--- **Ops** - PlayerTask (mission) for Players. -- -- ## Main Features: -- -- * Simplifies defining and executing Player tasks -- * FSM events when a mission is added, done, successful or failed, replanned -- * Ready to use SRS and localization -- * Mission locations can be smoked, flared and marked on the map -- -- === -- -- ## Example Missions: -- -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20PlayerTask). -- -- === -- -- ### Author: **Applevangelist** -- -- === -- @module Ops.PlayerTask -- @image OPS_PlayerTask.jpg -- @date Last Update August 2022 do ------------------------------------------------------------------------------------------------------------------- -- PLAYERTASK -- TODO: PLAYERTASK ------------------------------------------------------------------------------------------------------------------- --- PLAYERTASK class. -- @type PLAYERTASK -- @field #string ClassName Name of the class. -- @field #boolean verbose Switch verbosity. -- @field #string lid Class id string for output to DCS log file. -- @field #number PlayerTaskNr (Globally unique) Number of the task. -- @field Ops.Auftrag#AUFTRAG.Type Type The type of the task -- @field Ops.Target#TARGET Target The target for this Task -- @field Utilities.FiFo#FIFO Clients FiFo of Wrapper.Client#CLIENT planes executing this task -- @field #boolean Repeat -- @field #number repeats -- @field #number RepeatNo -- @field Wrapper.Marker#MARKER TargetMarker -- @field #number SmokeColor -- @field #number FlareColor -- @field #table conditionSuccess = {}, -- @field #table conditionFailure = {}, -- @field Ops.PlayerTask#PLAYERTASKCONTROLLER TaskController -- @field #number timestamp -- @extends Core.Fsm#FSM --- Global PlayerTaskNr counter _PlayerTaskNr = 0 --- -- @field #PLAYERTASK PLAYERTASK = { ClassName = "PLAYERTASK", verbose = false, lid = nil, PlayerTaskNr = nil, Type = nil, TTSType = nil, Target = nil, Clients = nil, Repeat = false, repeats = 0, RepeatNo = 1, TargetMarker = nil, SmokeColor = nil, FlareColor = nil, conditionSuccess = {}, conditionFailure = {}, TaskController = nil, timestamp = 0, } --- PLAYERTASK class version. -- @field #string version PLAYERTASK.version="0.0.9" --- Generic task condition. -- @type PLAYERTASK.Condition -- @field #function func Callback function to check for a condition. Should return a #boolean. -- @field #table arg Optional arguments passed to the condition callback function. --- Constructor -- @param #PLAYERTASK self -- @param Ops.Auftrag#AUFTRAG.Type Type Type of this task -- @param Ops.Target#TARGET Target Target for this task -- @param #boolean Repeat Repeat this task if true (default = false) -- @param #number Times Repeat on failure this many times if Repeat is true (default = 1) -- @return #PLAYERTASK self function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #PLAYERTASK self.Type = Type self.Repeat = false self.repeats = 0 self.RepeatNo = 1 self.Clients = FIFO:New() -- Utilities.FiFo#FIFO self.TargetMarker = nil -- Wrapper.Marker#MARKER self.SmokeColor = SMOKECOLOR.Red self.conditionSuccess = {} self.conditionFailure = {} self.TaskController = nil -- Ops.PlayerTask#PLAYERTASKCONTROLLER self.timestamp = timer.getTime() self.TTSType = TTSType or "close air support" if Repeat then self.Repeat = true self.RepeatNo = Times or 1 end _PlayerTaskNr = _PlayerTaskNr + 1 self.PlayerTaskNr = _PlayerTaskNr self.lid=string.format("PlayerTask #%d %s | ", self.PlayerTaskNr, tostring(self.Type)) if Target and Target.ClassName and Target.ClassName == "TARGET" then self.Target = Target elseif Target and Target.ClassName then self.Target = TARGET:New(Target) else self:E(self.lid.."*** NO VALID TARGET!") return self end self:T(self.lid.."Created.") -- FMS start state is PLANNED. self:SetStartState("Planned") -- PLANNED --> REQUESTED --> EXECUTING --> DONE self:AddTransition("*", "Planned", "Planned") -- Task is in planning stage. self:AddTransition("*", "Requested", "Requested") -- Task clients have been requested to join. self:AddTransition("*", "ClientAdded", "*") -- Client has been added to the task self:AddTransition("*", "ClientRemoved", "*") -- Client has been added to the task self:AddTransition("*", "Executing", "Executing") -- First client is executing the Task. self:AddTransition("*", "Done", "Done") -- All clients have reported that Task is done. self:AddTransition("*", "Cancel", "Done") -- Command to cancel the Task. self:AddTransition("*", "Success", "Done") self:AddTransition("*", "ClientAborted", "*") self:AddTransition("*", "Failed", "*") -- Done or repeat --> PLANNED self:AddTransition("*", "Status", "*") self:AddTransition("*", "Stop", "Stopped") self:__Status(-5) return self --- -- Pseudo Functions --- --- On After "Planned" event. Task has been planned. -- @function [parent=#PLAYERTASK] OnAfterPlanned -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Requested" event. Task has been Requested. -- @function [parent=#PLAYERTASK] OnAfterRequested -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "ClientAdded" event. Client has been added to the task. -- @function [parent=#PLAYERTASK] OnAfterClientAdded -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Wrapper.Client#CLIENT Client --- On After "ClientRemoved" event. Client has been removed from the task. -- @function [parent=#PLAYERTASK] OnAfterClientRemoved -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Executing" event. Task is executed by the 1st client. -- @function [parent=#PLAYERTASK] OnAfterExecuting -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Done" event. Task is done. -- @function [parent=#PLAYERTASK] OnAfterDone -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Cancel" event. Task has been cancelled. -- @function [parent=#PLAYERTASK] OnAfterCancel -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Planned" event. Task has been planned. -- @function [parent=#PLAYERTASK] OnAfterPilotPlanned -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Success" event. Task has been a success. -- @function [parent=#PLAYERTASK] OnAfterSuccess -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "ClientAborted" event. A client has aborted the task. -- @function [parent=#PLAYERTASK] OnAfterClientAborted -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. --- On After "Failed" event. Task has been a failure. -- @function [parent=#PLAYERTASK] OnAfterFailed -- @param #PLAYERTASK self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. end --- [Internal] Add a PLAYERTASKCONTROLLER for this task -- @param #PLAYERTASK self -- @param Ops.PlayerTask#PLAYERTASKCONTROLLER Controller -- @return #PLAYERTASK self function PLAYERTASK:_SetController(Controller) self:T(self.lid.."_SetController") self.TaskController = Controller return self end --- [User] Check if task is done -- @param #PLAYERTASK self -- @return #boolean done function PLAYERTASK:IsDone() self:T(self.lid.."IsDone?") local IsDone = false local state = self:GetState() if state == "Done" or state == "Stopped" then IsDone = true end return IsDone end --- [User] Get clients assigned list as table -- @param #PLAYERTASK self -- @return #table clients function PLAYERTASK:GetClients() self:T(self.lid.."GetClients") local clientlist = self.Clients:GetIDStackSorted() or {} return clientlist end --- [User] Count clients -- @param #PLAYERTASK self -- @return #number clientcount function PLAYERTASK:CountClients() self:T(self.lid.."CountClients") return self.Clients:Count() end --- [User] Check if a player name is assigned to this task -- @param #PLAYERTASK self -- @param #string Name -- @return #boolean HasName function PLAYERTASK:HasPlayerName(Name) self:T(self.lid.."HasPlayerName?") return self.Clients:HasUniqueID(Name) end --- [User] Add a client to this task -- @param #PLAYERTASK self -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASK self function PLAYERTASK:AddClient(Client) self:T(self.lid.."AddClient") local name = Client:GetPlayerName() if not self.Clients:HasUniqueID(name) then self.Clients:Push(Client,name) self:__ClientAdded(-2,Client) end return self end --- [User] Remove a client from this task -- @param #PLAYERTASK self -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASK self function PLAYERTASK:RemoveClient(Client) self:T(self.lid.."RemoveClient") local name = Client:GetPlayerName() if self.Clients:HasUniqueID(name) then self.Clients:PullByID(name) if self.verbose then self.Clients:Flush() end self:__ClientRemoved(-2,Client) if self.Clients:Count() == 0 then self:__Failed(-1) end end return self end --- [User] Client has aborted task this task -- @param #PLAYERTASK self -- @param Wrapper.Client#CLIENT Client (optional) -- @return #PLAYERTASK self function PLAYERTASK:ClientAbort(Client) self:T(self.lid.."ClientAbort") if Client and Client:IsAlive() then self:RemoveClient(Client) self:__ClientAborted(-1,Client) return self else -- no client given, abort whole task if no one else is assigned if self.Clients:Count() == 0 then -- return to planned state if repeat self:__Failed(-1) end end return self end --- [User] Create target mark on F10 map -- @param #PLAYERTASK self -- @param #string Text (optional) Text to show on the marker -- @return #PLAYERTASK self function PLAYERTASK:MarkTargetOnF10Map(Text) self:T(self.lid.."MarkTargetOnF10Map") if self.Target then local coordinate = self.Target:GetCoordinate() if coordinate then if self.TargetMarker then -- Marker exists, delete one first self.TargetMarker:Remove() end local text = Text or "Target of "..self.lid self.TargetMarker = MARKER:New(coordinate,"Target of "..self.lid) self.TargetMarker:ReadOnly() self.TargetMarker:ToAll() end end return self end --- [User] Smoke Target -- @param #PLAYERTASK self -- @param #number Color, defaults to SMOKECOLOR.Red -- @return #PLAYERTASK self function PLAYERTASK:SmokeTarget(Color) self:T(self.lid.."SmokeTarget") local color = Color or SMOKECOLOR.Red if self.Target then local coordinate = self.Target:GetCoordinate() if coordinate then coordinate:Smoke(color) end end return self end --- [User] Flare Target -- @param #PLAYERTASK self -- @param #number Color, defaults to FLARECOLOR.Red -- @return #PLAYERTASK self function PLAYERTASK:FlareTarget(Color) self:T(self.lid.."SmokeTarget") local color = Color or FLARECOLOR.Red if self.Target then local coordinate = self.Target:GetCoordinate() if coordinate then coordinate:Flare(color,0) end end return self end -- success / failure function addion courtesy @FunkyFranky. --- [User] Add success condition. -- @param #PLAYERTASK self -- @param #function ConditionFunction If this function returns `true`, the mission is cancelled. -- @param ... Condition function arguments if any. -- @return #PLAYERTASK self function PLAYERTASK:AddConditionSuccess(ConditionFunction, ...) local condition={} --#PLAYERTASK.Condition condition.func=ConditionFunction condition.arg={} if arg then condition.arg=arg end table.insert(self.conditionSuccess, condition) return self end --- [User] Add failure condition. -- @param #PLAYERTASK self -- @param #function ConditionFunction If this function returns `true`, the task is cancelled. -- @param ... Condition function arguments if any. -- @return #PLAYERTASK self function PLAYERTASK:AddConditionFailure(ConditionFunction, ...) local condition={} --#PLAYERTASK.Condition condition.func=ConditionFunction condition.arg={} if arg then condition.arg=arg end table.insert(self.conditionFailure, condition) return self end --- [Internal] Check if any of the given conditions is true. -- @param #PLAYERTASK self -- @param #table Conditions Table of conditions. -- @return #boolean If true, at least one condition is true. function PLAYERTASK:_EvalConditionsAny(Conditions) -- Any stop condition must be true. for _,_condition in pairs(Conditions or {}) do local condition=_condition --#AUFTRAG.Condition -- Call function. local istrue=condition.func(unpack(condition.arg)) -- Any true will return true. if istrue then return true end end -- No condition was true. return false end --- [Internal] On after status call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterStatus(From, Event, To) self:T({From, Event, To}) self:T(self.lid.."onafterStatus") local status = self:GetState() -- Check Target status local targetdead = false if self.Target:IsDead() or self.Target:IsDestroyed() then targetdead = true self:__Success(-2) status = "Success" return self end if status == "Executing" then -- Check Clients alive local clientsalive = false local ClientTable = self.Clients:GetDataTable() for _,_client in pairs(ClientTable) do local client = _client -- Wrapper.Client#CLIENT if client:IsAlive() then clientsalive=true -- one or more clients alive end end -- Failed? if status == "Executing" and (not clientsalive) and (not targetdead) then self:__Failed(-2) status = "Failed" end -- Any success condition true? local successCondition=self:_EvalConditionsAny(self.conditionSuccess) -- Any failure condition true? local failureCondition=self:_EvalConditionsAny(self.conditionFailure) if failureCondition then self:__Failed(-2) status = "Failed" elseif successCondition then self:__Success(-2) status = "Success" end if self.verbose then self:I(self.lid.."Target dead: "..tostring(targetdead).." | Clients alive: " .. tostring(clientsalive)) end end -- Continue if we are not done if status ~= "Done" then self:__Status(-20) else self:__Stop(-1) end return self end --- [Internal] On after planned call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterPlanned(From, Event, To) self:T({From, Event, To}) return self end --- [Internal] On after requested call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterRequested(From, Event, To) self:T({From, Event, To}) return self end --- [Internal] On after executing call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterExecuting(From, Event, To) self:T({From, Event, To}) return self end --- [Internal] On after status call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterStop(From, Event, To) self:T({From, Event, To}) return self end --- [Internal] On after client added call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASK self function PLAYERTASK:onafterClientAdded(From, Event, To, Client) self:T({From, Event, To}) if Client and self.verbose then local text = string.format("Player %s joined task %03d!",Client:GetPlayerName() or "Generic",self.PlayerTaskNr) self:I(self.lid..text) end return self end --- [Internal] On after done call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterDone(From, Event, To) self:T({From, Event, To}) if self.TaskController then self.TaskController:__TaskDone(-1,self) end self:__Stop(-1) return self end --- [Internal] On after cancel call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterCancel(From, Event, To) self:T({From, Event, To}) if self.TaskController then self.TaskController:__TaskCancelled(-1,self) end self:__Done(-1) return self end --- [Internal] On after success call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterSuccess(From, Event, To) self:T({From, Event, To}) if self.TaskController then self.TaskController:__TaskSuccess(-1,self) end if self.TargetMarker then self.TargetMarker:Remove() end self:__Done(-1) return self end --- [Internal] On after failed call -- @param #PLAYERTASK self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASK self function PLAYERTASK:onafterFailed(From, Event, To) self:T({From, Event, To}) self.repeats = self.repeats + 1 -- repeat on failed? if self.Repeat and (self.repeats <= self.RepeatNo) then if self.TaskController then self.TaskController:__TaskRepeatOnFailed(-1,self) end self:__Planned(-1) return self else if self.TargetMarker then self.TargetMarker:Remove() end if self.TaskController then self.TaskController:__TaskFailed(-1,self) end self:__Done(-1) end return self end ------------------------------------------------------------------------------------------------------------------- -- END PLAYERTASK ------------------------------------------------------------------------------------------------------------------- end do ------------------------------------------------------------------------------------------------------------------- -- PLAYERTASKCONTROLLER -- TODO: PLAYERTASKCONTROLLER ------------------------------------------------------------------------------------------------------------------- --- PLAYERTASKCONTROLLER class. -- @type PLAYERTASKCONTROLLER -- @field #string ClassName Name of the class. -- @field #boolean verbose Switch verbosity. -- @field #string lid Class id string for output to DCS log file. -- @field Utilities.FiFo#FIFO TargetQueue -- @field Utilities.FiFo#FIFO TaskQueue -- @field Utilities.FiFo#FIFO TasksPerPlayer -- @field Utilities.FiFo#FIFO PrecisionTasks -- @field Core.Set#SET_CLIENT ClientSet -- @field #string ClientFilter -- @field #string Name -- @field #string Type -- @field #boolean UseGroupNames -- @field #table PlayerMenu -- @field #boolean usecluster -- @field #number ClusterRadius -- @field #string MenuName -- @field #boolean NoScreenOutput -- @field #number TargetRadius -- @field #boolean UseWhiteList -- @field #table WhiteList -- @field #boolean UseBlackList -- @field #table BlackList -- @field Core.TextAndSound#TEXTANDSOUND gettext -- @field #string locale -- @field #boolean precisionbombing -- @field Ops.FlightGroup#FLIGHTGROUP LasingDrone -- @field Core.MarkerOps_BASE#MARKEROPS_BASE MarkerOps -- @extends Core.Fsm#FSM --- -- -- *It is our attitude at the beginning of a difficult task which, more than anything else, which will affect its successful outcome.* (William James) -- -- === -- -- # PLAYERTASKCONTROLLER -- -- * Simplifies defining, executing and controlling of Player tasks -- * FSM events when a mission is added, done, successful or failed, replanned -- * Ready to use SRS and localization -- * Mission locations can be smoked, flared and marked on the map -- -- ## 1 Overview -- -- PLAYERTASKCONTROLLER is used to auto-create (optional) and control tasks for players. It can be set up as Air-to-Ground (A2G, main focus), Air-to-Ship (A2S) or Air-to-Air (A2A) controller. -- For the latter task type, also have a look at the @{Ops.Awacs#AWACS} class which allows for more complex scenarios. -- One task at a time can be joined by the player from the F10 menu. A task can be joined by multiple players. Once joined, task information is available via the F10 menu, the task location -- can be marked on the map and for A2G/S targets, the target can be marked with smoke and flares. -- -- For the mission designer, tasks can be auto-created by means of detection with the integrated @{Ops.Intel#INTEL} class setup, or be manually added to the task queue. -- -- ## 2 Task Types -- -- Targets can be of types GROUP, SET\_GROUP, UNIT, SET\_UNIT, STATIC, SET\_STATIC, AIRBASE, ZONE or COORDINATE. The system will auto-create tasks for players from these targets. -- Tasks are created as @{Ops.PlayerTask#PLAYERTASK} objects, which leverage @{Ops.Target#TARGET} for the management of the actual target. The system creates these task types -- from the target objects: -- -- * A2A - AUFTRAG.Type.INTERCEPT -- * A2S - AUFTRAG.Type.ANTISHIP -- * A2G - AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.SEAD, AUFTRAG.Type.BOMBING, AUFTRAG.Type.PRECISIONBOMBING, AUFTRAG.Type.BOMBRUNWAY -- * A2GS - A2S and A2G combined -- -- Task types are derived from @{Ops.Auftrag#AUFTRAG}: -- -- * CAS - Close air support, created to attack ground units, where friendly ground units are around the location in a bespoke radius (default: 500m/1km diameter) -- * BAI - Battlefield air interdiction, same as above, but no friendlies around -- * SEAD - Same as CAS, but the enemy ground units field AAA, SAM or EWR units -- * Bombing - Against static targets -- * Precision Bombing - (if enabled) Laser-guided bombing, against **static targets** and **high-value (non-SAM) ground targets (MBTs etc)** -- * Bomb Runway - Against Airbase runways (in effect, drop bombs over the runway) -- * ZONE and COORDINATE - Targets will be scanned for GROUND or STATIC enemy units and tasks created from these -- * Intercept - Any airborne targets, if the controller is of type "A2A" -- * Anti-Ship - Any ship targets, if the controller is of type "A2S" -- -- ## 3 Task repetition -- -- On failure, tasks will be replanned by default for a maximum of 5 times. -- -- ## 4 SETTINGS, SRS and language options (localization) -- -- The system can optionally communicate to players via SRS. Also localization is available, both "en" and "de" has been build in already. -- Player and global @{Core.Settings#SETTINGS} for coordinates will be observed. -- -- ## 5 Setup -- -- A basic setup is very simple: -- -- -- Settings - we want players to have a settings menu, be on imperial measures, and get directions as BR -- _SETTINGS:SetPlayerMenuOn() -- _SETTINGS:SetImperial() -- _SETTINGS:SetA2G_BR() -- -- -- Set up the A2G task controller for the blue side named "82nd Airborne" -- local taskmanager = PLAYERTASKCONTROLLER:New("82nd Airborne",coalition.side.BLUE,PLAYERTASKCONTROLLER.Type.A2G) -- -- -- set locale to English -- taskmanager:SetLocale("en") -- -- -- Set up detection with grup names *containing* "Blue Recce", these will add targets to our controller via detection. Can be e.g. a drone. -- taskmanager:SetupIntel("Blue Recce") -- -- -- Add a single Recce group name "Blue Humvee" -- taskmanager:AddAgent(GROUP:FindByName("Blue Humvee")) -- -- -- Set the callsign for SRS and Menu name to be "Groundhog" -- taskmanager:SetMenuName("Groundhog") -- -- -- Add accept- and reject-zones for detection -- -- Accept zones are handy to limit e.g. the engagement to a certain zone. The example is a round, mission editor created zone named "AcceptZone" -- taskmanager:AddAcceptZone(ZONE:New("AcceptZone")) -- -- -- Reject zones are handy to create borders. The example is a ZONE_POLYGON, created in the mission editor, late activated with waypoints, -- -- named "AcceptZone#ZONE_POLYGON" -- taskmanager:AddRejectZone(ZONE:FindByName("RejectZone")) -- -- -- Set up using SRS for messaging -- local hereSRSPath = "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- local hereSRSPort = 5002 -- -- local hereSRSGoogle = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourkey.json" -- taskmanager:SetSRS({130,255},{radio.modulation.AM,radio.modulation.AM},hereSRSPath,"female","en-GB",hereSRSPort,"Microsoft Hazel Desktop",0.7,hereSRSGoogle) -- -- -- Controller will announce itself under these broadcast frequencies, handy to use cold-start frequencies here of your aircraft -- taskmanager:SetSRSBroadcast({127.5,305},{radio.modulation.AM,radio.modulation.AM}) -- -- -- Example: Manually add an AIRBASE as a target -- taskmanager:AddTarget(AIRBASE:FindByName(AIRBASE.Caucasus.Senaki_Kolkhi)) -- -- -- Example: Manually add a COORDINATE as a target -- taskmanager:AddTarget(GROUP:FindByName("Scout Coordinate"):GetCoordinate()) -- -- -- Set a whitelist for tasks, e.g. skip SEAD tasks -- taskmanager:SetTaskWhiteList({AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.BOMBING, AUFTRAG.Type.BOMBRUNWAY}) -- -- -- Set target radius -- taskmanager:SetTargetRadius(1000) -- -- ## 6 Localization -- -- Localization for English and German texts are build-in. Default setting is English. Change with @{#PLAYERTASKCONTROLLER.SetLocale}() -- -- ### 6.1 Adding Localization -- -- A list of fields to be defined follows below. **Note** that in some cases `string.format()` is used to format texts for screen and SRS. -- Hence, the `%d`, `%s` and `%f` special characters need to appear in the exact same amount and order of appearance in the localized text or it will create errors. -- To add a localization, the following texts need to be translated and set in your mission script **before** @{#PLAYERTASKCONTROLLER.New}(): -- -- PLAYERTASKCONTROLLER.Messages = { -- EN = { -- TASKABORT = "Task aborted!", -- NOACTIVETASK = "No active task!", -- FREQUENCIES = "frequencies ", -- FREQUENCY = "frequency %.3f", -- BROADCAST = "%s, %s, switch to %s for task assignment!", -- CASTTS = "close air support", -- SEADTTS = "suppress air defense", -- BOMBTTS = "bombing", -- PRECBOMBTTS = "precision bombing", -- BAITTS = "battle field air interdiction", -- ANTISHIPTTS = "anti-ship", -- INTERCEPTTS = "intercept", -- BOMBRUNWAYTTS = "bomb runway", -- HAVEACTIVETASK = "You already have one active task! Complete it first!", -- PILOTJOINEDTASK = "%s, %s joined task %03d", -- TASKNAME = "%s Task ID %03d", -- TASKNAMETTS = "%s Task ID %03d", -- THREATHIGH = "high", -- THREATMEDIUM = "medium", -- THREATLOW = "low", -- THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s", -- THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.", -- MARKTASK = "%s, %s, copy, task %03d location marked on map!", -- SMOKETASK = "%s, %s, copy, task %03d location smoked!", -- FLARETASK = "%s, %s, copy, task %03d location illuminated!", -- ABORTTASK = "%s, all stations, %s aborted task %03d!", -- UNKNOWN = "Unknown", -- MENUTASKING = " Tasking ", -- MENUACTIVE = "Active Task", -- MENUINFO = "Info", -- MENUMARK = "Mark on map", -- MENUSMOKE = "Smoke", -- MENUFLARE = "Flare", -- MENUABORT = "Abort", -- MENUJOIN = "Join Task", -- MENUTASKNO = "TaskNo", -- MENUNOTASKS = "Currently no tasks available.", -- TASKCANCELLED = "Task #%03d %s is cancelled!", -- TASKCANCELLEDTTS = "%s, task %03d %s is cancelled!", -- TASKSUCCESS = "Task #%03d %s completed successfully!", -- TASKSUCCESSTTS = "%s, task %03d %s completed successfully!", -- TASKFAILED = "Task #%03d %s was a failure!", -- TASKFAILEDTTS = "%s, task %03d %s was a failure!", -- TASKFAILEDREPLAN = "Task #%03d %s was a failure! Replanning!", -- TASKFAILEDREPLANTTS = "%s, task %03d %s was a failure! Replanning!", -- TASKADDED = "%s has a new task %s available!", -- PILOTS = "\nPilot(s): ", -- PILOTSTTS = ". Pilot(s): ", -- YES = "Yes", -- NO = "No", -- POINTEROVERTARGET = "%s, %s, pointer over target for task %03d, lasing!", -- POINTERTARGETREPORT = "\nPointer over target: %s\nLasing: %s", -- POINTERTARGETLASINGTTS = ". Pointer over target and lasing.", -- }, -- -- e.g. -- -- taskmanager.Messages = { -- FR = { -- TASKABORT = "Tâche abandonnée!", -- NOACTIVETASK = "Aucune tâche active!", -- FREQUENCIES = "fréquences ", -- FREQUENCY = "fréquence %.3f", -- BROADCAST = "%s, %s, passer au %s pour l'attribution des tâches!", -- ... -- TASKADDED = "%s a créé une nouvelle tâche %s", -- PILOTS = "\nPilote(s): ", -- PILOTSTTS = ". Pilote(s): ", -- }, -- -- and then `taskmanager:SetLocale("fr")` **after** @{#PLAYERTASKCONTROLLER.New}() in your script. -- -- ## 7 Events -- -- The class comes with a number of FSM-based events that missions designers can use to shape their mission. -- These are: -- -- ### 7.1 TaskAdded. -- -- The event is triggered when a new task is added to the controller. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskAdded}() to link into this event: -- -- function taskmanager:OnAfterTaskAdded(From, Event, To, Task) -- ... your code here ... -- end -- -- ### 7.2 TaskDone. -- -- The event is triggered when a task has ended. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskDone}() to link into this event: -- -- function taskmanager:OnAfterTaskDone(From, Event, To, Task) -- ... your code here ... -- end -- -- ### 7.3 TaskCancelled. -- -- The event is triggered when a task was cancelled manually. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskCancelled}()` to link into this event: -- -- function taskmanager:OnAfterTaskCancelled(From, Event, To, Task) -- ... your code here ... -- end -- -- ### 7.4 TaskSuccess. -- -- The event is triggered when a task completed successfully. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskSuccess}() to link into this event: -- -- function taskmanager:OnAfterTaskSuccess(From, Event, To, Task) -- ... your code here ... -- end -- -- ### 7.5 TaskFailed. -- -- The event is triggered when a task failed, no repeats. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskFailed}() to link into this event: -- -- function taskmanager:OnAfterTaskFailed(From, Event, To, Task) -- ... your code here ... -- end -- -- ### 7.6 TaskRepeatOnFailed. -- -- The event is triggered when a task failed and is re-planned for execution. Use @{#PLAYERTASKCONTROLLER.OnAfterRepeatOnFailed}() to link into this event: -- -- function taskmanager:OnAfterRepeatOnFailed(From, Event, To, Task) -- ... your code here ... -- end -- -- ## 8 Using F10 map markers to create new targets -- -- You can use F10 map markers to create new target points for player tasks. -- Enable this option with e.g., setting the tag to be used to "TARGET": -- -- taskmanager:EnableMarkerOps("TARGET") -- -- Set a marker on the map and add the following text to create targets from it: "TARGET". This is effectively the same as adding a COORDINATE object as target. -- The marker can be deleted any time. -- -- ## 9 Discussion -- -- If you have questions or suggestions, please visit the [MOOSE Discord](https://discord.gg/AeYAkHP) #ops-playertask channel. -- -- -- @field #PLAYERTASKCONTROLLER PLAYERTASKCONTROLLER = { ClassName = "PLAYERTASKCONTROLLER", verbose = true, lid = nil, TargetQueue = nil, ClientSet = nil, UseGroupNames = true, PlayerMenu = {}, usecluster = false, MenuName = nil, ClusterRadius = 0.5, NoScreenOutput = false, TargetRadius = 500, UseWhiteList = false, WhiteList = {}, gettext = nil, locale = "en", precisionbombing = false, } --- -- @type Type -- @field #string A2A Air-to-Air Controller -- @field #string A2G Air-to-Ground Controller -- @field #string A2S Air-to-Ship Controller -- @field #string A2GS Air-to-Ground-and-Ship Controller PLAYERTASKCONTROLLER.Type = { A2A = "Air-To-Air", A2G = "Air-To-Ground", A2S = "Air-To-Sea", A2GS = "Air-To-Ground-Sea", } --- Define a new AUFTRAG Type AUFTRAG.Type.PRECISIONBOMBING = "Precision Bombing" --- -- @type SeadAttributes -- @field #number SAM GROUP.Attribute.GROUND_SAM -- @field #number AAA GROUP.Attribute.GROUND_AAA -- @field #number EWR GROUP.Attribute.GROUND_EWR PLAYERTASKCONTROLLER.SeadAttributes = { SAM = GROUP.Attribute.GROUND_SAM, AAA = GROUP.Attribute.GROUND_AAA, EWR = GROUP.Attribute.GROUND_EWR, } --- -- @field Messages PLAYERTASKCONTROLLER.Messages = { EN = { TASKABORT = "Task aborted!", NOACTIVETASK = "No active task!", FREQUENCIES = "frequencies ", FREQUENCY = "frequency %.3f", BROADCAST = "%s, %s, switch to %s for task assignment!", CASTTS = "close air support", SEADTTS = "suppress air defense", BOMBTTS = "bombing", PRECBOMBTTS = "precision bombing", BAITTS = "battle field air interdiction", ANTISHIPTTS = "anti-ship", INTERCEPTTS = "intercept", BOMBRUNWAYTTS = "bomb runway", HAVEACTIVETASK = "You already have one active task! Complete it first!", PILOTJOINEDTASK = "%s, %s joined task %03d", TASKNAME = "%s Task ID %03d", TASKNAMETTS = "%s Task ID %03d", THREATHIGH = "high", THREATMEDIUM = "medium", THREATLOW = "low", THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s", THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.", MARKTASK = "%s, %s, copy, task %03d location marked on map!", SMOKETASK = "%s, %s, copy, task %03d location smoked!", FLARETASK = "%s, %s, copy, task %03d location illuminated!", ABORTTASK = "%s, all stations, %s aborted task %03d!", UNKNOWN = "Unknown", MENUTASKING = " Tasking ", MENUACTIVE = "Active Task", MENUINFO = "Info", MENUMARK = "Mark on map", MENUSMOKE = "Smoke", MENUFLARE = "Flare", MENUABORT = "Abort", MENUJOIN = "Join Task", MENUTASKNO = "TaskNo", MENUNOTASKS = "Currently no tasks available.", TASKCANCELLED = "Task #%03d %s is cancelled!", TASKCANCELLEDTTS = "%s, task %03d %s is cancelled!", TASKSUCCESS = "Task #%03d %s completed successfully!", TASKSUCCESSTTS = "%s, task %03d %s completed successfully!", TASKFAILED = "Task #%03d %s was a failure!", TASKFAILEDTTS = "%s, task %03d %s was a failure!", TASKFAILEDREPLAN = "Task #%03d %s was a failure! Replanning!", TASKFAILEDREPLANTTS = "%s, task %03d %s was a failure! Replanning!", TASKADDED = "%s has a new task %s available!", PILOTS = "\nPilot(s): ", PILOTSTTS = ". Pilot(s): ", YES = "Yes", NO = "No", POINTEROVERTARGET = "%s, %s, pointer over target for task %03d, lasing!", POINTERTARGETREPORT = "\nPointer over target: %s\nLasing: %s", POINTERTARGETLASINGTTS = ". Pointer over target and lasing.", }, DE = { TASKABORT = "Auftrag abgebrochen!", NOACTIVETASK = "Kein aktiver Auftrag!", FREQUENCIES = "Frequenzen ", FREQUENCY = "Frequenz %.3f", BROADCAST = "%s, %s, Radio %s für Aufgabenzuteilung!", CASTTS = "Nahbereichsunterstützung", SEADTTS = "Luftabwehr ausschalten", BOMBTTS = "Bombardieren", PRECBOMBTTS = "Präzisionsbombardieren", BAITTS = "Luftunterstützung", ANTISHIPTTS = "Anti-Schiff", INTERCEPTTS = "Abfangen", BOMBRUNWAYTTS = "Startbahn Bombardieren", HAVEACTIVETASK = "Du hast einen aktiven Auftrag! Beende ihn zuerst!", PILOTJOINEDTASK = "%s, %s hat Auftrag %03d angenommen", TASKNAME = "%s Auftrag ID %03d", TASKNAMETTS = "%s Auftrag ID %03d", THREATHIGH = "hoch", THREATMEDIUM = "mittel", THREATLOW = "niedrig", THREATTEXT = "%s\nGefahrstufe: %s\nZiele: %d\nKoord: %s", THREATTEXTTTS = "%s, %s. Zielinformation zu %s. Gefahrstufe %s. Ziele %d. Zielposition %s.", MARKTASK = "%s, %s, verstanden, Zielposition %03d auf der Karte markiert!", SMOKETASK = "%s, %s, verstanden, Zielposition %03d mit Rauch markiert!", FLARETASK = "%s, %s, verstanden, Zielposition %03d beleuchtet!", ABORTTASK = "%s, an alle, %s hat Auftrag %03d abgebrochen!", UNKNOWN = "Unbekannt", MENUTASKING = " Aufträge ", MENUACTIVE = "Aktiver Auftrag", MENUINFO = "Information", MENUMARK = "Kartenmarkierung", MENUSMOKE = "Rauchgranate", MENUFLARE = "Leuchtgranate", MENUABORT = "Abbrechen", MENUJOIN = "Auftrag annehmen", MENUTASKNO = "AuftragsNr", MENUNOTASKS = "Momentan keine Aufträge verfügbar.", TASKCANCELLED = "Auftrag #%03d %s wurde beendet!", TASKCANCELLEDTTS = "%s, Auftrag %03d %s wurde beendet!", TASKSUCCESS = "Auftrag #%03d %s erfolgreich!", TASKSUCCESSTTS = "%s, Auftrag %03d %s erfolgreich!", TASKFAILED = "Auftrag #%03d %s gescheitert!", TASKFAILEDTTS = "%s, Auftrag %03d %s gescheitert!", TASKFAILEDREPLAN = "Auftrag #%03d %s gescheitert! Neuplanung!", TASKFAILEDREPLANTTS = "%s, Auftrag %03d %s gescheitert! Neuplanung!", TASKADDED = "%s hat einen neuen Auftrag %s erstellt!", PILOTS = "\nPilot(en): ", PILOTSTTS = ". Pilot(en): ", YES = "Ja", NO = "Nein", POINTEROVERTARGET = "%s, %s, Marker im Zielbereich für %03d, Laser an!", POINTERTARGETREPORT = "\nMarker im Zielbereich: %s\nLaser an: %s", POINTERTARGETLASINGTTS = ". Marker im Zielbereich, Laser is an.", }, } --- PLAYERTASK class version. -- @field #string version PLAYERTASKCONTROLLER.version="0.1.27" --- Constructor -- @param #PLAYERTASKCONTROLLER self -- @param #string Name Name of this controller -- @param #number Coalition of this controller, e.g. coalition.side.BLUE -- @param #string Type Type of the tasks controlled, defaults to PLAYERTASKCONTROLLER.Type.A2G -- @param #string ClientFilter (optional) Additional prefix filter for the SET_CLIENT -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter) -- Inherit everything from FSM class. local self=BASE:Inherit(self, FSM:New()) -- #PLAYERTASKCONTROLLER self.Name = Name or "CentCom" self.Coalition = Coalition or coalition.side.BLUE self.CoalitionName = UTILS.GetCoalitionName(Coalition) self.Type = Type or PLAYERTASKCONTROLLER.Type.A2G self.usecluster = false if self.Type == PLAYERTASKCONTROLLER.Type.A2A then self.usecluster = true end self.ClusterRadius = 0.5 self.TargetRadius = 500 self.ClientFilter = ClientFilter or "" self.TargetQueue = FIFO:New() -- Utilities.FiFo#FIFO self.TaskQueue = FIFO:New() -- Utilities.FiFo#FIFO self.TasksPerPlayer = FIFO:New() -- Utilities.FiFo#FIFO self.PrecisionTasks = FIFO:New() -- Utilities.FiFo#FIFO self.PlayerMenu = {} -- #table self.MenuName = nil self.repeatonfailed = true self.repeattimes = 5 self.UseGroupNames = true if ClientFilter then self.ClientSet = SET_CLIENT:New():FilterCoalitions(string.lower(self.CoalitionName)):FilterActive(true):FilterPrefixes(ClientFilter):FilterStart() else self.ClientSet = SET_CLIENT:New():FilterCoalitions(string.lower(self.CoalitionName)):FilterActive(true):FilterStart() end self.lid=string.format("PlayerTaskController %s %s | ", self.Name, tostring(self.Type)) self:_InitLocalization() -- FSM start state is STOPPED. self:SetStartState("Stopped") self:AddTransition("Stopped", "Start", "Running") self:AddTransition("*", "Status", "*") self:AddTransition("*", "TaskAdded", "*") self:AddTransition("*", "TaskDone", "*") self:AddTransition("*", "TaskCancelled", "*") self:AddTransition("*", "TaskSuccess", "*") self:AddTransition("*", "TaskFailed", "*") self:AddTransition("*", "TaskRepeatOnFailed", "*") self:AddTransition("*", "Stop", "Stopped") self:__Start(-1) self:__Status(-2) -- Player leaves self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler) self:HandleEvent(EVENTS.Ejection, self._EventHandler) self:HandleEvent(EVENTS.Crash, self._EventHandler) self:HandleEvent(EVENTS.PilotDead, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) self:I(self.lid..self.version.." Started.") return self --- -- Pseudo Functions --- --- On After "TaskAdded" event. Task has been added. -- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskAdded -- @param #PLAYERTASKCONTROLLER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.PlayerTask#PLAYERTASK Task --- On After "TaskDone" event. Task is done. -- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskDone -- @param #PLAYERTASKCONTROLLER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.PlayerTask#PLAYERTASK Task --- On After "TaskCancelled" event. Task has been cancelled. -- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskCancelled -- @param #PLAYERTASKCONTROLLER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.PlayerTask#PLAYERTASK Task --- On After "TaskFailed" event. Task has failed. -- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskFailed -- @param #PLAYERTASKCONTROLLER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.PlayerTask#PLAYERTASK Task --- On After "TaskSuccess" event. Task has been a success. -- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskSuccess -- @param #PLAYERTASKCONTROLLER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.PlayerTask#PLAYERTASK Task --- On After "TaskRepeatOnFailed" event. Task has failed and will be repeated. -- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskRepeatOnFailed -- @param #PLAYERTASKCONTROLLER self -- @param #string From From state. -- @param #string Event Event. -- @param #string To To state. -- @param Ops.PlayerTask#PLAYERTASK Task end --- [Internal] Init localization -- @param #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_InitLocalization() self:T(self.lid.."_InitLocalization") self.gettext = TEXTANDSOUND:New("PLAYERTASKCONTROLLER","en") -- Core.TextAndSound#TEXTANDSOUND self.locale = "en" for locale,table in pairs(self.Messages) do local Locale = string.lower(tostring(locale)) self:T("**** Adding locale: "..Locale) for ID,Text in pairs(table) do self:T(string.format('Adding ID %s',tostring(ID))) self.gettext:AddEntry(Locale,tostring(ID),Text) end end return self end --- [User] Set repetition options for tasks -- @param #PLAYERTASKCONTROLLER self -- @param #boolean OnOff Set to `true` to switch on and `false` to switch off (defaults to true) -- @param #number Repeats Number of repeats (defaults to 5) -- @return #PLAYERTASKCONTROLLER self -- @usage `taskmanager:SetTaskRepetition(true, 5)` function PLAYERTASKCONTROLLER:SetTaskRepetition(OnOff, Repeats) self:T(self.lid.."SetTaskRepetition") if OnOff then self.repeatonfailed = true self.repeattimes = Repeats or 5 else self.repeatonfailed = false self.repeattimes = Repeats or 5 end return self end --- [User] Allow precision laser-guided bombing on statics and "high-value" ground units (MBT etc) -- @param #PLAYERTASKCONTROLLER self -- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FlightGroup (e.g. drone) to be used for lasing (one unit in one group only). -- Can optionally be handed as Ops.ArmyGroup#ARMYGROUP - **Note** might not find an LOS spot or get lost on the way. Cannot island-hop. -- @param #number LaserCode The lasercode to be used. Defaults to 1688. -- @return #PLAYERTASKCONTROLLER self -- @usage -- -- Set up precision bombing, FlightGroup as lasing unit -- local FlightGroup = FLIGHTGROUP:New("LasingUnit") -- FlightGroup:Activate() -- taskmanager:EnablePrecisionBombing(FlightGroup,1688) -- -- -- Alternatively, set up precision bombing, ArmyGroup as lasing unit -- local ArmyGroup = ARMYGROUP:New("LasingUnit") -- ArmyGroup:SetDefaultROE(ENUMS.ROE.WeaponHold) -- ArmyGroup:SetDefaultInvisible(true) -- ArmyGroup:Activate() -- taskmanager:EnablePrecisionBombing(ArmyGroup,1688) -- function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode) self:T(self.lid.."EnablePrecisionBombing") if FlightGroup then if FlightGroup.ClassName and (FlightGroup.ClassName == "FLIGHTGROUP" or FlightGroup.ClassName == "ARMYGROUP")then -- ok we have a FG self.LasingDrone = FlightGroup -- Ops.FlightGroup#FLIGHTGROUP FlightGroup self.LasingDrone.playertask = {} self.LasingDrone.playertask.busy = false self.LasingDrone.playertask.id = 0 self.precisionbombing = true self.LasingDrone:SetLaser(LaserCode) self.LaserCode = LaserCode or 1688 self.LasingDroneTemplate = self.LasingDrone:_GetTemplate(true) -- let it orbit the BullsEye if FG if self.LasingDrone:IsFlightgroup() then local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( self.Coalition )) local Orbit = AUFTRAG:NewORBIT_CIRCLE(BullsCoordinate,10000,120) self.LasingDrone:AddMission(Orbit) end else self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!") end else self.autolase = nil self.precisionbombing = false end return self end --- [User] Allow addition of targets with user F10 map markers. -- @param #PLAYERTASKCONTROLLER self -- @param #string Tag (Optional) The tagname to use to identify commands, defaults to "TASK" -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:EnableMarkerOps(Tag) self:T(self.lid.."EnableMarkerOps") local tag = Tag or "TASK" local MarkerOps = MARKEROPS_BASE:New(tag) local function Handler(Keywords,Coord,Text) if self.verbose then local m = MESSAGE:New(string.format("Target added from marker at: %s", Coord:ToStringLLDMS()),15,"INFO"):ToAll() end self:AddTarget(Coord) end -- Event functions function MarkerOps:OnAfterMarkAdded(From,Event,To,Text,Keywords,Coord) Handler(Keywords,Coord,Text) end function MarkerOps:OnAfterMarkChanged(From,Event,To,Text,Keywords,Coord) Handler(Keywords,Coord,Text) end self.MarkerOps = MarkerOps return self end --- [Internal] Get player name -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Client#CLIENT Client -- @return #string playername -- @return #string ttsplayername function PLAYERTASKCONTROLLER:_GetPlayerName(Client) self:T(self.lid.."DisablePrecisionBombing") local playername = Client:GetPlayerName() local ttsplayername = playername if string.find(playername,"|") then -- personalized flight name in player naming ttsplayername = string.match(playername,"| ([%a]+)") end if string.find(playername,"#") then -- personalized flight name in player naming ttsplayername = string.match(playername,"# ([%a]+)") end return playername, ttsplayername end --- [User] Disable precision laser-guided bombing on statics and "high-value" ground units (MBT etc) -- @param #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:DisablePrecisionBombing(FlightGroup,LaserCode) self:T(self.lid.."DisablePrecisionBombing") self.autolase = nil self.precisionbombing = false return self end --- [Internal] Event handling -- @param #PLAYERTASKCONTROLLER self -- @param Core.Event#EVENTDATA EventData -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_EventHandler(EventData) self:T(self.lid.."_EventHandler: "..EventData.id) if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then if EventData.IniPlayerName then self:T(self.lid.."Event for player: "..EventData.IniPlayerName) if self.PlayerMenu[EventData.IniPlayerName] then self.PlayerMenu[EventData.IniPlayerName]:Remove() self.PlayerMenu[EventData.IniPlayerName] = nil end local text = "" if self.TasksPerPlayer:HasUniqueID(EventData.IniPlayerName) then local task = self.TasksPerPlayer:PullByID(EventData.IniPlayerName) -- Ops.PlayerTask#PLAYERTASK local Client = _DATABASE:FindClient( EventData.IniPlayerName ) if Client then task:RemoveClient(Client) --text = "Task aborted!" text = self.gettext:GetEntry("TASKABORT",self.locale) end else --text = "No active task!" text = self.gettext:GetEntry("NOACTIVETASK",self.locale) end self:T(self.lid..text) end elseif EventData.id == EVENTS.PlayerEnterAircraft and EventData.IniCoalition == self.Coalition then if EventData.IniPlayerName and EventData.IniGroup and self.UseSRS then self:T(self.lid.."Event for player: "..EventData.IniPlayerName) local frequency = self.Frequency local freqtext = "" if type(frequency) == "table" then freqtext = self.gettext:GetEntry("FREQUENCIES",self.locale) freqtext = freqtext..table.concat(frequency,", ") else local freqt = self.gettext:GetEntry("FREQUENCY",self.locale) freqtext = string.format(freqt,frequency) end local modulation = self.Modulation if type(modulation) == "table" then modulation = modulation[1] end modulation = UTILS.GetModulationName(modulation) local switchtext = self.gettext:GetEntry("BROADCAST",self.locale) local playername = EventData.IniPlayerName if string.find(playername,"|") then -- personalized flight name in player naming playername = string.match(playername,"| ([%a]+)") end --local text = string.format("%s, %s, switch to %s for task assignment!",EventData.IniPlayerName,self.MenuName or self.Name,freqtext) local text = string.format(switchtext,self.MenuName or self.Name,playername,freqtext) self.SRSQueue:NewTransmission(text,nil,self.SRS,timer.getAbsTime()+60,2,{EventData.IniGroup},text,30,self.BCFrequency,self.BCModulation) end end return self end function PLAYERTASKCONTROLLER:_DummyMenu(group) self:T(self.lid.."_DummyMenu") return self end --- [User] Set locale for localization. Defaults to "en" -- @param #PLAYERTASKCONTROLLER self -- @param #string Locale The locale to use -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetLocale(Locale) self:T(self.lid.."SetLocale") self.locale = Locale or "en" return self end --- [User] Switch screen output. -- @param #PLAYERTASKCONTROLLER self -- @param #boolean OnOff. Switch screen output off (true) or on (false) -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SuppressScreenOutput(OnOff) self:T(self.lid.."SuppressScreenOutput") self.NoScreenOutput = OnOff or false return self end --- [User] Set target radius. Determines the zone radius to distinguish CAS from BAI tasks and to find enemies if the TARGET object is a COORDINATE. -- @param #PLAYERTASKCONTROLLER self -- @param #number Radius Radius to use in meters. Defaults to 500 meters. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetTargetRadius(Radius) self:T(self.lid.."SetTargetRadius") self.TargetRadius = Radius or 500 return self end --- [User] Set the cluster radius if you want to use target clusters rather than single group detection. -- Note that for a controller type A2A target clustering is on by default. Also remember that the diameter of the resulting zone is double the radius. -- @param #PLAYERTASKCONTROLLER self -- @param #number Radius Target cluster radius in kilometers. Default is 0.5km. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetClusterRadius(Radius) self:T(self.lid.."SetClusterRadius") self.ClusterRadius = Radius or 0.5 self.usecluster = true return self end --- [User] Manually cancel a specific task -- @param #PLAYERTASKCONTROLLER self -- @param Ops.PlayerTask#PLAYERTASK Task The task to be cancelled -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:CancelTask(Task) self:T(self.lid.."CancelTask") Task:__Cancel(-1) return self end --- [User] Switch usage of target names for menu entries on or off -- @param #PLAYERTASKCONTROLLER self -- @param #boolean OnOff If true, set to on (default), if nil or false, set to off -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SwitchUseGroupNames(OnOff) self:T(self.lid.."SwitchUseGroupNames") if OnOff then self.UseGroupNames = true else self.UseGroupNames = false end return self end --- [Internal] Get task types for the menu -- @param #PLAYERTASKCONTROLLER self -- @return #table TaskTypes function PLAYERTASKCONTROLLER:_GetAvailableTaskTypes() self:T(self.lid.."_GetAvailableTaskTypes") local tasktypes = {} self.TaskQueue:ForEach( function (Task) local task = Task -- Ops.PlayerTask#PLAYERTASK local type = Task.Type tasktypes[type] = {} end ) return tasktypes end --- [Internal] Get task per type for the menu -- @param #PLAYERTASKCONTROLLER self -- @return #table TasksPerTypes function PLAYERTASKCONTROLLER:_GetTasksPerType() self:T(self.lid.."_GetTasksPerType") local tasktypes = self:_GetAvailableTaskTypes() self:T({tasktypes}) -- Sort tasks per threat level first local datatable = self.TaskQueue:GetDataTable() local threattable = {} for _,_task in pairs(datatable) do local task = _task -- Ops.PlayerTask#PLAYERTASK local threat = task.Target:GetThreatLevelMax() threattable[#threattable+1]={task=task,threat=threat} end table.sort(threattable, function (k1, k2) return k1.threat > k2.threat end ) for _id,_data in pairs(threattable) do local threat=_data.threat local task = _data.task -- Ops.PlayerTask#PLAYERTASK local type = task.Type if not task:IsDone() then table.insert(tasktypes[type],task) end end return tasktypes end --- [Internal] Check target queue -- @param #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_CheckTargetQueue() self:T(self.lid.."_CheckTargetQueue") if self.TargetQueue:Count() > 0 then local object = self.TargetQueue:Pull() local target = TARGET:New(object) self:_AddTask(target) end return self end --- [Internal] Check task queue -- @param #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_CheckTaskQueue() self:T(self.lid.."_CheckTaskQueue") if self.TaskQueue:Count() > 0 then -- remove done tasks local tasks = self.TaskQueue:GetIDStack() for _id,_entry in pairs(tasks) do local data = _entry.data -- Ops.PlayerTask#PLAYERTASK self:T("Looking at Task: "..data.PlayerTaskNr.." Type: "..data.Type.." State: "..data:GetState()) if data:GetState() == "Done" or data:GetState() == "Stopped" then local task = self.TaskQueue:ReadByID(_id) -- Ops.PlayerTask#PLAYERTASK -- DONE: Remove clients from the task local clientsattask = task.Clients:GetIDStackSorted() for _,_id in pairs(clientsattask) do self:T("*****Removing player " .. _id) self.TasksPerPlayer:PullByID(_id) end local task = self.TaskQueue:PullByID(_id) -- Ops.PlayerTask#PLAYERTASK task = nil end end end return self end --- [Internal] Check precision task queue -- @param #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_CheckPrecisionTasks() self:T(self.lid.."_CheckTaskQueue") if self.PrecisionTasks:Count() > 0 and self.precisionbombing then if not self.LasingDrone or self.LasingDrone:IsDead() then -- we need a new drone self:E(self.lid.."Lasing drone is dead ... creating a new one!") if self.LasingDrone then self.LasingDrone:_Respawn(1,nil,true) else -- TODO: Handle ArmyGroup local FG = FLIGHTGROUP:New(self.LasingDroneTemplate) FG:Activate() self:EnablePrecisionBombing(FG,self.LaserCode or 1688) end return self end -- do we have a lasing unit assigned? if self.LasingDrone and self.LasingDrone:IsAlive() then if self.LasingDrone.playertask and (not self.LasingDrone.playertask.busy) then -- not busy, get a task self:T(self.lid.."Sending lasing unit to target") local task = self.PrecisionTasks:Pull() -- Ops.PlayerTask#PLAYERTASK self.LasingDrone.playertask.id = task.PlayerTaskNr self.LasingDrone.playertask.busy = true self.LasingDrone.playertask.inreach = false self.LasingDrone.playertask.reachmessage = false -- move the drone to target if self.LasingDrone:IsFlightgroup() then local auftrag = AUFTRAG:NewORBIT_CIRCLE(task.Target:GetCoordinate(),10000,120) local currmission = self.LasingDrone:GetMissionCurrent() self.LasingDrone:AddMission(auftrag) currmission:__Cancel(-2) elseif self.LasingDrone:IsArmygroup() then local tgtcoord = task.Target:GetCoordinate() local tgtzone = ZONE_RADIUS:New("ArmyGroup-"..math.random(1,10000),tgtcoord:GetVec2(),3000) local finalpos=nil -- Core.Point#COORDINATE for i=1,50 do finalpos = tgtzone:GetRandomCoordinate(2500,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER}) if finalpos then if finalpos:IsLOS(tgtcoord,0) then break end end end if finalpos then -- yeah we got one local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos,"Off road") local currmission = self.LasingDrone:GetMissionCurrent() self.LasingDrone:AddMission(auftrag) if currmission then currmission:__Cancel(-2) end else -- could not find LOS position! self:E("***Could not find LOS position to post ArmyGroup for lasing!") self.LasingDrone.playertask.id = 0 self.LasingDrone.playertask.busy = false self.LasingDrone.playertask.inreach = false self.LasingDrone.playertask.reachmessage = false end end self.PrecisionTasks:Push(task,task.PlayerTaskNr) elseif self.LasingDrone.playertask and self.LasingDrone.playertask.busy then -- drone is busy, set up laser when over target local task = self.PrecisionTasks:ReadByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK self:T("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState()) if (not task) or task:GetState() == "Done" or task:GetState() == "Stopped" then -- we're done here local task = self.PrecisionTasks:PullByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK self:_CheckTaskQueue() task = nil if self.LasingDrone:IsLasing() then self.LasingDrone:__LaserOff(-1) end self.LasingDrone.playertask.busy = false self.LasingDrone.playertask.inreach = false self.LasingDrone.playertask.id = 0 self.LasingDrone.playertask.reachmessage = false self:T(self.lid.."Laser Off") else -- not done yet local dcoord = self.LasingDrone:GetCoordinate() local tcoord = task.Target:GetCoordinate() local dist = dcoord:Get2DDistance(tcoord) -- close enough? if dist < 3000 and not self.LasingDrone:IsLasing() then self:T(self.lid.."Laser On") self.LasingDrone:__LaserOn(-1,tcoord) self.LasingDrone.playertask.inreach = true if not self.LasingDrone.playertask.reachmessage then --local textmark = self.gettext:GetEntry("FLARETASK",self.locale) self.LasingDrone.playertask.reachmessage = true local clients = task:GetClients() local text = "" for _,playername in pairs(clients) do local pointertext = self.gettext:GetEntry("POINTEROVERTARGET",self.locale) --text = string.format("%s, %s, pointer over target for task %03d, lasing!", playername, self.MenuName or self.Name, task.PlayerTaskNr) text = string.format(pointertext, playername, self.MenuName or self.Name, task.PlayerTaskNr) if not self.NoScreenOutput then local client = nil self.ClientSet:ForEachClient( function(Client) if Client:GetPlayerName() == playername then client = Client end end ) if client then local m = MESSAGE:New(text,15,"Tasking"):ToClient(client) end end end if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end end end end end end end return self end --- [Internal] Check task queue for a specific player name -- @param #PLAYERTASKCONTROLLER self -- @return #boolean outcome function PLAYERTASKCONTROLLER:_CheckPlayerHasTask(PlayerName) self:T(self.lid.."_CheckPlayerHasTask") return self.TasksPerPlayer:HasUniqueID(PlayerName) end --- [User] Add a target object to the target queue -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Positionable#POSITIONABLE Target The target GROUP, SET\_GROUP, UNIT, SET\_UNIT, STATIC, SET\_STATIC, AIRBASE, ZONE or COORDINATE. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:AddTarget(Target) self:T(self.lid.."AddTarget") self.TargetQueue:Push(Target) return self end --- [Internal] Check for allowed task type, if there is a (positive) whitelist -- @param #PLAYERTASKCONTROLLER self -- @param #string Type -- @return #boolean Outcome function PLAYERTASKCONTROLLER:_CheckTaskTypeAllowed(Type) self:T(self.lid.."_CheckTaskTypeAllowed") local Outcome = false if self.UseWhiteList then for _,_type in pairs(self.WhiteList) do if Type == _type then Outcome = true break end end else return true end return Outcome end --- [Internal] Check for allowed task type, if there is a (negative) blacklist -- @param #PLAYERTASKCONTROLLER self -- @param #string Type -- @return #boolean Outcome function PLAYERTASKCONTROLLER:_CheckTaskTypeDisallowed(Type) self:T(self.lid.."_CheckTaskTypeDisallowed") local Outcome = false if self.UseBlackList then for _,_type in pairs(self.BlackList) do if Type == _type then Outcome = true break end end else return true end return Outcome end --- [User] Set up a (positive) whitelist of allowed task types. Only these types will be generated. -- @param #PLAYERTASKCONTROLLER self -- @param #table WhiteList Table of task types that can be generated. Use to restrict available types. -- @return #PLAYERTASKCONTROLLER self -- @usage Currently, the following task types will be generated, if detection has been set up: -- A2A - AUFTRAG.Type.INTERCEPT -- A2S - AUFTRAG.Type.ANTISHIP -- A2G - AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.SEAD, AUFTRAG.Type.BOMBING, AUFTRAG.Type.PRECISIONBOMBING, AUFTRAG.Type.BOMBRUNWAY -- A2GS - A2G + A2S -- If you don't want SEAD tasks generated, use as follows where "mycontroller" is your PLAYERTASKCONTROLLER object: -- -- `mycontroller:SetTaskWhiteList({AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.BOMBING, AUFTRAG.Type.BOMBRUNWAY})` -- function PLAYERTASKCONTROLLER:SetTaskWhiteList(WhiteList) self:T(self.lid.."SetTaskWhiteList") self.WhiteList = WhiteList self.UseWhiteList = true return self end --- [User] Set up a (negative) blacklist of forbidden task types. These types will **not** be generated. -- @param #PLAYERTASKCONTROLLER self -- @param #table BlackList Table of task types that cannot be generated. Use to restrict available types. -- @return #PLAYERTASKCONTROLLER self -- @usage Currently, the following task types will be generated, if detection has been set up: -- A2A - AUFTRAG.Type.INTERCEPT -- A2S - AUFTRAG.Type.ANTISHIP -- A2G - AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.SEAD, AUFTRAG.Type.BOMBING, AUFTRAG.Type.PRECISIONBOMBING, AUFTRAG.Type.BOMBRUNWAY -- A2GS - A2G + A2S -- If you don't want SEAD tasks generated, use as follows where "mycontroller" is your PLAYERTASKCONTROLLER object: -- -- `mycontroller:SetTaskBlackList({AUFTRAG.Type.SEAD})` -- function PLAYERTASKCONTROLLER:SetTaskBlackList(BlackList) self:T(self.lid.."SetTaskBlackList") self.BlackList = BlackList self.UseBlackList = true return self end --- [User] Change the list of attributes, which are considered on GROUP or SET\_GROUP level of a target to create SEAD player tasks. -- @param #PLAYERTASKCONTROLLER self -- @param #table Attributes Table of attribute types considered to lead to a SEAD type player task. -- @return #PLAYERTASKCONTROLLER self -- @usage -- Default attribute types are: GROUP.Attribute.GROUND_SAM, GROUP.Attribute.GROUND_AAA, and GROUP.Attribute.GROUND_EWR. -- If you want to e.g. exclude AAA, so target groups with this attribute are assigned CAS or BAI tasks, and not SEAD, use this function as follows: -- -- `mycontroller:SetSEADAttributes({GROUP.Attribute.GROUND_SAM, GROUP.Attribute.GROUND_EWR})` -- function PLAYERTASKCONTROLLER:SetSEADAttributes(Attributes) self:T(self.lid.."SetSEADAttributes") if type(Attributes) ~= "table" then Attributes = {Attributes} end self.SeadAttributes = Attributes return self end --- [Internal] Function the check against SeadAttributes -- @param #PLAYERTASKCONTROLLER self -- @param #string Attribute -- @return #boolean IsSead function PLAYERTASKCONTROLLER:_IsAttributeSead(Attribute) self:T(self.lid.."_IsAttributeSead?") local IsSead = false for _,_attribute in pairs(self.SeadAttributes) do if Attribute == _attribute then IsSead = true break end end return IsSead end --- [Internal] Add a task to the task queue -- @param #PLAYERTASKCONTROLLER self -- @param Ops.Target#TARGET Target -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_AddTask(Target) self:T(self.lid.."_AddTask") local cat = Target:GetCategory() local threat = Target:GetThreatLevelMax() local type = AUFTRAG.Type.CAS --local ttstype = "close air support" local ttstype = self.gettext:GetEntry("CASTTS",self.locale) if cat == TARGET.Category.GROUND then type = AUFTRAG.Type.CAS -- TODO: debug BAI, CAS, SEAD local targetobject = Target:GetObject() -- Wrapper.Positionable#POSITIONABLE if targetobject:IsInstanceOf("UNIT") then self:T("SEAD Check UNIT") if targetobject:HasSEAD() then type = AUFTRAG.Type.SEAD --ttstype = "suppress air defense" ttstype = self.gettext:GetEntry("SEADTTS",self.locale) end elseif targetobject:IsInstanceOf("GROUP") then self:T("SEAD Check GROUP") local attribute = targetobject:GetAttribute() if self:_IsAttributeSead(attribute) then type = AUFTRAG.Type.SEAD --ttstype = "suppress air defense" ttstype = self.gettext:GetEntry("SEADTTS",self.locale) end elseif targetobject:IsInstanceOf("SET_GROUP") then self:T("SEAD Check SET_GROUP") targetobject:ForEachGroup( function (group) local attribute = group:GetAttribute() if self:_IsAttributeSead(attribute) then type = AUFTRAG.Type.SEAD --ttstype = "suppress air defense" ttstype = self.gettext:GetEntry("SEADTTS",self.locale) end end ) elseif targetobject:IsInstanceOf("SET_UNIT") then self:T("SEAD Check SET_UNIT") targetobject:ForEachUnit( function (unit) if unit:HasSEAD() then type = AUFTRAG.Type.SEAD --ttstype = "suppress air defenses" ttstype = self.gettext:GetEntry("SEADTTS",self.locale) end end ) elseif targetobject:IsInstanceOf("SET_STATIC") or targetobject:IsInstanceOf("STATIC") then self:T("(PRECISION-)BOMBING SET_STATIC or STATIC") if self.precisionbombing then type = AUFTRAG.Type.PRECISIONBOMBING ttstype = self.gettext:GetEntry("PRECBOMBTTS",self.locale) else type = AUFTRAG.Type.BOMBING ttstype = self.gettext:GetEntry("BOMBTTS",self.locale) end end -- if there are no friendlies nearby ~0.5km and task isn't SEAD, then it's BAI local targetcoord = Target:GetCoordinate() local targetvec2 = targetcoord:GetVec2() local targetzone = ZONE_RADIUS:New(self.Name,targetvec2,self.TargetRadius) local coalition = targetobject:GetCoalitionName() or "Blue" coalition = string.lower(coalition) self:T("Target coalition is "..tostring(coalition)) local filtercoalition = "blue" if coalition == "blue" then filtercoalition = "red" end local friendlyset = SET_GROUP:New():FilterCategoryGround():FilterCoalitions(filtercoalition):FilterZones({targetzone}):FilterOnce() if friendlyset:Count() == 0 and type == AUFTRAG.Type.CAS then type = AUFTRAG.Type.BAI --ttstype = "battle field air interdiction" ttstype = self.gettext:GetEntry("BAITTS",self.locale) end -- see if we can do precision bombing if (type == AUFTRAG.Type.BAI or type == AUFTRAG.Type.CAS) and self.precisionbombing then -- threatlevel between 3 and 6 means, it's artillery, tank, modern tank or AAA if threat > 2 and threat < 7 then type = AUFTRAG.Type.PRECISIONBOMBING ttstype = self.gettext:GetEntry("PRECBOMBTTS",self.locale) end end elseif cat == TARGET.Category.NAVAL then type = AUFTRAG.Type.ANTISHIP --ttstype = "anti-ship" ttstype = self.gettext:GetEntry("ANTISHIPTTS",self.locale) elseif cat == TARGET.Category.AIRCRAFT then type = AUFTRAG.Type.INTERCEPT --ttstype = "intercept" ttstype = self.gettext:GetEntry("INTERCEPTTS",self.locale) elseif cat == TARGET.Category.AIRBASE then --TODO: Define Success Criteria, AB hit? Runway blocked, how to determine? change of coalition? Void of enemies? -- Current implementation - bombing in AFB zone (EVENTS.Shot) type = AUFTRAG.Type.BOMBRUNWAY -- ttstype = "bomb runway" ttstype = self.gettext:GetEntry("BOMBRUNWAYTTS",self.locale) elseif cat == TARGET.Category.COORDINATE or cat == TARGET.Category.ZONE then --TODO: Define Success Criteria, void of enemies? -- Current implementation - find SET of enemies in ZONE or 500m radius around coordinate, and assign as targets local zone = Target:GetObject() if cat == TARGET.Category.COORDINATE then zone = ZONE_RADIUS:New("TargetZone-"..math.random(1,10000),Target:GetVec2(),self.TargetRadius) end -- find some enemies around there... local enemies = self.CoalitionName == "Blue" and "red" or "blue" local enemysetg = SET_GROUP:New():FilterCoalitions(enemies):FilterCategoryGround():FilterActive(true):FilterZones({zone}):FilterOnce() local enemysets = SET_STATIC:New():FilterCoalitions(enemies):FilterZones({zone}):FilterOnce() local countg = enemysetg:Count() local counts = enemysets:Count() if countg > 0 then self:AddTarget(enemysetg) end if counts > 0 then self:AddTarget(enemysets) end return self end if self.UseWhiteList then if not self:_CheckTaskTypeAllowed(type) then return self end end if self.UseBlackList then if self:_CheckTaskTypeDisallowed(type) then return self end end local task = PLAYERTASK:New(type,Target,self.repeatonfailed,self.repeattimes,ttstype) task.coalition = self.Coalition if type == AUFTRAG.Type.BOMBRUNWAY then -- task to handle event shot task:HandleEvent(EVENTS.Shot) function task:OnEventShot(EventData) local data = EventData -- Core.Event#EVENTDATA EventData local wcat = data.Weapon:getCategory() -- cat 2 or 3 local coord = data.IniUnit:GetCoordinate() or data.IniGroup:GetCoordinate() local vec2 = coord:GetVec2() or {x=0, y=0} local coal = data.IniCoalition local afbzone = AIRBASE:FindByName(Target:GetName()):GetZone() local runways = AIRBASE:FindByName(Target:GetName()):GetRunways() or {} local inrunwayzone = false for _,_runway in pairs(runways) do local runway = _runway -- Wrapper.Airbase#AIRBASE.Runway if runway.zone:IsVec2InZone(vec2) then inrunwayzone = true end end local inzone = afbzone:IsVec2InZone(vec2) if coal == task.coalition and (wcat == 2 or wcat == 3) and (inrunwayzone or inzone) then -- bombing/rockets inside target AFB zone - well done! task:__Success(-20) end end end task:_SetController(self) self.TaskQueue:Push(task) self:__TaskAdded(-1,task) return self end --- [Internal] Join a player to a task -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Group -- @param Wrapper.Client#CLIENT Client -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_JoinTask(Group, Client, Task) self:T(self.lid.."_JoinTask") local playername, ttsplayername = self:_GetPlayerName(Client) if self.TasksPerPlayer:HasUniqueID(playername) then -- Player already has a task if not self.NoScreenOutput then local text = self.gettext:GetEntry("HAVEACTIVETASK",self.locale) local m=MESSAGE:New(text,"10","Tasking"):ToGroup(Group) end return self end local taskstate = Task:GetState() if not Task:IsDone() then if taskstate ~= "Executing" then Task:__Requested(-1) Task:__Executing(-2) end Task:AddClient(Client) local joined = self.gettext:GetEntry("PILOTJOINEDTASK",self.locale) local text = string.format(joined, self.MenuName or self.Name, ttsplayername, Task.PlayerTaskNr) self:T(self.lid..text) if not self.NoScreenOutput then local m=MESSAGE:New(text,"10","Tasking"):ToAll() end if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end self.TasksPerPlayer:Push(Task,playername) -- clear menu self:_BuildMenus(Client) end if Task.Type == AUFTRAG.Type.PRECISIONBOMBING then if not self.PrecisionTasks:HasUniqueID(Task.PlayerTaskNr) then self.PrecisionTasks:Push(Task,Task.PlayerTaskNr) end end return self end --- [Internal] Show active task info -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Group -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Group, Client) self:T(self.lid.."_ActiveTaskInfo") local playername, ttsplayername = self:_GetPlayerName(Client) local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then -- TODO: Show multiple? local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK local tname = self.gettext:GetEntry("TASKNAME",self.locale) local ttsname = self.gettext:GetEntry("TASKNAMETTS",self.locale) local taskname = string.format(tname,task.Type,task.PlayerTaskNr) local ttstaskname = string.format(ttsname,task.TTSType,task.PlayerTaskNr) local Coordinate = task.Target:GetCoordinate() local CoordText = "" if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then CoordText = Coordinate:ToStringA2G(Client) else CoordText = Coordinate:ToStringA2A(Client) end local ThreatLevel = task.Target:GetThreatLevelMax() --local ThreatLevelText = "high" local ThreatLevelText = self.gettext:GetEntry("THREATHIGH",self.locale) if ThreatLevel > 3 and ThreatLevel < 8 then --ThreatLevelText = "medium" ThreatLevelText = self.gettext:GetEntry("THREATMEDIUM",self.locale) elseif ThreatLevel <= 3 then --ThreatLevelText = "low" ThreatLevelText = self.gettext:GetEntry("THREATLOW",self.locale) end local targets = task.Target:CountTargets() or 0 local clientlist = task:GetClients() local ThreatGraph = "[" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]: "..ThreatLevel local ThreatLocaleText = self.gettext:GetEntry("THREATTEXT",self.locale) text = string.format(ThreatLocaleText, taskname, ThreatGraph, targets, CoordText) if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then if self.LasingDrone and self.LasingDrone.playertask then local yes = self.gettext:GetEntry("YES",self.locale) local no = self.gettext:GetEntry("NO",self.locale) local inreach = self.LasingDrone.playertask.inreach == true and yes or no local islasing = self.LasingDrone:IsLasing() == true and yes or no local prectext = self.gettext:GetEntry("POINTERTARGETREPORT",self.locale) prectext = string.format(prectext,inreach,islasing) text = text .. prectext end end local clienttxt = self.gettext:GetEntry("PILOTS",self.locale) for _,_name in pairs(clientlist) do if string.find(_name,"|") then -- personalized flight name in player naming _name = string.match(_name,"| ([%a]+)") end clienttxt = clienttxt .. _name .. ", " end clienttxt=string.gsub(clienttxt,", $",".") text = text .. clienttxt if self.UseSRS then if string.find(CoordText," BR, ") then CoordText = string.gsub(CoordText," BR, "," Bee, Arr, ") end local ThreatLocaleTextTTS = self.gettext:GetEntry("THREATTEXTTTS",self.locale) local ttstext = string.format(ThreatLocaleTextTTS,self.MenuName or self.Name,ttsplayername,ttstaskname,ThreatLevelText, targets, CoordText) -- POINTERTARGETLASINGTTS = ". Pointer over target and lasing." if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then if self.LasingDrone.playertask.inreach and self.LasingDrone:IsLasing() then local lasingtext = self.gettext:GetEntry("POINTERTARGETLASINGTTS",self.locale) ttstext = ttstext .. lasingtext end end self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2) end else text = self.gettext:GetEntry("NOACTIVETASK",self.locale) end if not self.NoScreenOutput then local m=MESSAGE:New(text,15,"Tasking"):ToGroup(Group) end return self end --- [Internal] Mark task on F10 map -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Group -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_MarkTask(Group, Client) self:T(self.lid.."_MarkTask") local playername, ttsplayername = self:_GetPlayerName(Client) local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK local text = string.format("Task ID #%03d | Type: %s | Threat: %d",task.PlayerTaskNr,task.Type,task.Target:GetThreatLevelMax()) task:MarkTargetOnF10Map(text) local textmark = self.gettext:GetEntry("MARKTASK",self.locale) --text = string.format("%s, copy pilot %s, task %03d location marked on map!", self.MenuName or self.Name, playername, task.PlayerTaskNr) text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr) self:T(self.lid..text) if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end else text = self.gettext:GetEntry("NOACTIVETASK",self.locale) end if not self.NoScreenOutput then local m=MESSAGE:New(text,"10","Tasking"):ToGroup(Group) end return self end --- [Internal] Smoke task location -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Group -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_SmokeTask(Group, Client) self:T(self.lid.."_SmokeTask") local playername, ttsplayername = self:_GetPlayerName(Client) local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK task:SmokeTarget() local textmark = self.gettext:GetEntry("SMOKETASK",self.locale) text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr) self:T(self.lid..text) --local m=MESSAGE:New(text,"10","Tasking"):ToAll() if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end else text = self.gettext:GetEntry("NOACTIVETASK",self.locale) end if not self.NoScreenOutput then local m=MESSAGE:New(text,15,"Tasking"):ToGroup(Group) end return self end --- [Internal] Flare task location -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Group -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_FlareTask(Group, Client) self:T(self.lid.."_FlareTask") local playername, ttsplayername = self:_GetPlayerName(Client) local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK task:FlareTarget() local textmark = self.gettext:GetEntry("FLARETASK",self.locale) text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr) self:T(self.lid..text) --local m=MESSAGE:New(text,"10","Tasking"):ToAll() if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end else text = self.gettext:GetEntry("NOACTIVETASK",self.locale) end if not self.NoScreenOutput then local m=MESSAGE:New(text,15,"Tasking"):ToGroup(Group) end return self end --- [Internal] Abort Task -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Group -- @param Wrapper.Client#CLIENT Client -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_AbortTask(Group, Client) self:T(self.lid.."_FlareTask") local playername, ttsplayername = self:_GetPlayerName(Client) local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:PullByID(playername) -- Ops.PlayerTask#PLAYERTASK task:ClientAbort(Client) local textmark = self.gettext:GetEntry("ABORTTASK",self.locale) text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr) self:T(self.lid..text) --local m=MESSAGE:New(text,"10","Tasking"):ToAll() if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end else text = self.gettext:GetEntry("NOACTIVETASK",self.locale) end if not self.NoScreenOutput then local m=MESSAGE:New(text,15,"Tasking"):ToGroup(Group) end self:_BuildMenus(Client) return self end --- [Internal] Build client menus -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Client#CLIENT Client (optional) build for this client name only -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:_BuildMenus(Client) self:T(self.lid.."_BuildMenus") local clients = self.ClientSet:GetAliveSet() if Client then clients = {Client} end for _,_client in pairs(clients) do if _client then local client = _client -- Wrapper.Client#CLIENT local group = client:GetGroup() local unknown = self.gettext:GetEntry("UNKNOWN",self.locale) local playername = client:GetPlayerName() or unknown if group and client then --- -- TOPMENU --- local taskings = self.gettext:GetEntry("MENUTASKING",self.locale) local menuname = self.MenuName or self.Name..taskings..self.Type local topmenu = MENU_GROUP:New(group,menuname,nil) if self.PlayerMenu[playername] then self.PlayerMenu[playername]:RemoveSubMenus() else self.PlayerMenu[playername] = topmenu end --- -- ACTIVE TASK MENU --- if self:_CheckPlayerHasTask(playername) then local menuactive = self.gettext:GetEntry("MENUACTIVE",self.locale) local menuinfo = self.gettext:GetEntry("MENUINFO",self.locale) local menumark = self.gettext:GetEntry("MENUMARK",self.locale) local menusmoke = self.gettext:GetEntry("MENUSMOKE",self.locale) local menuflare = self.gettext:GetEntry("MENUFLARE",self.locale) local menuabort = self.gettext:GetEntry("MENUABORT",self.locale) local active = MENU_GROUP:New(group,menuactive,topmenu) local info = MENU_GROUP_COMMAND:New(group,menuinfo,active,self._ActiveTaskInfo,self,group,client) local mark = MENU_GROUP_COMMAND:New(group,menumark,active,self._MarkTask,self,group,client) if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then -- no smoking/flaring here if A2A local smoke = MENU_GROUP_COMMAND:New(group,menusmoke,active,self._SmokeTask,self,group,client) local flare = MENU_GROUP_COMMAND:New(group,menuflare,active,self._FlareTask,self,group,client) end local abort = MENU_GROUP_COMMAND:New(group,menuabort,active,self._AbortTask,self,group,client) elseif self.TaskQueue:Count() > 0 then --- -- JOIN TASK MENU --- local tasktypes = self:_GetAvailableTaskTypes() local taskpertype = self:_GetTasksPerType() local menujoin = self.gettext:GetEntry("MENUJOIN",self.locale) local joinmenu = MENU_GROUP:New(group,menujoin,topmenu) local ttypes = {} local taskmenu = {} for _tasktype,_data in pairs(tasktypes) do ttypes[_tasktype] = MENU_GROUP:New(group,_tasktype,joinmenu) local tasks = taskpertype[_tasktype] or {} for _,_task in pairs(tasks) do _task = _task -- Ops.PlayerTask#PLAYERTASK local pilotcount = _task:CountClients() local newtext = "]" local tnow = timer.getTime() -- marker for new tasks if tnow - _task.timestamp < 60 then newtext = "*]" end local menutaskno = self.gettext:GetEntry("MENUTASKNO",self.locale) local text = string.format("%s %03d [%d%s",menutaskno,_task.PlayerTaskNr,pilotcount,newtext) if self.UseGroupNames then local name = _task.Target:GetName() if name ~= "Unknown" then text = string.format("%s (%03d) [%d%s",name,_task.PlayerTaskNr,pilotcount,newtext) end end --if _task:GetState() == "Planned" or (not _task:HasPlayerName(playername)) then local taskentry = MENU_GROUP_COMMAND:New(group,text,ttypes[_tasktype],self._JoinTask,self,group,client,_task) taskentry:SetTag(playername) taskmenu[#taskmenu+1] = taskentry --end end end else -- no tasks (yet) local menunotasks = self.gettext:GetEntry("MENUNOTASKS",self.locale) local joinmenu = MENU_GROUP:New(group,menunotasks,topmenu) end --- -- REFRESH MENU --- self.PlayerMenu[playername]:Refresh() end end end return self end --- [User] Add agent group to INTEL detection -- @param #PLAYERTASKCONTROLLER self -- @param Wrapper.Group#GROUP Recce Group of agents. Can also be an @{Ops.OpsGroup#OPSGROUP} object. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:AddAgent(Recce) self:T(self.lid.."AddAgent") if self.Intel then self.Intel:AddAgent(Recce) end return self end --- [User] Add accept zone to INTEL detection -- @param #PLAYERTASKCONTROLLER self -- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone) self:T(self.lid.."AddAcceptZone") if self.Intel then self.Intel:AddAcceptZone(AcceptZone) end return self end --- [User] Add reject zone to INTEL detection -- @param #PLAYERTASKCONTROLLER self -- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone) self:T(self.lid.."AddRejectZone") if self.Intel then self.Intel:AddRejectZone(RejectZone) end return self end --- [User] Remove accept zone from INTEL detection -- @param #PLAYERTASKCONTROLLER self -- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone) self:T(self.lid.."RemoveAcceptZone") if self.Intel then self.Intel:RemoveAcceptZone(AcceptZone) end return self end --- [User] Remove reject zone from INTEL detection -- @param #PLAYERTASKCONTROLLER self -- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone) self:T(self.lid.."RemoveRejectZone") if self.Intel then self.Intel:RemoveRejectZone(RejectZone) end return self end --- [User] Set the top menu name to a custom string. -- @param #PLAYERTASKCONTROLLER self -- @param #string Name The name to use as the top menu designation. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetMenuName(Name) self:T(self.lid.."SetMenuName: "..Name) self.MenuName = Name return self end --- [User] Set up INTEL detection -- @param #PLAYERTASKCONTROLLER self -- @param #string RecceName This name will be used to build a detection group set. All groups with this string somewhere in their group name will be added as Recce. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetupIntel(RecceName) self:T(self.lid.."SetupIntel: "..RecceName) self.RecceSet = SET_GROUP:New():FilterCoalitions(self.CoalitionName):FilterPrefixes(RecceName):FilterStart() self.Intel = INTEL:New(self.RecceSet,self.Coalition,self.Name.."-Intel") self.Intel:SetClusterAnalysis(true,false,false) self.Intel:SetClusterRadius(self.ClusterRadius or 0.5) self.Intel.statusupdate = 25 self.Intel:SetAcceptZones() self.Intel:SetRejectZones() --if self.verbose then --self.Intel:SetDetectionTypes(true,true,false,true,true,true) --end if self.Type == PLAYERTASKCONTROLLER.Type.A2G or self.Type == PLAYERTASKCONTROLLER.Type.A2GS then self.Intel:SetDetectStatics(true) end self.Intel:__Start(2) local function NewCluster(Cluster) if not self.usecluster then return self end local cluster = Cluster -- Ops.Intelligence#INTEL.Cluster local type = cluster.ctype self:T({type,self.Type}) if (type == INTEL.Ctype.AIRCRAFT and self.Type == PLAYERTASKCONTROLLER.Type.A2A) or (type == INTEL.Ctype.NAVAL and (self.Type == PLAYERTASKCONTROLLER.Type.A2S or self.Type == PLAYERTASKCONTROLLER.Type.A2GS)) then self:T("A2A or A2S") local contacts = cluster.Contacts -- #table of GROUP local targetset = SET_GROUP:New() for _,_object in pairs(contacts) do local contact = _object -- Ops.Intelligence#INTEL.Contact self:T("Adding group: "..contact.groupname) targetset:AddGroup(contact.group,true) end self:AddTarget(targetset) elseif (type == INTEL.Ctype.GROUND or type == INTEL.Ctype.STRUCTURE) and (self.Type == PLAYERTASKCONTROLLER.Type.A2G or self.Type == PLAYERTASKCONTROLLER.Type.A2GS) then self:T("A2G") local contacts = cluster.Contacts -- #table of GROUP or STATIC local targetset = nil -- Core.Set#SET_BASE if type == INTEL.Ctype.GROUND then targetset = SET_GROUP:New() for _,_object in pairs(contacts) do local contact = _object -- Ops.Intelligence#INTEL.Contact self:T("Adding group: "..contact.groupname) targetset:AddGroup(contact.group,true) end elseif type == INTEL.Ctype.STRUCTURE then targetset = SET_STATIC:New() for _,_object in pairs(contacts) do local contact = _object -- Ops.Intelligence#INTEL.Contact self:T("Adding static: "..contact.groupname) targetset:AddStatic(contact.group) end end if targetset then self:AddTarget(targetset) end end end local function NewContact(Contact) if self.usecluster then return self end local contact = Contact -- Ops.Intelligence#INTEL.Contact local type = contact.ctype self:T({type,self.Type}) if (type == INTEL.Ctype.AIRCRAFT and self.Type == PLAYERTASKCONTROLLER.Type.A2A) or (type == INTEL.Ctype.NAVAL and (self.Type == PLAYERTASKCONTROLLER.Type.A2S or self.Type == PLAYERTASKCONTROLLER.Type.A2GS)) then self:T("A2A or A2S") self:T("Adding group: "..contact.groupname) self:AddTarget(contact.group) elseif (type == INTEL.Ctype.GROUND or type == INTEL.Ctype.STRUCTURE) and (self.Type == PLAYERTASKCONTROLLER.Type.A2G or self.Type == PLAYERTASKCONTROLLER.Type.A2GS) then self:T("A2G") self:T("Adding group: "..contact.groupname) self:AddTarget(contact.group) end end function self.Intel:OnAfterNewCluster(From,Event,To,Cluster) NewCluster(Cluster) end function self.Intel:OnAfterNewContact(From,Event,To,Contact) NewContact(Contact) end return self end --- [User] Set SRS TTS details - see @{Sound.SRS} for details -- @param #PLAYERTASKCONTROLLER self -- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations! -- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies! -- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- @param #string Gender (Optional) Defaults to "male" -- @param #string Culture (Optional) Defaults to "en-US" -- @param #number Port (Optional) Defaults to 5002 -- @param #string Voice (Optional) Use a specifc voice with the @{Sound.SRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`. -- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS. -- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest) -- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey) self:T(self.lid.."SetSRS") self.PathToSRS = PathToSRS or "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- self.Gender = Gender or "male" -- self.Culture = Culture or "en-US" -- self.Port = Port or 5002 -- self.Voice = Voice -- self.PathToGoogleKey = PathToGoogleKey -- self.Volume = Volume or 1.0 -- self.UseSRS = true self.Frequency = Frequency or {127,251} -- self.BCFrequency = self.Frequency self.Modulation = Modulation or {radio.modulation.FM,radio.modulation.AM} -- self.BCModulation = self.Modulation -- set up SRS self.SRS=MSRS:New(self.PathToSRS,self.Frequency,self.Modulation,self.Volume) self.SRS:SetCoalition(self.Coalition) self.SRS:SetLabel(self.MenuName or self.Name) self.SRS:SetGender(self.Gender) self.SRS:SetCulture(self.Culture) self.SRS:SetPort(self.Port) self.SRS:SetVoice(self.Voice) if self.PathToGoogleKey then self.SRS:SetGoogle(self.PathToGoogleKey) end self.SRSQueue = MSRSQUEUE:New(self.MenuName or self.Name) return self end --- [User] Set SRS Broadcast - for the announcement to joining players which SRS frequency, modulation to use. Use in case you want to set this differently to the standard SRS. -- @param #PLAYERTASKCONTROLLER self -- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations! -- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies! -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetSRSBroadcast(Frequency,Modulation) self:T(self.lid.."SetSRSBroadcast") if self.SRS then self.BCFrequency = Frequency self.BCModulation = Modulation end return self end ------------------------------------------------------------------------------------------------------------------- -- FSM Functions PLAYERTASKCONTROLLER -- TODO: FSM Functions PLAYERTASKCONTROLLER ------------------------------------------------------------------------------------------------------------------- --- [Internal] On after Status call -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterStatus(From, Event, To) self:I({From, Event, To}) self:_CheckTargetQueue() self:_CheckTaskQueue() self:_CheckPrecisionTasks() self:_BuildMenus() local targetcount = self.TargetQueue:Count() local taskcount = self.TaskQueue:Count() local playercount = self.ClientSet:CountAlive() local assignedtasks = self.TasksPerPlayer:Count() if self.verbose then local text = string.format("New Targets: %02d | Active Tasks: %02d | Active Players: %02d | Assigned Tasks: %02d",targetcount,taskcount,playercount,assignedtasks) self:I(text) end if self:GetState() ~= "Stopped" then self:__Status(-30) end return self end --- [Internal] On after task done -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterTaskDone(From, Event, To, Task) self:T({From, Event, To}) self:T(self.lid.."TaskDone") return self end --- [Internal] On after task cancelled -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterTaskCancelled(From, Event, To, Task) self:T({From, Event, To}) self:T(self.lid.."TaskCancelled") local canceltxt = self.gettext:GetEntry("TASKCANCELLED",self.locale) local canceltxttts = self.gettext:GetEntry("TASKCANCELLEDTTS",self.locale) local taskname = string.format(canceltxt, Task.PlayerTaskNr, tostring(Task.Type)) if not self.NoScreenOutput then local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) end if self.UseSRS then taskname = string.format(canceltxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType)) self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2) end return self end --- [Internal] On after task success -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterTaskSuccess(From, Event, To, Task) self:T({From, Event, To}) self:T(self.lid.."TaskSuccess") local succtxt = self.gettext:GetEntry("TASKSUCCESS",self.locale) local succtxttts = self.gettext:GetEntry("TASKSUCCESSTTS",self.locale) local taskname = string.format(succtxt, Task.PlayerTaskNr, tostring(Task.Type)) if not self.NoScreenOutput then local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) end if self.UseSRS then taskname = string.format(succtxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType)) self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2) end return self end --- [Internal] On after task failed -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterTaskFailed(From, Event, To, Task) self:T({From, Event, To}) self:T(self.lid.."TaskFailed") local failtxt = self.gettext:GetEntry("TASKFAILED",self.locale) local failtxttts = self.gettext:GetEntry("TASKFAILEDTTS",self.locale) local taskname = string.format(failtxt, Task.PlayerTaskNr, tostring(Task.Type)) if not self.NoScreenOutput then local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) end if self.UseSRS then taskname = string.format(failtxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType)) self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2) end return self end --- [Internal] On after task failed, repeat planned -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterTaskRepeatOnFailed(From, Event, To, Task) self:T({From, Event, To}) self:T(self.lid.."RepeatOnFailed") local repfailtxt = self.gettext:GetEntry("TASKFAILEDREPLAN",self.locale) local repfailtxttts = self.gettext:GetEntry("TASKFAILEDREPLANTTS",self.locale) local taskname = string.format(repfailtxt, Task.PlayerTaskNr, tostring(Task.Type)) if not self.NoScreenOutput then local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) end if self.UseSRS then taskname = string.format(repfailtxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType)) self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2) end return self end --- [Internal] On after task added -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @param Ops.PlayerTask#PLAYERTASK Task -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterTaskAdded(From, Event, To, Task) self:T({From, Event, To}) self:T(self.lid.."TaskAdded") local addtxt = self.gettext:GetEntry("TASKADDED",self.locale) local taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.Type)) if not self.NoScreenOutput then local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) end if self.UseSRS then taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.TTSType)) self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2) end return self end --- [Internal] On after Stop call -- @param #PLAYERTASKCONTROLLER self -- @param #string From -- @param #string Event -- @param #string To -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:onafterStop(From, Event, To) self:T({From, Event, To}) self:T(self.lid.."Stopped.") -- Player leaves self:UnHandleEvent(EVENTS.PlayerLeaveUnit) self:UnHandleEvent(EVENTS.Ejection) self:UnHandleEvent(EVENTS.Crash) self:UnHandleEvent(EVENTS.PilotDead) self:UnHandleEvent(EVENTS.PlayerEnterAircraft) return self end ------- -- END PLAYERTASKCONTROLLER ----- end