--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets. -- -- === -- -- # **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 -- @extends Tasking.DetectionManager#DETECTION_MANAGER --- # TASK_A2A_DISPATCHER class, extends @{Tasking#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... -- -- # TASK_A2A_DISPATCHER constructor: -- -------------------------------------- -- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK_A2A_DISPATCHER instance. -- -- @field #TASK_A2A_DISPATCHER 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 -- TODO: Check detection through radar. 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 if 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 --- Creates an ENGAGE task when there are human friendlies airborne near the targets. -- @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:EvaluateENGAGE( DetectedItem ) self:F( { DetectedItem.ItemID } ) local DetectedSet = DetectedItem.Set local DetectedZone = DetectedItem.Zone local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) if PlayersCount > 0 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 Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @param #boolean DetectedItemID -- @param #boolean DetectedItemChange -- @return Tasking.Task#TASK function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, DetectedItemIndex, DetectedItemChanged ) if Task then if Task:IsStatePlanned() then local TaskName = Task:GetName() local TaskType = TaskName:match( "(%u+)%.%d+" ) self:T2( { TaskType = TaskType } ) local Remove = false local IsPlayers = Detection:IsPlayersNearBy( DetectedItem ) if TaskType == "ENGAGE" then if IsPlayers == false then Remove = true end end if TaskType == "INTERCEPT" then if IsPlayers == true then Remove = true end end local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT --DetectedSet:Flush() --self:E( { DetectedSetCount = DetectedSet:Count() } ) if DetectedSet:Count() == 0 then Remove = true end if DetectedItemChanged == true or Remove then --self:E( "Removing Tasking: " .. Task:GetTaskName() ) Mission:RemoveTask( Task ) self.Tasks[DetectedItemIndex] = nil end end end return Task end --- Calculates which friendlies are nearby the area -- @param #TASK_A2A_DISPATCHER self -- @param DetectedItem -- @return #number, Core.CommandCenter#REPORT function TASK_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) local DetectedSet = DetectedItem.Set local FriendlyUnitsNearBy = self.Detection:GetFriendliesNearBy( DetectedItem ) local FriendlyTypes = {} local FriendliesCount = 0 if FriendlyUnitsNearBy then local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() for FriendlyUnitName, FriendlyUnitData in pairs( FriendlyUnitsNearBy ) do local FriendlyUnit = FriendlyUnitData -- Wrapper.Unit#UNIT if FriendlyUnit:IsAirPlane() then local FriendlyUnitThreatLevel = FriendlyUnit:GetThreatLevel() FriendliesCount = FriendliesCount + 1 local FriendlyType = FriendlyUnit:GetTypeName() FriendlyTypes[FriendlyType] = FriendlyTypes[FriendlyType] and ( FriendlyTypes[FriendlyType] + 1 ) or 1 if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then end end end end --self:E( { FriendliesCount = FriendliesCount } ) local FriendlyTypesReport = REPORT:New() if FriendliesCount > 0 then for FriendlyType, FriendlyTypeCount in pairs( FriendlyTypes ) do FriendlyTypesReport:Add( string.format("%d of %s", FriendlyTypeCount, FriendlyType ) ) end else FriendlyTypesReport:Add( "-" ) end return FriendliesCount, FriendlyTypesReport end --- Calculates which HUMAN friendlies are nearby the area -- @param #TASK_A2A_DISPATCHER self -- @param DetectedItem -- @return #number, Core.CommandCenter#REPORT function TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) local DetectedSet = DetectedItem.Set local PlayersNearBy = self.Detection:GetPlayersNearBy( DetectedItem ) local PlayerTypes = {} local PlayersCount = 0 if PlayersNearBy then local DetectedTreatLevel = DetectedSet:CalculateThreatLevelA2G() for PlayerUnitName, PlayerUnitData in pairs( PlayersNearBy ) do local PlayerUnit = PlayerUnitData -- Wrapper.Unit#UNIT local PlayerName = PlayerUnit:GetPlayerName() --self:E( { PlayerName = PlayerName, PlayerUnit = PlayerUnit } ) if PlayerUnit:IsAirPlane() and PlayerName ~= nil then local FriendlyUnitThreatLevel = PlayerUnit:GetThreatLevel() PlayersCount = PlayersCount + 1 local PlayerType = PlayerUnit:GetTypeName() PlayerTypes[PlayerName] = PlayerType if DetectedTreatLevel < FriendlyUnitThreatLevel + 2 then end end end end --self:E( { PlayersCount = PlayersCount } ) local PlayerTypesReport = REPORT:New() if PlayersCount > 0 then for PlayerName, PlayerType in pairs( PlayerTypes ) do PlayerTypesReport:Add( string.format('"%s" in %s', PlayerName, PlayerType ) ) end else PlayerTypesReport:Add( "-" ) end return PlayersCount, PlayerTypesReport 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() -- Checking the task queue for the dispatcher, and removing any obsolete task! for TaskIndex, TaskData in pairs( self.Tasks ) do local Task = TaskData -- Tasking.Task#TASK if Task:IsStatePlanned() then local DetectedItem = Detection:GetDetectedItem( TaskIndex ) if not DetectedItem then local TaskText = Task:GetName() for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetName() ), TaskGroup ) end Mission:RemoveTask( Task ) self.Tasks[TaskIndex] = nil end end end -- Now that all obsolete tasks are removed, loop through 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 DetectedCount = DetectedSet:Count() local DetectedZone = DetectedItem.Zone --self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) --DetectedSet:Flush() local DetectedID = DetectedItem.ID local TaskIndex = DetectedItem.Index local DetectedItemChanged = DetectedItem.Changed local Task = self.Tasks[TaskIndex] Task = self:EvaluateRemoveTask( Mission, Task, Detection, DetectedItem, TaskIndex, DetectedItemChanged ) -- Task will be removed if it is planned and changed. -- Evaluate INTERCEPT if not Task and DetectedCount > 0 then local TargetSetUnit = self:EvaluateENGAGE( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... if TargetSetUnit then Task = TASK_A2A_ENGAGE:New( Mission, self.SetGroup, string.format( "ENGAGE.%03d", DetectedID ), TargetSetUnit ) else local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed... if TargetSetUnit then Task = TASK_A2A_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit ) end end if Task then self.Tasks[TaskIndex] = Task Task:SetTargetZone( DetectedZone, DetectedSet:GetFirst():GetAltitude(), DetectedSet:GetFirst():GetHeading() ) Task:SetDispatcher( self ) Mission:AddTask( Task ) TaskReport:Add( Task:GetName() ) else self:E("This should not happen") end end if Task then local FriendliesCount, FriendliesReport = self:GetFriendliesNearBy( DetectedItem ) Task:SetInfo( "Friendlies", string.format( "%d ( %s )", FriendliesCount, FriendliesReport:Text( "," ) ) ) local PlayersCount, PlayersReport = self:GetPlayerFriendliesNearBy( DetectedItem ) Task:SetInfo( "Players", string.format( "%d ( %s )", PlayersCount, PlayersReport:Text( "," ) ) ) end -- 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