--- **Tasking** - Models tasks for players to transport cargo. -- -- **Specific features:** -- -- * Creates a task to transport #Cargo.Cargo to and between deployment zones. -- * Derived from the TASK_CARGO class, which is derived from the TASK class. -- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled. -- * Co-operation tasking, so a player joins a group of players executing the same task. -- -- -- **A complete task menu system to allow players to:** -- -- * Join the task, abort the task. -- * Mark the task location on the map. -- * Provide details of the target. -- * Route to the cargo. -- * Route to the deploy zones. -- * Load/Unload cargo. -- * Board/Unboard cargo. -- * Slingload cargo. -- * Display the task briefing. -- -- -- **A complete mission menu system to allow players to:** -- -- * Join a task, abort the task. -- * Display task reports. -- * Display mission statistics. -- * Mark the task locations on the map. -- * Provide details of the targets. -- * Display the mission briefing. -- * Provide status updates as retrieved from the command center. -- * Automatically assign a random task as part of a mission. -- * Manually assign a specific task as part of a mission. -- -- -- **A settings system, using the settings menu:** -- -- * Tweak the duration of the display of messages. -- * Switch between metric and imperial measurement system. -- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. -- * Different settings modes for A2G and A2A operations. -- * Various other options. -- -- # Developer Note -- -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Therefore, this class is considered to be deprecated -- -- === -- -- Please read through the #Tasking.Task_Cargo process to understand the mechanisms of tasking and cargo tasking and handling. -- -- Enjoy! -- FC -- -- === -- -- @module Tasking.Task_Cargo_Transport -- @image Task_Cargo_Transport.JPG do -- TASK_CARGO_TRANSPORT -- @type TASK_CARGO_TRANSPORT -- @extends Tasking.Task_CARGO#TASK_CARGO --- Orchestrates the task for players to transport cargo to or between deployment zones. -- -- Transport tasks are suited to govern the process of transporting cargo to specific deployment zones. -- Typically, this task is executed by helicopter pilots, but it can also be executed by ground forces! -- -- === -- -- A transport task can be created manually. -- -- # 1) Create a transport task manually (code it). -- -- Although it is recommended to use the dispatcher, you can create a transport task yourself as a mission designer. -- It is easy, as it works just like any other task setup. -- -- ## 1.1) Create a command center. -- -- First you need to create a command center using the Tasking.CommandCenter#COMMANDCENTER.New constructor. -- -- local CommandCenter = COMMANDCENTER -- :New( HQ, "Lima" ) -- Create the CommandCenter. -- -- ## 1.2) Create a mission. -- -- Tasks work in a mission, which groups these tasks to achieve a joint mission goal. -- A command center can govern multiple missions. -- Create a new mission, using the Tasking.Mission#MISSION.New constructor. -- -- -- Declare the Mission for the Command Center. -- local Mission = MISSION -- :New( CommandCenter, -- "Overlord", -- "High", -- "Transport the cargo to the deploy zones.", -- coalition.side.RED -- ) -- -- ## 1.3) Create the transport cargo task. -- -- So, now that we have a command center and a mission, we now create the transport task. -- We create the transport task using the #TASK_CARGO_TRANSPORT.New constructor. -- -- Because a transport task will not generate the cargo itself, you'll need to create it first. -- The cargo in this case will be the downed pilot! -- -- -- Here we define the "cargo set", which is a collection of cargo objects. -- -- The cargo set will be the input for the cargo transportation task. -- -- So a transportation object is handling a cargo set, which is automatically refreshed when new cargo is added/deleted. -- local CargoSet = SET_CARGO:New():FilterTypes( "Cargo" ):FilterStart() -- -- -- Now we add cargo into the battle scene. -- local PilotGroup = GROUP:FindByName( "Engineers" ) -- -- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath. -- -- We name this group Engineers. -- -- Note that the name of the cargo is "Engineers". -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 ) -- -- What is also needed, is to have a set of Core.Groups defined that contains the clients of the players. -- -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() -- -- Now that we have a CargoSet and a GroupSet, we can now create the TransportTask manually. -- -- -- Declare the transport task. -- local TransportTask = TASK_CARGO_TRANSPORT -- :New( Mission, -- GroupSet, -- "Transport Engineers", -- CargoSet, -- "Fly behind enemy lines, and retrieve the downed pilot." -- ) -- -- So you can see, setting up a transport task manually is a lot of work. -- It is better you use the cargo dispatcher to create transport tasks and it will work as it is intended. -- By doing this, cargo transport tasking will become a dynamic experience. -- -- -- # 2) Create a task using the Tasking.Task_Cargo_Dispatcher module. -- -- Actually, it is better to **GENERATE** these tasks using the Tasking.Task_Cargo_Dispatcher module. -- Using the dispatcher module, transport tasks can be created easier. -- -- Find below an example how to use the TASK_CARGO_DISPATCHER class: -- -- -- -- Find the HQ group. -- HQ = GROUP:FindByName( "HQ", "Bravo" ) -- -- -- Create the command center with the name "Lima". -- CommandCenter = COMMANDCENTER -- :New( HQ, "Lima" ) -- -- -- Create the mission, for the command center, with the name "Operation Cargo Fun", a "Tactical" mission, with the mission briefing "Transport Cargo", for the BLUE coalition. -- Mission = MISSION -- :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.BLUE ) -- -- -- Create the SET of GROUPs containing clients (players) that will transport the cargo. -- -- These are have a name that start with "Transport" and are of the "blue" coalition. -- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart() -- -- -- -- Here we create the TASK_CARGO_DISPATCHER object! This is where we assign the dispatcher to generate tasks in the Mission for the TransportGroups. -- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups ) -- -- -- -- Here we declare the SET of CARGOs called "Workmaterials". -- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart() -- -- -- Here we declare (add) CARGO_GROUP objects of various types, that are filtered and added in the CargoSetworkmaterials cargo set. -- -- These cargo objects have the type "Workmaterials" which is exactly the type of cargo the CargoSetworkmaterials is filtering on. -- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 ) -- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 ) -- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 ) -- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 ) -- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 ) -- -- -- And here we create a new WorkplaceTask, using the :AddTransportTask method of the TaskDispatcher. -- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." ) -- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) ) -- -- # 3) Handle cargo task events. -- -- When a player is picking up and deploying cargo using his carrier, events are generated by the tasks. These events can be captured and tailored with your own code. -- -- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions: -- -- * **Copy / Paste** the code section into your script. -- * **Change** the "myclass" literal to the task object name you have in your script. -- * Within the function, you can now **write your own code**! -- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored, -- but you need to declare them as they are automatically provided by the event handling system of MOOSE. -- -- You can send messages or fire off any other events within the code section. The sky is the limit! -- -- -- ## 3.1) Handle the CargoPickedUp event. -- -- Find below an example how to tailor the **CargoPickedUp** event, generated by the WorkplaceTask: -- -- function WorkplaceTask:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) -- -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has picked up cargo.", MESSAGE.Type.Information ):ToAll() -- -- end -- -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- --- CargoPickedUp event handler OnAfter for "myclass". -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! -- function myclass:OnAfterCargoPickedUp( From, Event, To, TaskUnit, Cargo ) -- -- -- Write here your own code. -- -- end -- -- -- ## 3.2) Handle the CargoDeployed event. -- -- Find below an example how to tailor the **CargoDeployed** event, generated by the WorkplaceTask: -- -- function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) -- -- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has deployed cargo at zone " .. DeployZone:GetName(), MESSAGE.Type.Information ):ToAll() -- -- Helos[ math.random(1,#Helos) ]:Spawn() -- EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn() -- end -- -- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has deployed a cargo object from the CarrierGroup. -- You can use this event handler to post messages to players, or provide status updates etc. -- -- -- --- CargoDeployed event handler OnAfter foR "myclass". -- -- @param #string From A string that contains the "*from state name*" when the event was triggered. -- -- @param #string Event A string that contains the "*event name*" when the event was triggered. -- -- @param #string To A string that contains the "*to state name*" when the event was triggered. -- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo. -- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object! -- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE. -- function myclass:OnAfterCargoDeployed( From, Event, To, TaskUnit, Cargo, DeployZone ) -- -- -- Write here your own code. -- -- end -- -- -- -- === -- -- @field #TASK_CARGO_TRANSPORT TASK_CARGO_TRANSPORT = { ClassName = "TASK_CARGO_TRANSPORT", } --- Instantiates a new TASK_CARGO_TRANSPORT. -- @param #TASK_CARGO_TRANSPORT 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_CARGO SetCargo The scope of the cargo to be transported. -- @param #string TaskBriefing The Cargo Task briefing. -- @return #TASK_CARGO_TRANSPORT self function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing ) local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport", TaskBriefing ) ) -- #TASK_CARGO_TRANSPORT self:F() Mission:AddTask( self ) local Fsm = self:GetUnitProcess() local CargoReport = REPORT:New( "Transport Cargo. The following cargo needs to be transported including initial positions:") SetCargo:ForEachCargo( --- @param Core.Cargo#CARGO Cargo function( Cargo ) local CargoType = Cargo:GetType() local CargoName = Cargo:GetName() local CargoCoordinate = Cargo:GetCoordinate() CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) ) end ) self:SetBriefing( TaskBriefing or CargoReport:Text() ) return self end function TASK_CARGO_TRANSPORT:ReportOrder( ReportGroup ) return 0 end --- -- @param #TASK_CARGO_TRANSPORT self -- @return #boolean function TASK_CARGO_TRANSPORT:IsAllCargoTransported() local CargoSet = self:GetCargoSet() local Set = CargoSet:GetSet() local DeployZones = self:GetDeployZones() local CargoDeployed = true -- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ). for CargoID, CargoData in pairs( Set ) do local Cargo = CargoData -- Core.Cargo#CARGO self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } ) if Cargo:IsDeployed() then -- -- Loop the DeployZones set for the TASK_CARGO_TRANSPORT. -- for DeployZoneID, DeployZone in pairs( DeployZones ) do -- -- -- If all cargo is in one of the deploy zones, then all is good. -- self:T( { Cargo.CargoObject } ) -- if Cargo:IsInZone( DeployZone ) == false then -- CargoDeployed = false -- end -- end else CargoDeployed = false end end self:F( { CargoDeployed = CargoDeployed } ) return CargoDeployed end --- @param #TASK_CARGO_TRANSPORT self function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To ) local CargoSet = self.CargoSet if self:IsAllCargoTransported() then self:Success() end self:__Goal( -10 ) end end