow( ) trace.menu("MISSIONSCHEDULER","ReportMissionsShow") for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do Mission.MissionReportShow = true Mission.MissionReportFlash = false end trace.e() end -- Internal function used by the MISSIONSCHEDULER menu. function MISSIONSCHEDULER.ReportMissionsFlash( TimeInterval ) trace.menu("MISSIONSCHEDULER","ReportMissionsFlash") local Count = 0 for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do Mission.MissionReportShow = false Mission.MissionReportFlash = true Mission.MissionReportTrigger = timer.getTime() + Count * TimeInterval Mission.MissionTimeInterval = MISSIONSCHEDULER.MissionCount * TimeInterval env.info( "TimeInterval = " .. Mission.MissionTimeInterval ) Count = Count + 1 end trace.e() end -- Internal function used by the MISSIONSCHEDULER menu. function MISSIONSCHEDULER.ReportMissionsHide( Prm ) trace.menu("MISSIONSCHEDULER","ReportMissionsHide") for MissionName, Mission in pairs( MISSIONSCHEDULER.Missions ) do Mission.MissionReportShow = false Mission.MissionReportFlash = false end trace.e() end --- Enables a MENU option in the communications menu under F10 to control the status of the active missions. -- This function should be called only once when starting the MISSIONSCHEDULER. function MISSIONSCHEDULER.ReportMenu() trace.f("MISSIONSCHEDULER") local ReportMenu = SUBMENU:New( 'Status' ) local ReportMenuShow = COMMANDMENU:New( 'Show Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsShow, 0 ) local ReportMenuFlash = COMMANDMENU:New('Flash Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsFlash, 120 ) local ReportMenuHide = COMMANDMENU:New( 'Hide Report Missions', ReportMenu, MISSIONSCHEDULER.ReportMissionsHide, 0 ) trace.e() end --- Show the remaining mission time. function MISSIONSCHEDULER:TimeShow() trace.f("MISSIONSCHEDULER") self.TimeIntervalCount = self.TimeIntervalCount + 1 if self.TimeIntervalCount >= self.TimeTriggerShow then local TimeMsg = string.format("%00d", ( self.TimeSeconds / 60 ) - ( timer.getTime() / 60 )) .. ' minutes left until mission reload.' MESSAGE:New( TimeMsg, "Mission time", self.TimeShow, '/TimeMsg' ):ToAll() self.TimeIntervalCount = 0 end trace.e() end function MISSIONSCHEDULER:Time( TimeSeconds, TimeIntervalShow, TimeShow ) trace.f("MISSIONSCHEDULER") self.TimeIntervalCount = 0 self.TimeSeconds = TimeSeconds self.TimeIntervalShow = TimeIntervalShow self.TimeShow = TimeShow trace.e() end