--- **Ops** - PlayerTask (mission) for Players. -- -- ## Main Features: -- -- * Simplifies defining and executing Player tasks -- * FSM events when a mission is done, successful or failed -- -- === -- -- ## Example Missions: -- -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/). -- -- === -- -- ### Author: **Applevangelist** -- -- === -- @module Ops.PlayerTask -- @image OPS_PlayerTask.png --- 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 ------------------------------------------------------------------------------------------------------------------- -- PLAYERTASK -- TODO: PLAYERTASK ------------------------------------------------------------------------------------------------------------------- --- 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="0.0.8" --- 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 -- @return #PLAYERTASK self function PLAYERTASK:MarkTargetOnF10Map() 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 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 %d!",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 ------------------------------------------------------------------------------------------------------------------- -- 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 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 #PLAYERTASKCONTROLLER PLAYERTASKCONTROLLER = { ClassName = "PLAYERTASKCONTROLLER", verbose = true, lid = nil, TargetQueue = nil, ClientSet = nil, UseGroupNames = true, PlayerMenu = {}, usecluster = false, MenuName = nil, ClusterRadius = 1250, } --- -- @field Type PLAYERTASKCONTROLLER.Type = { A2A = "Air-To-Air", A2G = "Air-To-Ground", A2S = "Air-To-Sea", } --- PLAYERTASK class version. -- @field #string version PLAYERTASKCONTROLLER.version="0.0.11" --- 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 = 1250 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.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)) -- 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.."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] 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!" end else text = "No active task!" end self:T(self.lid..text) end elseif EventData.id == EVENTS.PlayerEnterAircraft then if EventData.IniPlayerName and EventData.IniGroup and self.UseSRS then self:T(self.lid.."Event for player: "..EventData.IniPlayerName) local frequency = self.Frequency if type(frequency) == "table" then frequency = frequency[1] end local modulation = self.Modulation if type(modulation) == "table" then modulation = modulation[1] end modulation = UTILS.GetModulationName(modulation) local text = string.format("%s, %s, switch to frequency %.3f for task assignment!",EventData.IniPlayerName,self.MenuName or self.Name,frequency) --local m = MESSAGE:New(text,30,"Tasking",true):ToGroup(EventData.IniGroup) 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 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 meters. Default is 1250m or 0.67NM -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:SetClusterRadius(Radius) self:T(self.lid.."SetClusterRadius") self.ClusterRadius = Radius or 1250 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 task:GetState() ~= "Executing" and 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 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 or COORDINATE. -- @return #PLAYERTASKCONTROLLER self function PLAYERTASKCONTROLLER:AddTarget(Target) self:T(self.lid.."AddTarget") self.TargetQueue:Push(Target) return self 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 type = AUFTRAG.Type.CAS local ttstype = "close air support" 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" end elseif targetobject:IsInstanceOf("GROUP") then self:T("SEAD Check GROUP") local attribute = targetobject:GetAttribute() if attribute == GROUP.Attribute.GROUND_SAM or attribute == GROUP.Attribute.GROUND_AAA then type = AUFTRAG.Type.SEAD ttstype = "suppress air defense" end elseif targetobject:IsInstanceOf("SET_GROUP") then self:T("SEAD Check SET_GROUP") targetobject:ForEachGroup( function (group) local attribute = group:GetAttribute() if attribute == GROUP.Attribute.GROUND_SAM or attribute == GROUP.Attribute.GROUND_AAA then type = AUFTRAG.Type.SEAD ttstype = "suppress air defense" 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" end end ) end -- if there are no friendlies nearby ~2km and task isn't SEAD, then it's BAI local targetcoord = Target:GetCoordinate() local targetvec2 = targetcoord:GetVec2() local targetzone = ZONE_RADIUS:New(self.Name,targetvec2,2000) 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.SEAD then type = AUFTRAG.Type.BAI ttstype = "battle field air interdiction" end elseif cat == TARGET.Category.NAVAL then type = AUFTRAG.Type.ANTISHIP ttstype = "anti-ship" elseif cat == TARGET.Category.AIRCRAFT then type = AUFTRAG.Type.INTERCEPT ttstype = "intercept" elseif cat == TARGET.Category.AIRBASE then --TODO: Define Success Criteria, AB hit? Runway blocked, how to determine? change of coalition? type = AUFTRAG.Type.BOMBRUNWAY ttstype = "bomb runway" elseif cat == TARGET.Category.COORDINATE or cat == TARGET.Category.ZONE then --TODO: Define Success Criteria, void of enemies? type = AUFTRAG.Type.BOMBING ttstype = "bombing" end local task = PLAYERTASK:New(type,Target,self.repeatonfailed,self.repeattimes,ttstype) 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 = Client:GetPlayerName() if self.TasksPerPlayer:HasUniqueID(playername) then -- Player already has a task local m=MESSAGE:New("You already have one active task! Complete it first!","10","Info"):ToGroup(Group) return self end Task:AddClient(Client) local taskstate = Task:GetState() --self:T(self.lid.."Taskstate = "..taskstate) if taskstate ~= "Executing" and taskstate ~= "Done" then Task:__Requested(-1) Task:__Executing(-2) local text = string.format("Pilot %s joined task %d", playername, Task.PlayerTaskNr) self:T(self.lid..text) local m=MESSAGE:New(text,"10","Info"):ToAll() if self.UseSRS then self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2) end self.TasksPerPlayer:Push(Task,playername) -- clear menu self:_BuildMenus(Client) --[[ if self.PlayerMenu[playername] then self.PlayerMenu[playername]:RemoveSubMenus() 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 = Client:GetPlayerName() local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then -- TODO: Show multiple? local task = self.TasksPerPlayer:GetIDStack() local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK local taskname = string.format("%s Task ID %02d",task.Type,task.PlayerTaskNr) local Coordinate = task.Target:GetCoordinate() local CoordText = Coordinate:ToStringA2G(Client) local ThreatLevel = task.Target:GetThreatLevelMax() local targets = task.Target:CountTargets() or 0 local clientlist = task:GetClients() local ThreatGraph = "[" .. string.rep( "■", ThreatLevel ) .. string.rep( "□", 10 - ThreatLevel ) .. "]: "..ThreatLevel text = string.format("%s\nThreat: %s\nTargets left: %d\nCoord: %s", taskname, ThreatGraph, targets, CoordText) local clienttxt = "\nPilot(s): " for _,_name in pairs(clientlist) do clienttxt = clienttxt .. _name .. ", " end clienttxt=string.gsub(clienttxt,", $",".") text = text .. clienttxt else text = "No active task!" end local m=MESSAGE:New(text,15,"Tasking"):ToGroup(Group) 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.."_ActiveTaskInfo") local playername = Client:GetPlayerName() local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK task:MarkTargetOnF10Map() text = "Task location marked!" else text = "No active task!" end local m=MESSAGE:New(text,15,"Info"):ToGroup(Group) 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 = Client:GetPlayerName() local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK task:SmokeTarget() text = "Task location smoked!" else text = "No active task!" end local m=MESSAGE:New(text,15,"Info"):ToGroup(Group) 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 = Client:GetPlayerName() local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK task:FlareTarget() text = "Task location illuminated!" else text = "No active task!" end local m=MESSAGE:New(text,15,"Info"):ToGroup(Group) 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 = Client:GetPlayerName() local text = "" if self.TasksPerPlayer:HasUniqueID(playername) then local task = self.TasksPerPlayer:PullByID(playername) -- Ops.PlayerTask#PLAYERTASK task:ClientAbort(Client) text = "Task aborted!" else text = "No active task!" end local m=MESSAGE:New(text,15,"Info"):ToGroup(Group) 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 playername = client:GetPlayerName() or "Unknown" if group and client then --- -- TOPMENU --- local menuname = self.MenuName or self.Name.." Tasking "..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 active = MENU_GROUP:New(group,"Active Task",topmenu) local info = MENU_GROUP_COMMAND:New(group,"Info",active,self._ActiveTaskInfo,self,group,client) local mark = MENU_GROUP_COMMAND:New(group,"Mark on map",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,"Smoke",active,self._SmokeTask,self,group,client) local flare = MENU_GROUP_COMMAND:New(group,"Flare",active,self._FlareTask,self,group,client) end local abort = MENU_GROUP_COMMAND:New(group,"Abort",active,self._AbortTask,self,group,client) elseif self.TaskQueue:Count() > 0 then --- -- JOIN TASK MENU --- local tasktypes = self:_GetAvailableTaskTypes() local taskpertype = self:_GetTasksPerType() local joinmenu = MENU_GROUP:New(group,"Join Task",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 text = string.format("TaskNo %03d [%d%s",_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 joinmenu = MENU_GROUP:New(group,"Currently no tasks available.",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: "..Recce:GetName()) 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 500) 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 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) 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 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) 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 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} -- @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} -- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- @param #string Gender Defaults to "male" -- @param #string Culture Defaults to "en-US" -- @param #number Port 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 Volume - between 0.0 (silent) and 1.0 (loudest) -- @param #string PathToGoogleKey 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.modulationFM,radio.modulation.AM} self.BCModulation = self.Modulation 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) 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} -- @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} -- @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:_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 taskname = string.format("Task #%d %s is ancelled!", Task.PlayerTaskNr, tostring(Task.Type)) local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) if self.UseSRS then taskname = string.format("Task %d %s is cancelled!", 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 taskname = string.format("Task #%d %s completed successfully!", Task.PlayerTaskNr, tostring(Task.Type)) local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) if self.UseSRS then taskname = string.format("Task %d %s completed successfully!", 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 taskname = string.format("Task #%d %s was a failure!", Task.PlayerTaskNr, tostring(Task.Type)) local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) if self.UseSRS then taskname = string.format("Task %d %s was a failure!", 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 taskname = string.format("Task #%d %s was a failure! Replanning!", Task.PlayerTaskNr, tostring(Task.Type)) local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) if self.UseSRS then taskname = string.format("Task %d %s was a failure! Replanning!", 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 taskname = string.format("%s has a new task %s", self.MenuName or self.Name, tostring(Task.Type)) local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition) if self.UseSRS then taskname = string.format("%s has a new task %s", 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) return self end