--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements. -- -- ![Banner Image](..\Presentations\TASK_A2G\Dia1.JPG) -- -- -- # 1) @{Task_A2G#TASK_A2G} class, extends @{Task#TASK} -- -- The @{#TASK_A2G} class defines Air To Ground tasks for a @{Set} of Target Units, -- based on the tasking capabilities defined in @{Task#TASK}. -- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The A2G task is planned. -- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}. -- * **Success**: The A2G task is successfully completed. -- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. -- -- # 1.1) Set the scoring of achievements in an A2G attack. -- -- Scoring or penalties can be given in the following circumstances: -- -- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed. -- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed. -- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed. -- -- # 2) @{Task_A2G#TASK_SEAD} class, extends @{Task_A2G#TASK_A2G} -- -- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units. -- -- === -- -- # 3) @{Task_A2G#TASK_CAS} class, extends @{Task_A2G#TASK_A2G} -- -- The @{#TASK_CAS} class defines a CAS task for a @{Set} of Target Units. -- -- === -- -- # 4) @{Task_A2G#TASK_BAI} class, extends @{Task_A2G#TASK_A2G} -- -- The @{#TASK_BAI} class defines a BAI task for a @{Set} of Target Units. -- -- ==== -- -- # **API CHANGE HISTORY** -- -- The underlying change log documents the API changes. Please read this carefully. The following notation is used: -- -- * **Added** parts are expressed in bold type face. -- * _Removed_ parts are expressed in italic type face. -- -- Hereby the change log: -- -- 2017-03-09: Revised version. -- -- === -- -- # **AUTHORS and CONTRIBUTIONS** -- -- ### Contributions: -- -- * **[WingThor]**: Concept, Advice & Testing. -- -- ### Authors: -- -- * **FlightControl**: Concept, Design & Programming. -- -- @module Task_A2G do -- TASK_A2G --- The TASK_A2G class -- @type TASK_A2G -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK TASK_A2G = { ClassName = "TASK_A2G", } --- Instantiates a new TASK_A2G. -- @param #TASK_A2G self -- @param Tasking.Mission#MISSION Mission -- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Set#SET_UNIT UnitSetTargets -- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range. -- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known. -- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be. -- @return #TASK_A2G self function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G self:F() self.TargetSetUnit = TargetSetUnit self.TaskType = TaskType local Fsm = self:GetUnitProcess() Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } ) Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, self.TaskType ), { Accounted = "Success" } ) Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" ) Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) Fsm:AddTransition( "Accounted", "Success", "Success" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Failed", "Fail", "Failed" ) --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_A2G#TASK_A2G Task function Fsm:onafterRouteToRendezVous( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) -- Determine the first Unit from the self.RendezVousSetUnit if Task:GetRendezVousZone( TaskUnit ) then self:__RouteToRendezVousZone( 0.1 ) else if Task:GetRendezVousPointVec2( TaskUnit ) then self:__RouteToRendezVousPoint( 0.1 ) else self:__ArriveAtRendezVous( 0.1 ) end end end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task#TASK_A2G Task function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) -- Determine the first Unit from the self.TargetSetUnit self:__Engage( 0.1 ) end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task#TASK_A2G Task function Fsm:onafterEngage( TaskUnit, Task ) self:E( { self } ) self:__Account( 0.1 ) self:__RouteToTarget(0.1 ) self:__RouteToTargets( -10 ) end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_A2G#TASK_A2G Task function Fsm:onafterRouteToTarget( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) -- Determine the first Unit from the self.TargetSetUnit if Task:GetTargetZone( TaskUnit ) then self:__RouteToTargetZone( 0.1 ) else local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT if TargetUnit then local PointVec2 = TargetUnit:GetPointVec2() self:T( { TargetPointVec2 = PointVec2, PointVec2:GetX(), PointVec2:GetAlt(), PointVec2:GetZ() } ) Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit ) end self:__RouteToTargetPoint( 0.1 ) end end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_A2G#TASK_A2G Task function Fsm:onafterRouteToTargets( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT if TargetUnit then Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit ) end self:__RouteToTargets( -10 ) end return self end --- @param #TASK_A2G self function TASK_A2G:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end --- @param #TASK_A2G self -- @param Core.Point#POINT_VEC2 RendezVousPointVec2 The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map. -- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_A2G:SetRendezVousPointVec2( RendezVousPointVec2, RendezVousRange, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT ActRouteRendezVous:SetPointVec2( RendezVousPointVec2 ) ActRouteRendezVous:SetRange( RendezVousRange ) end --- @param #TASK_A2G self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Point#POINT_VEC2 The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map. -- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. function TASK_A2G:GetRendezVousPointVec2( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT return ActRouteRendezVous:GetPointVec2(), ActRouteRendezVous:GetRange() end --- @param #TASK_A2G self -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE ActRouteRendezVous:SetZone( RendezVousZone ) end --- @param #TASK_A2G self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map. function TASK_A2G:GetRendezVousZone( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE return ActRouteRendezVous:GetZone() end --- @param #TASK_A2G self -- @param Core.Point#POINT_VEC2 TargetPointVec2 The PointVec2 object where the Target is located on the map. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_A2G:SetTargetPointVec2( TargetPointVec2, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT ActRouteTarget:SetPointVec2( TargetPointVec2 ) end --- @param #TASK_A2G self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Point#POINT_VEC2 The PointVec2 object where the Target is located on the map. function TASK_A2G:GetTargetPointVec2( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT return ActRouteTarget:GetPointVec2() end --- @param #TASK_A2G self -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_A2G:SetTargetZone( TargetZone, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE ActRouteTarget:SetZone( TargetZone ) end --- @param #TASK_A2G self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. function TASK_A2G:GetTargetZone( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE return ActRouteTarget:GetZone() end --- Set a score when a target in scope of the A2G attack, has been destroyed . -- @param #TASK_A2G self -- @param #string Text The text to display to the player, when the target has been destroyed. -- @param #number Score The score in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_A2G function TASK_A2G:SetScoreOnDestroy( Text, Score, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score ) return self end --- Set a score when all the targets in scope of the A2G attack, have been destroyed. -- @param #TASK_A2G self -- @param #string Text The text to display to the player, when all targets hav been destroyed. -- @param #number Score The score in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_A2G function TASK_A2G:SetScoreOnSuccess( Text, Score, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScore( "Success", Text, Score ) return self end --- Set a penalty when the A2G attack has failed. -- @param #TASK_A2G self -- @param #string Text The text to display to the player, when the A2G attack has failed. -- @param #number Penalty The penalty in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_A2G function TASK_A2G:SetPenaltyOnFailed( Text, Penalty, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScore( "Failed", Text, Penalty ) return self end end do -- TASK_SEAD --- The TASK_SEAD class -- @type TASK_SEAD -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK TASK_SEAD = { ClassName = "TASK_SEAD", } --- Instantiates a new TASK_SEAD. -- @param #TASK_SEAD self -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_UNIT TargetSetUnit -- @param #string TaskBriefing The briefing of the task. -- @return #TASK_SEAD self function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_SEAD self:F() Mission:AddTask( self ) local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate() local TargetPositionText = TargetCoord:ToString() local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G() self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses.\n" .. "Initial Coordinates: " .. TargetPositionText .. "\n" .. "Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]" ) return self end end do -- TASK_BAI --- The TASK_BAI class -- @type TASK_BAI -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK TASK_BAI = { ClassName = "TASK_BAI", } --- Instantiates a new TASK_BAI. -- @param #TASK_BAI self -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_UNIT TargetSetUnit -- @param #string TaskBriefing The briefing of the task. -- @return #TASK_BAI self function TASK_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_BAI self:F() Mission:AddTask( self ) local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate() local TargetPositionText = TargetCoord:ToString() local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G() self:SetBriefing( TaskBriefing or "Execute a Battleground Air Interdiction of a group of enemy targets.\n" .. "Initial Coordinates: " .. TargetPositionText .. "\n" .. "Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]" ) return self end end do -- TASK_CAS --- The TASK_CAS class -- @type TASK_CAS -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK TASK_CAS = { ClassName = "TASK_CAS", } --- Instantiates a new TASK_CAS. -- @param #TASK_CAS self -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_UNIT TargetSetUnit -- @param #string TaskBriefing The briefing of the task. -- @return #TASK_CAS self function TASK_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing ) local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_CAS self:F() Mission:AddTask( self ) local TargetCoord = TargetSetUnit:GetFirst():GetCoordinate() local TargetPositionText = TargetCoord:ToString() local TargetThreatLevel = TargetSetUnit:CalculateThreatLevelA2G() self:SetBriefing( TaskBriefing or "Execute a Close Air Support for a group of enemy targets.\n" .. "Beware of friendlies at the vicinity!\n" .. "Initial Coordinates: " .. TargetPositionText .. "\n" .. "Threat Level: [" .. string.rep( "■", TargetThreatLevel ) .. "]" ) return self end end