--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets. -- -- === -- -- # 1) @{#TASK_A2A_DISPATCHER} class, extends @{#DETECTION_MANAGER} -- -- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups. -- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. -- Find a summary below describing for which situation a task type is created: -- -- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range. -- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range. -- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task. -- -- Other task types will follow... -- -- 3.1) TASK_A2A_DISPATCHER constructor: -- -------------------------------------- -- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK_A2A_DISPATCHER instance. -- -- === -- -- # **API CHANGE HISTORY** -- -- The underlying change log documents the API changes. Please read this carefully. The following notation is used: -- -- * **Added** parts are expressed in bold type face. -- * _Removed_ parts are expressed in italic type face. -- -- Hereby the change log: -- -- === -- -- # **AUTHORS and CONTRIBUTIONS** -- -- ### Contributions: -- -- ### Authors: -- -- * **FlightControl**: Concept, Design & Programming. -- -- @module Task_A2A_Dispatcher do -- TASK_A2A_DISPATCHER --- TASK_A2A_DISPATCHER class. -- @type TASK_A2A_DISPATCHER -- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to. -- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!! -- @field Tasking.Mission#MISSION Mission -- @extends Tasking.DetectionManager#DETECTION_MANAGER TASK_A2A_DISPATCHER = { ClassName = "TASK_A2A_DISPATCHER", Mission = nil, Detection = nil, Tasks = {}, } --- TASK_A2A_DISPATCHER constructor. -- @param #TASK_A2A_DISPATCHER self -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. -- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission. -- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players. -- @return #TASK_A2A_DISPATCHER self function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection ) -- Inherits from DETECTION_MANAGER local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER self.Detection = Detection self.Mission = Mission self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER ) --self.Detection:InitDetectRadar( true ) self.Detection:SetDetectionInterval( 30 ) self:AddTransition( "Started", "Assign", "Started" ) --- OnAfter Transition Handler for Event Assign. -- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign -- @param #TASK_A2A_DISPATCHER self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Tasking.Task_A2A#TASK_A2A Task -- @param Wrapper.Unit#UNIT TaskUnit -- @param #string PlayerName self:__Start( 5 ) return self end --- Creates an INTERCEPT task when there are targets for it. -- @param #TASK_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return Set#SET_UNIT TargetSetUnit: The target set of units. -- @return #nil If there are no targets to be set. function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem ) self:F( { DetectedItem.ItemID } ) local DetectedSet = DetectedItem.Set local DetectedZone = DetectedItem.Zone -- Put here the intercept logic.... local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem ) if not FriendliesNearBy == true then -- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it. local TargetSetUnit = SET_UNIT:New() TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. return TargetSetUnit end return nil end --- Evaluates the removal of the Task from the Mission. -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned". -- @param #TASK_A2A_DISPATCHER self -- @param Tasking.Mission#MISSION Mission -- @param Tasking.Task#TASK Task -- @param #boolean DetectedItemID -- @param #boolean DetectedItemChange -- @return Tasking.Task#TASK function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged ) if Task then local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItemID ) if Task:IsStatePlanned() and DetectedItemChanged == true and FriendliesNearBy then self:E( "Removing Tasking: " .. Task:GetTaskName() ) Mission:RemoveTask( Task ) self.Tasks[DetectedItemID] = nil end end return Task end --- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}. -- @param #TASK_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. function TASK_A2A_DISPATCHER:ProcessDetected( Detection ) self:E() local AreaMsg = {} local TaskMsg = {} local ChangeMsg = {} local Mission = self.Mission if Mission:IsIDLE() or Mission:IsENGAGED() then local TaskReport = REPORT:New() --- First we need to the detected targets. for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT local DetectedZone = DetectedItem.Zone self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) DetectedSet:Flush() local DetectedID = DetectedItem.ID local DetectedIndex = DetectedItem.Index local DetectedItemChanged = DetectedItem.Changed local Task = self.Tasks[DetectedID] Task = self:EvaluateRemoveTask( Mission, Task, DetectedID, DetectedItemChanged ) -- Task will be removed if it is planned and changed. -- Evaluate INTERCEPT if not Task then local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... if TargetSetUnit then Task = TASK_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit ) end if Task then self.Tasks[DetectedID] = Task Task:SetTargetZone( DetectedZone, DetectedSet:GetFirst():GetAltitude(), DetectedSet:GetFirst():GetHeading() ) Task:SetDispatcher( self ) Mission:AddTask( Task ) else self:E("This should not happen") end end TaskReport:Add( Task:GetName() ) -- OK, so the tasking has been done, now delete the changes reported for the area. Detection:AcceptChanges( DetectedItem ) end -- TODO set menus using the HQ coordinator Mission:GetCommandCenter():SetMenu() local TaskText = TaskReport:Text(", ") for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup ) end end end return true end end