--- **Tasking** -- A MISSION is the main owner of a Mission orchestration within MOOSE. -- -- ==== -- -- ### Author: **Sven Van de Velde (FlightControl)** -- -- ### Contributions: -- -- === -- -- @module Mission --- The MISSION class -- @type MISSION -- @field #MISSION.Clients _Clients -- @field Core.Menu#MENU_COALITION MissionMenu -- @field #string MissionBriefing -- @extends Core.Fsm#FSM MISSION = { ClassName = "MISSION", Name = "", MissionStatus = "PENDING", AssignedGroups = {}, } --- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc. -- @param #MISSION self -- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter -- @param #string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players. -- @param #string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field. -- @param #string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}. -- @param Dcs.DCSCoalitionWrapper.Object#coalition MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"... -- @return #MISSION self function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition ) local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM self:T( { MissionName, MissionPriority, MissionBriefing, MissionCoalition } ) self.CommandCenter = CommandCenter CommandCenter:AddMission( self ) self.Name = MissionName self.MissionPriority = MissionPriority self.MissionBriefing = MissionBriefing self.MissionCoalition = MissionCoalition self.Tasks = {} self.PlayerNames = {} -- These are the players that achieved progress in the mission. self:SetStartState( "IDLE" ) self:AddTransition( "IDLE", "Start", "ENGAGED" ) --- OnLeave Transition Handler for State IDLE. -- @function [parent=#MISSION] OnLeaveIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State IDLE. -- @function [parent=#MISSION] OnEnterIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnLeave Transition Handler for State ENGAGED. -- @function [parent=#MISSION] OnLeaveENGAGED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State ENGAGED. -- @function [parent=#MISSION] OnEnterENGAGED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Start. -- @function [parent=#MISSION] OnBeforeStart -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Start. -- @function [parent=#MISSION] OnAfterStart -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Start. -- @function [parent=#MISSION] Start -- @param #MISSION self --- Asynchronous Event Trigger for Event Start. -- @function [parent=#MISSION] __Start -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "ENGAGED", "Stop", "IDLE" ) --- OnLeave Transition Handler for State IDLE. -- @function [parent=#MISSION] OnLeaveIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State IDLE. -- @function [parent=#MISSION] OnEnterIDLE -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Stop. -- @function [parent=#MISSION] OnBeforeStop -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Stop. -- @function [parent=#MISSION] OnAfterStop -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Stop. -- @function [parent=#MISSION] Stop -- @param #MISSION self --- Asynchronous Event Trigger for Event Stop. -- @function [parent=#MISSION] __Stop -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "ENGAGED", "Complete", "COMPLETED" ) --- OnLeave Transition Handler for State COMPLETED. -- @function [parent=#MISSION] OnLeaveCOMPLETED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State COMPLETED. -- @function [parent=#MISSION] OnEnterCOMPLETED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Complete. -- @function [parent=#MISSION] OnBeforeComplete -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Complete. -- @function [parent=#MISSION] OnAfterComplete -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Complete. -- @function [parent=#MISSION] Complete -- @param #MISSION self --- Asynchronous Event Trigger for Event Complete. -- @function [parent=#MISSION] __Complete -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "Fail", "FAILED" ) --- OnLeave Transition Handler for State FAILED. -- @function [parent=#MISSION] OnLeaveFAILED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnEnter Transition Handler for State FAILED. -- @function [parent=#MISSION] OnEnterFAILED -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- OnBefore Transition Handler for Event Fail. -- @function [parent=#MISSION] OnBeforeFail -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event Fail. -- @function [parent=#MISSION] OnAfterFail -- @param #MISSION self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. --- Synchronous Event Trigger for Event Fail. -- @function [parent=#MISSION] Fail -- @param #MISSION self --- Asynchronous Event Trigger for Event Fail. -- @function [parent=#MISSION] __Fail -- @param #MISSION self -- @param #number Delay The delay in seconds. self:AddTransition( "*", "MissionGoals", "*" ) --- MissionGoals Handler OnBefore for MISSION -- @function [parent=#MISSION] OnBeforeMissionGoals -- @param #MISSION self -- @param #string From -- @param #string Event -- @param #string To -- @return #boolean --- MissionGoals Handler OnAfter for MISSION -- @function [parent=#MISSION] OnAfterMissionGoals -- @param #MISSION self -- @param #string From -- @param #string Event -- @param #string To --- MissionGoals Trigger for MISSION -- @function [parent=#MISSION] MissionGoals -- @param #MISSION self --- MissionGoals Asynchronous Trigger for MISSION -- @function [parent=#MISSION] __MissionGoals -- @param #MISSION self -- @param #number Delay -- Private implementations CommandCenter:SetMenu() return self end --- FSM function for a MISSION -- @param #MISSION self -- @param #string From -- @param #string Event -- @param #string To function MISSION:onenterCOMPLETED( From, Event, To ) self:GetCommandCenter():MessageTypeToCoalition( self:GetName() .. " has been completed! Good job guys!", MESSAGE.Type.Information ) end --- Gets the mission name. -- @param #MISSION self -- @return #MISSION self function MISSION:GetName() return string.format( 'Mission "%s (%s)"', self.Name, self.MissionPriority ) end --- Add a Unit to join the Mission. -- For each Task within the Mission, the Unit is joined with the Task. -- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit is part of a Task in the Mission, true is returned. -- @param #MISSION self -- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. -- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission. -- @return #boolean true if Unit is part of a Task in the Mission. function MISSION:JoinUnit( PlayerUnit, PlayerGroup ) self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } ) local PlayerUnitAdded = false for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:JoinUnit( PlayerUnit, PlayerGroup ) then PlayerUnitAdded = true end end return PlayerUnitAdded end --- Aborts a PlayerUnit from the Mission. -- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. -- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit is part of a Task in the Mission, true is returned. -- @param #MISSION self -- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission. -- @return #MISSION function MISSION:AbortUnit( PlayerUnit ) self:F( { PlayerUnit = PlayerUnit } ) for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local PlayerGroup = PlayerUnit:GetGroup() Task:AbortGroup( PlayerGroup ) end return self end --- Handles a crash of a PlayerUnit from the Mission. -- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. -- If the Unit was not part of a Task in the Mission, false is returned. -- If the Unit is part of a Task in the Mission, true is returned. -- @param #MISSION self -- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player crashing. -- @return #MISSION function MISSION:CrashUnit( PlayerUnit ) self:F( { PlayerUnit = PlayerUnit } ) for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local PlayerGroup = PlayerUnit:GetGroup() Task:CrashGroup( PlayerGroup ) end return self end --- Add a scoring to the mission. -- @param #MISSION self -- @return #MISSION self function MISSION:AddScoring( Scoring ) self.Scoring = Scoring return self end --- Get the scoring object of a mission. -- @param #MISSION self -- @return #SCORING Scoring function MISSION:GetScoring() return self.Scoring end --- Get the groups for which TASKS are given in the mission -- @param #MISSION self -- @return Core.Set#SET_GROUP function MISSION:GetGroups() local SetGroup = SET_GROUP:New() for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local GroupSet = Task:GetGroups() GroupSet:ForEachGroup( function( TaskGroup ) SetGroup:Add( TaskGroup, TaskGroup ) end ) end return SetGroup end --- Sets the Planned Task menu. -- @param #MISSION self -- @param #number MenuTime function MISSION:SetMenu( MenuTime ) self:F( { self:GetName(), MenuTime } ) local MenuCount = {} --for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local TaskType = Task:GetType() MenuCount[TaskType] = MenuCount[TaskType] or 1 if MenuCount[TaskType] <= 10 then Task:SetMenu( MenuTime ) MenuCount[TaskType] = MenuCount[TaskType] + 1 end end end --- Removes the Planned Task menu. -- @param #MISSION self -- @param #number MenuTime function MISSION:RemoveMenu( MenuTime ) self:F( { self:GetName(), MenuTime } ) for _, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK Task:RemoveMenu( MenuTime ) end end do -- Group Assignment --- Returns if the @{Mission} is assigned to the Group. -- @param #MISSION self -- @param Wrapper.Group#GROUP MissionGroup -- @return #boolean function MISSION:IsGroupAssigned( MissionGroup ) local MissionGroupName = MissionGroup:GetName() if self.AssignedGroups[MissionGroupName] == MissionGroup then self:T( { "Mission is assigned to:", MissionGroup:GetName() } ) return true end self:T( { "Mission is not assigned to:", MissionGroup:GetName() } ) return false end --- Set @{Group} assigned to the @{Mission}. -- @param #MISSION self -- @param Wrapper.Group#GROUP MissionGroup -- @return #MISSION function MISSION:SetGroupAssigned( MissionGroup ) local MissionName = self:GetName() local MissionGroupName = MissionGroup:GetName() self.AssignedGroups[MissionGroupName] = MissionGroup self:E( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) ) return self end --- Clear the @{Group} assignment from the @{Mission}. -- @param #MISSION self -- @param Wrapper.Group#GROUP MissionGroup -- @return #MISSION function MISSION:ClearGroupAssignment( MissionGroup ) local MissionName = self:GetName() local MissionGroupName = MissionGroup:GetName() self.AssignedGroups[MissionGroupName] = nil --self:E( string.format( "Mission %s is unassigned to %s", MissionName, MissionGroupName ) ) return self end end --- Gets the COMMANDCENTER. -- @param #MISSION self -- @return Tasking.CommandCenter#COMMANDCENTER function MISSION:GetCommandCenter() return self.CommandCenter end --- Removes a Task menu. -- @param #MISSION self -- @param Tasking.Task#TASK Task -- @return #MISSION self function MISSION:RemoveTaskMenu( Task ) Task:RemoveMenu() end --- Gets the root mission menu for the TaskGroup. -- @param #MISSION self -- @return Core.Menu#MENU_COALITION self function MISSION:GetRootMenu( TaskGroup ) -- R2.2 local CommandCenter = self:GetCommandCenter() local CommandCenterMenu = CommandCenter:GetMenu() local MissionName = self:GetName() --local MissionMenu = CommandCenterMenu:GetMenu( MissionName ) self.MissionMenu = MENU_COALITION:New( self.MissionCoalition, self:GetName(), CommandCenterMenu ) return self.MissionMenu end --- Gets the mission menu for the TaskGroup. -- @param #MISSION self -- @return Core.Menu#MENU_COALITION self function MISSION:GetMenu( TaskGroup ) -- R2.1 -- Changed Menu Structure local CommandCenter = self:GetCommandCenter() local CommandCenterMenu = CommandCenter:GetMenu() local MissionName = self:GetName() --local MissionMenu = CommandCenterMenu:GetMenu( MissionName ) self.MissionGroupMenu = self.MissionGroupMenu or {} self.MissionGroupMenu[TaskGroup] = self.MissionGroupMenu[TaskGroup] or {} local GroupMenu = self.MissionGroupMenu[TaskGroup] CommandCenterMenu = MENU_GROUP:New( TaskGroup, "Command Center (" .. CommandCenter:GetName() .. ")" ) self.MissionMenu = MENU_GROUP:New( TaskGroup, self:GetName(), CommandCenterMenu ) GroupMenu.BriefingMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Mission Briefing", self.MissionMenu, self.MenuReportBriefing, self, TaskGroup ) GroupMenu.MarkTasks = MENU_GROUP_COMMAND:New( TaskGroup, "Mark Task Locations on Map", self.MissionMenu, self.MarkTargetLocations, self, TaskGroup ) GroupMenu.TaskReportsMenu = MENU_GROUP:New( TaskGroup, "Task Reports", self.MissionMenu ) GroupMenu.ReportTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksSummary, self, TaskGroup ) GroupMenu.ReportPlannedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Planned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Planned" ) GroupMenu.ReportAssignedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Assigned Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Assigned" ) GroupMenu.ReportSuccessTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Successful Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Success" ) GroupMenu.ReportFailedTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Failed Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Failed" ) GroupMenu.ReportHeldTasksMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Held Tasks", GroupMenu.TaskReportsMenu, self.MenuReportTasksPerStatus, self, TaskGroup, "Hold" ) GroupMenu.PlayerReportsMenu = MENU_GROUP:New( TaskGroup, "Statistics Reports", self.MissionMenu ) GroupMenu.ReportMissionHistory = MENU_GROUP_COMMAND:New( TaskGroup, "Report Mission Progress", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersProgress, self, TaskGroup ) GroupMenu.ReportPlayersPerTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Report Players per Task", GroupMenu.PlayerReportsMenu, self.MenuReportPlayersPerTask, self, TaskGroup ) return self.MissionMenu end --- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions. -- @param #string TaskName The Name of the @{Task} within the @{Mission}. -- @return Tasking.Task#TASK The Task -- @return #nil Returns nil if no task was found. function MISSION:GetTask( TaskName ) self:F( { TaskName } ) return self.Tasks[TaskName] end --- Register a @{Task} to be completed within the @{Mission}. -- Note that there can be multiple @{Task}s registered to be completed. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. -- @param #MISSION self -- @param Tasking.Task#TASK Task is the @{Task} object. -- @return Tasking.Task#TASK The task added. function MISSION:AddTask( Task ) local TaskName = Task:GetTaskName() self:E( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } ) self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } self.Tasks[TaskName] = Task self:GetCommandCenter():SetMenu() return Task end --- Removes a @{Task} to be completed within the @{Mission}. -- Note that there can be multiple @{Task}s registered to be completed. -- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached. -- @param #MISSION self -- @param Tasking.Task#TASK Task is the @{Task} object. -- @return #nil The cleaned Task reference. function MISSION:RemoveTask( Task ) local TaskName = Task:GetTaskName() self:E( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } ) self:F( TaskName ) self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } -- Ensure everything gets garbarge collected. self.Tasks[TaskName] = nil Task = nil collectgarbage() self:GetCommandCenter():SetMenu() return nil end --- Return the next @{Task} ID to be completed within the @{Mission}. -- @param #MISSION self -- @param Tasking.Task#TASK Task is the @{Task} object. -- @return Tasking.Task#TASK The task added. function MISSION:GetNextTaskID( Task ) local TaskName = Task:GetTaskName() self:F( TaskName ) self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } self.Tasks[TaskName].n = self.Tasks[TaskName].n + 1 return self.Tasks[TaskName].n end --- Is the @{Mission} **COMPLETED**. -- @param #MISSION self -- @return #boolean function MISSION:IsCOMPLETED() return self:Is( "COMPLETED" ) end --- Is the @{Mission} **IDLE**. -- @param #MISSION self -- @return #boolean function MISSION:IsIDLE() return self:Is( "IDLE" ) end --- Is the @{Mission} **ENGAGED**. -- @param #MISSION self -- @return #boolean function MISSION:IsENGAGED() return self:Is( "ENGAGED" ) end --- Is the @{Mission} **FAILED**. -- @param #MISSION self -- @return #boolean function MISSION:IsFAILED() return self:Is( "FAILED" ) end --- Is the @{Mission} **HOLD**. -- @param #MISSION self -- @return #boolean function MISSION:IsHOLD() return self:Is( "HOLD" ) end --- Validates if the Mission has a Group -- @param #MISSION -- @return #boolean true if the Mission has a Group. function MISSION:HasGroup( TaskGroup ) local Has = false for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:HasGroup( TaskGroup ) then Has = true break end end return Has end --- @param #MISSION self -- @return #number function MISSION:GetTasksRemaining() -- Determine how many tasks are remaining. local TasksRemaining = 0 for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:IsStateSuccess() or Task:IsStateFailed() then else TasksRemaining = TasksRemaining + 1 end end return TasksRemaining end --- @param #MISSION self -- @return #number function MISSION:GetTaskTypes() -- Determine how many tasks are remaining. local TaskTypeList = {} local TasksRemaining = 0 for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local TaskType = Task:GetType() TaskTypeList[TaskType] = TaskType end return TaskTypeList end function MISSION:AddPlayerName( PlayerName ) self.PlayerNames = self.PlayerNames or {} self.PlayerNames[PlayerName] = PlayerName return self end function MISSION:GetPlayerNames() return self.PlayerNames end --- Create a briefing report of the Mission. -- @param #MISSION self -- @return #string function MISSION:ReportBriefing() local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - Mission Briefing Report', Name, Status ) ) Report:Add( self.MissionBriefing ) return Report:Text() end --- Create a status report of the Mission. -- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks. -- -- Mission "" - Status "" -- - Task Types: , -- - Planned Tasks (xp) -- - Assigned Tasks(xp) -- - Success Tasks (xp) -- - Hold Tasks (xp) -- - Cancelled Tasks (xp) -- - Aborted Tasks (xp) -- - Failed Tasks (xp) -- -- @param #MISSION self -- @return #string function MISSION:ReportStatus() local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - Status "%s"', Name, Status ) ) local TaskTypes = self:GetTaskTypes() Report:Add( string.format( " - Task Types: %s", table.concat(TaskTypes, ", " ) ) ) local TaskStatusList = { "Planned", "Assigned", "Success", "Hold", "Cancelled", "Aborted", "Failed" } for TaskStatusID, TaskStatus in pairs( TaskStatusList ) do local TaskCount = 0 local TaskPlayerCount = 0 -- Determine how many tasks are remaining. for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK if Task:Is( TaskStatus ) then TaskCount = TaskCount + 1 TaskPlayerCount = TaskPlayerCount + Task:GetPlayerCount() end end if TaskCount > 0 then Report:Add( string.format( " - %02d %s Tasks (%dp)", TaskCount, TaskStatus, TaskPlayerCount ) ) end end return Report:Text() end --- Create an active player report of the Mission. -- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks. -- -- Mission "" - - Active Players Report -- - Player ": Task , Task -- - Player : Task , Task -- - .. -- -- @param #MISSION self -- @return #string function MISSION:ReportPlayersPerTask( ReportGroup ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - Players per Task Report', Name, Status ) ) local PlayerList = {} -- Determine how many tasks are remaining. for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local PlayerNames = Task:GetPlayerNames() for PlayerName, PlayerGroup in pairs( PlayerNames ) do PlayerList[PlayerName] = Task:GetName() end end for PlayerName, TaskName in pairs( PlayerList ) do Report:Add( string.format( ' - Player (%s): Task "%s"', PlayerName, TaskName ) ) end return Report:Text() end --- Create an Mission Progress report of the Mission. -- This reports provides a one liner per player of the mission achievements per task. -- -- Mission "" - - Active Players Report -- - Player : Task : -- - Player : Task : -- - .. -- -- @param #MISSION self -- @return #string function MISSION:ReportPlayersProgress( ReportGroup ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - Players per Task Progress Report', Name, Status ) ) local PlayerList = {} -- Determine how many tasks are remaining. for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK local TaskGoalTotal = Task:GetGoalTotal() or 0 local TaskName = Task:GetName() PlayerList[TaskName] = PlayerList[TaskName] or {} if TaskGoalTotal ~= 0 then local PlayerNames = self:GetPlayerNames() for PlayerName, PlayerData in pairs( PlayerNames ) do PlayerList[TaskName][PlayerName] = string.format( 'Player (%s): Task "%s": %d%%', PlayerName, TaskName, Task:GetPlayerProgress( PlayerName ) * 100 / TaskGoalTotal ) end else PlayerList[TaskName]["_"] = string.format( 'Player (---): Task "%s": %d%%', TaskName, 0 ) end end for TaskName, TaskData in pairs( PlayerList ) do for PlayerName, TaskText in pairs( TaskData ) do Report:Add( string.format( ' - %s', TaskText ) ) end end return Report:Text() end --- Mark all the target locations on the Map. -- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup -- @return #string function MISSION:MarkTargetLocations( ReportGroup ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - All Tasks are marked on the map. Select a Task from the Mission Menu and Join the Task!!!', Name, Status ) ) -- Determine how many tasks are remaining. for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do local Task = Task -- Tasking.Task#TASK Task:MenuMarkToGroup( ReportGroup ) end return Report:Text() end --- Create a summary report of the Mission (one line). -- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup -- @return #string function MISSION:ReportSummary( ReportGroup ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - Task Overview Report', Name, Status ) ) -- Determine how many tasks are remaining. for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do local Task = Task -- Tasking.Task#TASK Report:Add( "- " .. Task:ReportSummary( ReportGroup ) ) end return Report:Text() end --- Create a overview report of the Mission (multiple lines). -- @param #MISSION self -- @return #string function MISSION:ReportOverview( ReportGroup, TaskStatus ) self:F( { TaskStatus = TaskStatus } ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - %s Tasks Report', Name, Status, TaskStatus ) ) -- Determine how many tasks are remaining. local Tasks = 0 for TaskID, Task in UTILS.spairs( self:GetTasks(), function( t, a, b ) return t[a]:ReportOrder( ReportGroup ) < t[b]:ReportOrder( ReportGroup ) end ) do local Task = Task -- Tasking.Task#TASK if Task:Is( TaskStatus ) then Report:Add( string.rep( "-", 140 ) ) Report:Add( " - " .. Task:ReportOverview( ReportGroup ) ) end Tasks = Tasks + 1 if Tasks >= 8 then break end end return Report:Text() end --- Create a detailed report of the Mission, listing all the details of the Task. -- @param #MISSION self -- @return #string function MISSION:ReportDetails( ReportGroup ) local Report = REPORT:New() -- List the name of the mission. local Name = self:GetName() -- Determine the status of the mission. local Status = "<" .. self:GetState() .. ">" Report:Add( string.format( '%s - %s - Task Detailed Report', Name, Status ) ) -- Determine how many tasks are remaining. local TasksRemaining = 0 for TaskID, Task in pairs( self:GetTasks() ) do local Task = Task -- Tasking.Task#TASK Report:Add( Task:ReportDetails( ReportGroup ) ) end return Report:Text() end --- Get all the TASKs from the Mission. This function is useful in GoalFunctions. -- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key. -- @usage -- -- Get Tasks from the Mission. -- Tasks = Mission:GetTasks() -- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" ) function MISSION:GetTasks() return self.Tasks end --- Reports the briefing. -- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup The group to which the report needs to be sent. function MISSION:MenuReportBriefing( ReportGroup ) local Report = self:ReportBriefing() self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Briefing ) end --- Mark all the targets of the Mission on the Map. -- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuMarkTargetLocations( ReportGroup ) local Report = self:MarkTargetLocations( ReportGroup ) self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) end --- Report the task summary. -- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuReportTasksSummary( ReportGroup ) local Report = self:ReportSummary( ReportGroup ) self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) end --- @param #MISSION self -- @param #string TaskStatus The status -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuReportTasksPerStatus( ReportGroup, TaskStatus ) local Report = self:ReportOverview( ReportGroup, TaskStatus ) self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) end --- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuReportPlayersPerTask( ReportGroup ) local Report = self:ReportPlayersPerTask() self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) end --- @param #MISSION self -- @param Wrapper.Group#GROUP ReportGroup function MISSION:MenuReportPlayersProgress( ReportGroup ) local Report = self:ReportPlayersProgress() self:GetCommandCenter():MessageTypeToGroup( Report, ReportGroup, MESSAGE.Type.Overview ) end