--- 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}. -- @module Mission --- The MISSION class -- @type MISSION -- @field #MISSION.Clients _Clients -- @field Core.Menu#MENU_COALITION MissionMenu -- @field #string MissionBriefing -- @extends Core.Fsm#FSM MISSION = { ClassName = "MISSION", Name = "", MissionStatus = "PENDING", } --- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. -- @param #MISSION self -- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter -- @param #string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players. -- @param #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. -- @param #string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}. -- @param Dcs.DCSCoalitionWrapper.Object#coalition 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"... -- @return #MISSION self function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition ) local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM self:SetStartState( "IDLE" ) self:AddTransition( "IDLE", "Start", "ENGAGED" ) --- OnLeave Transition Handler for State IDLE. -- @function [parent=#MISSION] OnLeaveIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State IDLE. -- @function [parent=#MISSION] OnEnterIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnLeave Transition Handler for State ENGAGED. -- @function [parent=#MISSION] OnLeaveENGAGED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State ENGAGED. -- @function [parent=#MISSION] OnEnterENGAGED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Start. -- @function [parent=#MISSION] OnBeforeStart -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Start. -- @function [parent=#MISSION] OnAfterStart -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Start. -- @function [parent=#MISSION] Start -- @param #MISSION self --- Asynchronous Event Trigger for Event Start. -- @function [parent=#MISSION] __Start -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "ENGAGED", "Stop", "IDLE" ) --- OnLeave Transition Handler for State IDLE. -- @function [parent=#MISSION] OnLeaveIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State IDLE. -- @function [parent=#MISSION] OnEnterIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Stop. -- @function [parent=#MISSION] OnBeforeStop -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Stop. -- @function [parent=#MISSION] OnAfterStop -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Stop. -- @function [parent=#MISSION] Stop -- @param #MISSION self --- Asynchronous Event Trigger for Event Stop. -- @function [parent=#MISSION] __Stop -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "ENGAGED", "Complete", "COMPLETED" ) --- OnLeave Transition Handler for State COMPLETED. -- @function [parent=#MISSION] OnLeaveCOMPLETED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State COMPLETED. -- @function [parent=#MISSION] OnEnterCOMPLETED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Complete. -- @function [parent=#MISSION] OnBeforeComplete -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Complete. -- @function [parent=#MISSION] OnAfterComplete -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Complete. -- @function [parent=#MISSION] Complete -- @param #MISSION self --- Asynchronous Event Trigger for Event Complete. -- @function [parent=#MISSION] __Complete -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "Fail", "FAILED" ) --- OnLeave Transition Handler for State FAILED. -- @function [parent=#MISSION] OnLeaveFAILED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State FAILED. -- @function [parent=#MISSION] OnEnterFAILED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Fail. -- @function [parent=#MISSION] OnBeforeFail -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Fail. -- @function [parent=#MISSION] OnAfterFail -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Fail. -- @function [parent=#MISSION] Fail -- @param #MISSION self --- Asynchronous Event Trigger for Event Fail. -- @function [parent=#MISSION] __Fail -- @param #MISSION self -- @param #number Delay The delay in seconds. self:T( { MissionName, MissionPriority, MissionBriefing, MissionCoalition } ) self.CommandCenter = CommandCenter CommandCenter:AddMission( self ) self.Name = MissionName self.MissionPriority = MissionPriority self.MissionBriefing = MissionBriefing self.MissionCoalition = MissionCoalition self.Tasks = {} -- Private implementations return self end -- FSM function for a MISSION -- @param #MISSION self -- @param #string From -- @param #string Event -- @param #string To function MISSION:onbeforeComplete( From, Event, To ) for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if not Task:IsStateSuccess() and not Task:IsStateFAILED() and not Task:IsStateAborted() and not Task:IsStateCancelled() then return false -- Mission cannot be completed. Other Tasks are still active. end end return true -- Allow Mission completion. end -- FSM function for a MISSION -- @param #MISSION self -- @param #string From -- @param #string Event -- @param #string To function MISSION:onenterCOMPLETED( From, Event, To ) self:GetCommandCenter():MessageToCoalition( "Mission " .. self:GetName() .. " has been completed! Good job guys!" ) end --- Gets the mission name. -- @param #MISSION self -- @return #MISSION self function MISSION:GetName() return self.Name end --- Add a Unit to join the Mission. -- For each Task within the Mission, the Unit is joined with the Task. -- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit is part of a Task in the Mission, true is returned. -- @param #MISSION self -- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. -- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission. -- @return #boolean true if Unit is part of a Task in the Mission. function MISSION:JoinUnit( PlayerUnit, PlayerGroup ) self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } ) local PlayerUnitAdded = false for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:JoinUnit( PlayerUnit, PlayerGroup ) then PlayerUnitAdded = true end end return PlayerUnitAdded end --- Aborts a PlayerUnit from the Mission. -- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. -- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit is part of a Task in the Mission, true is returned. -- @param #MISSION self -- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. -- @return #boolean true if Unit is part of a Task in the Mission. function MISSION:AbortUnit( PlayerUnit ) self:F( { PlayerUnit = PlayerUnit } ) local PlayerUnitRemoved = false for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:AbortUnit( PlayerUnit ) then PlayerUnitRemoved = true end end return PlayerUnitRemoved end --- Handles a crash of a PlayerUnit from the Mission. -- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. -- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit is part of a Task in the Mission, true is returned. -- @param #MISSION self -- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player crashing. -- @return #boolean true if Unit is part of a Task in the Mission. function MISSION:CrashUnit( PlayerUnit ) self:F( { PlayerUnit = PlayerUnit } ) local PlayerUnitRemoved = false for TaskID, Task in pairs( self:GetTasks() ) do if Task:CrashUnit( PlayerUnit ) then PlayerUnitRemoved = true end end return PlayerUnitRemoved end --- Add a scoring to the mission. -- @param #MISSION self -- @return #MISSION self function MISSION:AddScoring( Scoring ) self.Scoring = Scoring return self end --- Get the scoring object of a mission. -- @param #MISSION self -- @return #SCORING Scoring function MISSION:GetScoring() return self.Scoring end --- Get the groups for which TASKS are given in the mission -- @param #MISSION self -- @return Core.Set#SET_GROUP function MISSION:GetGroups() local SetGroup = SET_GROUP:New() for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local GroupSet = Task:GetGroups() GroupSet:ForEachGroup( function( TaskGroup ) SetGroup:Add( TaskGroup, TaskGroup ) end ) end return SetGroup end --- Sets the Planned Task menu. -- @param #MISSION self -- @param #number MenuTime function MISSION:SetMenu( MenuTime ) self:F() for _, TaskData in pairs( self:GetTasks() ) do local Task = TaskData -- Tasking.Task#TASK Task:SetMenu( MenuTime ) end end --- Removes the Planned Task menu. -- @param #MISSION self -- @param #number MenuTime function MISSION:RemoveMenu( MenuTime ) self:F() for _, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK Task:RemoveMenu( MenuTime ) end end --- Gets the COMMANDCENTER. -- @param #MISSION self -- @return Tasking.CommandCenter#COMMANDCENTER function MISSION:GetCommandCenter() return self.CommandCenter end --- Removes a Task menu. -- @param #MISSION self -- @param Tasking.Task#TASK Task -- @return #MISSION self function MISSION:RemoveTaskMenu( Task ) Task:RemoveMenu() end --- Gets the mission menu for the coalition. -- @param #MISSION self -- @return Core.Menu#MENU_COALITION self function MISSION:GetMenu() local CommandCenter = self:GetCommandCenter() local CommandCenterMenu = CommandCenter:GetMenu() local MissionName = self:GetName() local MissionMenu = CommandCenterMenu:GetMenu( MissionName ) return MissionMenu end --- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions. -- @param #string TaskName The Name of the @{Task} within the @{Mission}. -- @return Tasking.Task#TASK The Task -- @return #nil Returns nil if no task was found. function MISSION:GetTask( TaskName ) self:F( { TaskName } ) return self.Tasks[TaskName] 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 Goals. The Mission will not be completed until all Goals are reached. -- @param #MISSION self -- @param Tasking.Task#TASK Task is the @{Task} object. -- @return Tasking.Task#TASK The task added. function MISSION:AddTask( Task ) local TaskName = Task:GetTaskName() self:F( TaskName ) self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } self.Tasks[TaskName] = Task self:GetCommandCenter():SetMenu() return Task end --- Removes 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 Goals. The Mission will not be completed until all Goals are reached. -- @param #MISSION self -- @param Tasking.Task#TASK Task is the @{Task} object. -- @return #nil The cleaned Task reference. function MISSION:RemoveTask( Task ) local TaskName = Task:GetTaskName() self:F( TaskName ) self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } -- Ensure everything gets garbarge collected. self.Tasks[TaskName] = nil Task = nil collectgarbage() self:GetCommandCenter():SetMenu() return nil end --- Return the next @{Task} ID to be completed within the @{Mission}. -- @param #MISSION self -- @param Tasking.Task#TASK Task is the @{Task} object. -- @return Tasking.Task#TASK The task added. function MISSION:GetNextTaskID( Task ) local TaskName = Task:GetTaskName() self:F( TaskName ) self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } self.Tasks[TaskName].n = self.Tasks[TaskName].n + 1 return self.Tasks[TaskName].n end --- Is the @{Mission} **COMPLETED**. -- @param #MISSION self -- @return #boolean function MISSION:IsCOMPLETED() return self:Is( "COMPLETED" ) end --- Is the @{Mission} **IDLE**. -- @param #MISSION self -- @return #boolean function MISSION:IsIDLE() return self:Is( "IDLE" ) end --- Is the @{Mission} **ENGAGED**. -- @param #MISSION self -- @return #boolean function MISSION:IsENGAGED() return self:Is( "ENGAGED" ) end --- Is the @{Mission} **FAILED**. -- @param #MISSION self -- @return #boolean function MISSION:IsFAILED() return self:Is( "FAILED" ) end --- Is the @{Mission} **HOLD**. -- @param #MISSION self -- @return #boolean function MISSION:IsHOLD() return self:Is( "HOLD" ) end --- Validates if the Mission has a Group -- @param #MISSION -- @return #boolean true if the Mission has a Group. function MISSION:HasGroup( TaskGroup ) local Has = false for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:HasGroup( TaskGroup ) then Has = true break end end return Has end --- @param #MISSION self -- @return #number function MISSION:GetTasksRemaining() -- Determine how many tasks are remaining. local TasksRemaining = 0 for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:IsStateSuccess() or Task:IsStateFailed() then else TasksRemaining = TasksRemaining + 1 end end return TasksRemaining end --- Create a summary report of the Mission (one line). -- @param #MISSION self -- @return #string function MISSION:ReportSummary() local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = self:GetState() local TasksRemaining = self:GetTasksRemaining() Report:Add( "Mission " .. Name .. " - " .. Status .. " - " .. TasksRemaining .. " tasks remaining." ) -- Determine how many tasks are remaining. for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK Report:Add( "- " .. Task:ReportSummary() ) end return Report:Text() end --- Create a overview report of the Mission (multiple lines). -- @param #MISSION self -- @return #string function MISSION:ReportOverview( TaskStatus ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = self:GetState() local TasksRemaining = self:GetTasksRemaining() Report:Add( "Mission " .. Name .. " - " .. Status .. " Task Report ") -- Determine how many tasks are remaining. local TasksRemaining = 0 for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:Is( TaskStatus ) then Report:Add( "\n - " .. Task:ReportOverview() ) end end return Report:Text() end --- Create a detailed report of the Mission, listing all the details of the Task. -- @param #MISSION self -- @return #string function MISSION:ReportDetails() local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = self:GetState() Report:Add( "Mission " .. Name .. " - " .. Status ) -- Determine how many tasks are remaining. local TasksRemaining = 0 for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK Report:Add( Task:ReportDetails() ) end return Report:Text() end --- Get all the TASKs from the Mission. This function is useful in GoalFunctions. -- @return {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() self:F() return self.Tasks end --- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuReportSummary( ReportGroup ) local Report = self:ReportSummary() self:GetCommandCenter():MessageToGroup( Report, ReportGroup ) end --- @param #MISSION self -- @param #string TaskStatus The status -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuReportOverview( ReportGroup, TaskStatus ) local Report = self:ReportOverview( TaskStatus ) self:GetCommandCenter():MessageToGroup( Report, ReportGroup ) end