--- **Tasking** -- The TASK_CARGO models tasks for players to transport @{Cargo}. -- -- ![Banner Image](..\Presentations\TASK_CARGO\Dia1.JPG) -- -- ==== -- -- The Moose framework provides various CARGO classes that allow DCS phisical or logical objects to be transported or sling loaded by Carriers. -- The CARGO_ classes, as part of the moose core, are able to Board, Load, UnBoard and UnLoad cargo between Carrier units. -- -- This collection of classes in this module define tasks for human players to handle these cargo objects. -- Cargo can be transported, picked-up, deployed and sling-loaded from and to other places. -- -- The following classes are important to consider: -- -- * @{#TASK_CARGO_TRANSPORT}: Defines a task for a human player to transport a set of cargo between various zones. -- -- ==== -- -- ### Author: **Sven Van de Velde (FlightControl)** -- -- ### Contributions: -- -- ==== -- -- @module Task_Cargo do -- TASK_CARGO --- @type TASK_CARGO -- @extends Tasking.Task#TASK --- -- # TASK_CARGO class, extends @{Task#TASK} -- -- ## A flexible tasking system -- -- The TASK_CARGO classes provide you with a flexible tasking sytem, -- that allows you to transport cargo of various types between various locations -- and various dedicated deployment zones. -- -- The cargo in scope of the TASK_CARGO classes must be explicitly given, and is of type SET_CARGO. -- The SET_CARGO contains a collection of CARGO objects that must be handled by the players in the mission. -- -- -- ## Task execution experience from the player perspective -- -- A human player can join the battle field in a client airborne slot or a ground vehicle within the CA module (ALT-J). -- The player needs to accept the task from the task overview list within the mission, using the radio menus. -- -- Once the TASK_CARGO is assigned to the player and accepted by the player, the player will obtain -- an extra **Cargo Handling Radio Menu** that contains the CARGO objects that need to be transported. -- -- Each CARGO object has a certain state: -- -- * **UnLoaded**: The CARGO is located within the battlefield. It may still need to be transported. -- * **Loaded**: The CARGO is loaded within a Carrier. This can be your air unit, or another air unit, or even a vehicle. -- * **Boarding**: The CARGO is running or moving towards your Carrier for loading. -- * **UnBoarding**: The CARGO is driving or jumping out of your Carrier and moves to a location in the Deployment Zone. -- -- Cargo must be transported towards different **Deployment @{Zone}s**. -- -- The Cargo Handling Radio Menu system allows to execute **various actions** to handle the cargo. -- In the menu, you'll find for each CARGO, that is part of the scope of the task, various actions that can be completed. -- Depending on the location of your Carrier unit, the menu options will vary. -- -- -- ## Cargo Pickup and Boarding -- -- For cargo boarding, a cargo can only execute the boarding actions if it is within the foreseen **Reporting Range**. -- Therefore, it is important that you steer your Carrier within the Reporting Range, -- so that boarding actions can be executed on the cargo. -- To Pickup and Board cargo, the following menu items will be shown in your carrier radio menu: -- -- ### Board Cargo -- -- If your Carrier is within the Reporting Range of the cargo, it will allow to pickup the cargo by selecting this menu option. -- Depending on the Cargo type, the cargo will either move to your Carrier or you will receive instructions how to handle the cargo -- pickup. If the cargo moves to your carrier, it will indicate the boarding status. -- Note that multiple units need to board your Carrier, so it is required to await the full boarding process. -- Once the cargo is fully boarded within your Carrier, you will be notified of this. -- -- Note that for airborne Carriers, it is required to land first before the Boarding process can be initiated. -- If during boarding the Carrier gets airborne, the boarding process will be cancelled. -- -- ## Pickup Cargo -- -- If your Carrier is not within the Reporting Range of the cargo, the HQ will guide you to its location. -- Routing information is shown in flight that directs you to the cargo within Reporting Range. -- Upon arrival, the Cargo will contact you and further instructions will be given. -- When your Carrier is airborne, you will receive instructions to land your Carrier. -- The action will not be completed until you've landed your Carrier. -- -- -- ## Cargo Deploy and UnBoarding -- -- Various Deployment Zones can be foreseen in the scope of the Cargo transportation. Each deployment zone can be of varying @{Zone} type. -- The Cargo Handling Radio Menu provides with menu options to execute an action to steer your Carrier to a specific Zone. -- -- ### UnBoard Cargo -- -- If your Carrier is already within a Deployment Zone, -- then the Cargo Handling Radio Menu allows to **UnBoard** a specific cargo that is -- loaded within your Carrier group into the Deployment Zone. -- Note that the Unboarding process takes a while, as the cargo units (infantry or vehicles) must unload from your Carrier. -- Ensure that you stay at the position or stay on the ground while Unboarding. -- If any unforeseen manoeuvre is done by the Carrier, then the Unboarding will be cancelled. -- -- ### Deploy Cargo -- -- If your Carrier is not within a Deployment Zone, you'll need to fly towards one. -- Fortunately, the Cargo Handling Radio Menu provides you with menu options to select a specific Deployment Zone to fly towards. -- Once a Deployment Zone has been selected, your Carrier will receive routing information from HQ towards the Deployment Zone center. -- Upon arrival, the HQ will provide you with further instructions. -- When your Carrier is airborne, you will receive instructions to land your Carrier. -- The action will not be completed until you've landed your Carrier! -- -- ## Handle TASK_CARGO Events ... -- -- The TASK_CARGO classes define @{Cargo} transport tasks, -- based on the tasking capabilities defined in @{Task#TASK}. -- -- ### Specific TASK_CARGO Events -- -- Specific Cargo Handling event can be captured, that allow to trigger specific actions! -- -- * **Boarded**: Triggered when the Cargo has been Boarded into your Carrier. -- * **UnBoarded**: Triggered when the cargo has been Unboarded from your Carrier and has arrived at the Deployment Zone. -- -- ### Standard TASK_CARGO Events -- -- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following standard statuses: -- -- * **None**: Start of the process. -- * **Planned**: The cargo task is planned. -- * **Assigned**: The cargo task is assigned to a @{Group#GROUP}. -- * **Success**: The cargo task is successfully completed. -- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. -- -- === -- -- @field #TASK_CARGO -- TASK_CARGO = { ClassName = "TASK_CARGO", } --- Instantiates a new TASK_CARGO. -- @param #TASK_CARGO self -- @param Tasking.Mission#MISSION Mission -- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. -- @param #string TaskType The type of Cargo task. -- @param #string TaskBriefing The Cargo Task briefing. -- @return #TASK_CARGO self function TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, TaskType, TaskBriefing ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- #TASK_CARGO self:F( {Mission, SetGroup, TaskName, SetCargo, TaskType}) self.SetCargo = SetCargo self.TaskType = TaskType self.SmokeColor = SMOKECOLOR.Red self.DeployZones = {} -- setmetatable( {}, { __mode = "v" } ) -- weak table on value local Fsm = self:GetUnitProcess() Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "SelectAction", Rejected = "Reject" } ) Fsm:AddTransition( { "Assigned", "WaitingForCommand", "ArrivedAtPickup", "ArrivedAtDeploy", "Boarded", "UnBoarded", "Landed", "Boarding" }, "SelectAction", "*" ) Fsm:AddTransition( "*", "RouteToPickup", "RoutingToPickup" ) Fsm:AddProcess ( "RoutingToPickup", "RouteToPickupPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtPickup", Cancelled = "CancelRouteToPickup" } ) Fsm:AddTransition( "Arrived", "ArriveAtPickup", "ArrivedAtPickup" ) Fsm:AddTransition( "Cancelled", "CancelRouteToPickup", "WaitingForCommand" ) Fsm:AddTransition( "*", "RouteToDeploy", "RoutingToDeploy" ) Fsm:AddProcess ( "RoutingToDeploy", "RouteToDeployZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtDeploy", Cancelled = "CancelRouteToDeploy" } ) Fsm:AddTransition( "Arrived", "ArriveAtDeploy", "ArrivedAtDeploy" ) Fsm:AddTransition( "Cancelled", "CancelRouteToDeploy", "WaitingForCommand" ) Fsm:AddTransition( { "ArrivedAtPickup", "ArrivedAtDeploy", "Landing" }, "Land", "Landing" ) Fsm:AddTransition( "Landing", "Landed", "Landed" ) Fsm:AddTransition( "*", "PrepareBoarding", "AwaitBoarding" ) Fsm:AddTransition( "AwaitBoarding", "Board", "Boarding" ) Fsm:AddTransition( "Boarding", "Boarded", "Boarded" ) Fsm:AddTransition( "*", "PrepareUnBoarding", "AwaitUnBoarding" ) Fsm:AddTransition( "AwaitUnBoarding", "UnBoard", "UnBoarding" ) Fsm:AddTransition( "UnBoarding", "UnBoarded", "UnBoarded" ) Fsm:AddTransition( "Deployed", "Success", "Success" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Failed", "Fail", "Failed" ) --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_CARGO#TASK_CARGO Task function Fsm:onafterSelectAction( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) local MenuTime = timer.getTime() TaskUnit.Menu = MENU_GROUP:New( TaskUnit:GetGroup(), Task:GetName() .. " @ " .. TaskUnit:GetName() ):SetTime( MenuTime ) Task.SetCargo:ForEachCargo( --- @param Core.Cargo#CARGO Cargo function( Cargo ) if Cargo:IsAlive() then -- if Task:is( "RoutingToPickup" ) then -- MENU_GROUP_COMMAND:New( -- TaskUnit:GetGroup(), -- "Cancel Route " .. Cargo.Name, -- TaskUnit.Menu, -- self.MenuRouteToPickupCancel, -- self, -- Cargo -- ):SetTime(MenuTime) -- end if Cargo:IsUnLoaded() then if Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Board cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuBoardCargo, self, Cargo ):SetTime(MenuTime) else MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Route to Pickup cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuRouteToPickup, self, Cargo ):SetTime(MenuTime) end end if Cargo:IsLoaded() then MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Unboard cargo " .. Cargo.Name, TaskUnit.Menu, self.MenuUnBoardCargo, self, Cargo ):SetTime(MenuTime) -- Deployzones are optional zones that can be selected to request routing information. for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do if not Cargo:IsInZone( DeployZone ) then MENU_GROUP_COMMAND:New( TaskUnit:GetGroup(), "Route to Deploy cargo at " .. DeployZoneName, TaskUnit.Menu, self.MenuRouteToDeploy, self, DeployZone ):SetTime(MenuTime) end end end end end ) TaskUnit.Menu:Remove( MenuTime ) self:__SelectAction( -15 ) --Task:GetMission():GetCommandCenter():MessageToGroup("Cargo menu is ready ...", TaskUnit:GetGroup() ) end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:OnLeaveWaitingForCommand( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) TaskUnit.Menu:Remove() end function Fsm:MenuBoardCargo( Cargo ) self:__PrepareBoarding( 1.0, Cargo ) end function Fsm:MenuUnBoardCargo( Cargo, DeployZone ) self:__PrepareUnBoarding( 1.0, Cargo, DeployZone ) end function Fsm:MenuRouteToPickup( Cargo ) self:__RouteToPickup( 1.0, Cargo ) end function Fsm:MenuRouteToDeploy( DeployZone ) self:__RouteToDeploy( 1.0, DeployZone ) end --- --#TASK_CAROG_TRANSPORT self --#Wrapper.Unit#UNIT --- Route to Cargo -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task -- @param From -- @param Event -- @param To -- @param Core.Cargo#CARGO Cargo function Fsm:onafterRouteToPickup( TaskUnit, Task, From, Event, To, Cargo ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if Cargo:IsAlive() then self.Cargo = Cargo -- Core.Cargo#CARGO Task:SetCargoPickup( self.Cargo, TaskUnit ) self:__RouteToPickupPoint( -0.1 ) end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterArriveAtPickup( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if self.Cargo:IsAlive() then TaskUnit:Smoke( Task:GetSmokeColor(), 15 ) if TaskUnit:IsAir() then self:__Land( -0.1, "Pickup" ) else self:__SelectAction( -0.1 ) end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterCancelRouteToPickup( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:__SelectAction( -0.1 ) end --- Route to DeployZone -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit function Fsm:onafterRouteToDeploy( TaskUnit, Task, From, Event, To, DeployZone ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:E( DeployZone ) self.DeployZone = DeployZone Task:SetDeployZone( self.DeployZone, TaskUnit ) self:__RouteToDeployZone( -0.1 ) end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterArriveAtDeploy( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if TaskUnit:IsAir() then self:__Land( -0.1, "Deploy" ) else self:__SelectAction( -0.1 ) end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterCancelRouteToDeploy( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self:__SelectAction( -0.1 ) end -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterLand( TaskUnit, Task, From, Event, To, Action ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if self.Cargo:IsAlive() then if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then if TaskUnit:InAir() then Task:GetMission():GetCommandCenter():MessageToGroup( "Land", TaskUnit:GetGroup() ) self:__Land( -10, Action ) else Task:GetMission():GetCommandCenter():MessageToGroup( "Landed ...", TaskUnit:GetGroup() ) self:__Landed( -0.1, Action ) end else if Action == "Pickup" then self:__RouteToPickupZone( -0.1 ) else self:__RouteToDeployZone( -0.1 ) end end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterLanded( TaskUnit, Task, From, Event, To, Action ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if self.Cargo:IsAlive() then if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then if TaskUnit:InAir() then self:__Land( -0.1, Action ) else self:__SelectAction( -0.1 ) end else if Action == "Pickup" then self:__RouteToPickupZone( -0.1 ) else self:__RouteToDeployZone( -0.1 ) end end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterPrepareBoarding( TaskUnit, Task, From, Event, To, Cargo ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) if Cargo and Cargo:IsAlive() then self.Cargo = Cargo -- Core.Cargo#CARGO_GROUP self:__Board( -0.1 ) end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterBoard( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) function self.Cargo:OnEnterLoaded( From, Event, To, TaskUnit, TaskProcess ) self:E({From, Event, To, TaskUnit, TaskProcess }) TaskProcess:__Boarded( 0.1 ) end if self.Cargo:IsAlive() then if self.Cargo:IsInRadius( TaskUnit:GetPointVec2() ) then if TaskUnit:InAir() then --- ABORT the boarding. Split group if any and go back to select action. else self.Cargo:MessageToGroup( "Boarding ...", TaskUnit:GetGroup() ) self.Cargo:Board( TaskUnit, 20, self ) end else --self:__ArriveAtCargo( -0.1 ) end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterBoarded( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self.Cargo:MessageToGroup( "Boarded ...", TaskUnit:GetGroup() ) self:__SelectAction( 1 ) -- TODO:I need to find a more decent solution for this. Task:E( { CargoPickedUp = Task.CargoPickedUp } ) if self.Cargo:IsAlive() then if Task.CargoPickedUp then Task:CargoPickedUp( TaskUnit, self.Cargo ) end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task -- @param From -- @param Event -- @param To -- @param Cargo -- @param Core.Zone#ZONE_BASE DeployZone function Fsm:onafterPrepareUnBoarding( TaskUnit, Task, From, Event, To, Cargo ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo } ) self.Cargo = Cargo self.DeployZone = nil -- Check if the Cargo is at a deployzone... If it is, provide it as a parameter! if Cargo:IsAlive() then for DeployZoneName, DeployZone in pairs( Task.DeployZones ) do if Cargo:IsInZone( DeployZone ) then self.DeployZone = DeployZone -- Core.Zone#ZONE_BASE break end end self:__UnBoard( -0.1, Cargo, self.DeployZone ) end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task -- @param From -- @param Event -- @param To -- @param Cargo -- @param Core.Zone#ZONE_BASE DeployZone function Fsm:onafterUnBoard( TaskUnit, Task, From, Event, To, Cargo, DeployZone ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID(), From, Event, To, Cargo, DeployZone } ) function self.Cargo:OnEnterUnLoaded( From, Event, To, DeployZone, TaskProcess ) self:E({From, Event, To, DeployZone, TaskProcess }) TaskProcess:__UnBoarded( -0.1 ) end if self.Cargo:IsAlive() then self.Cargo:MessageToGroup( "UnBoarding ...", TaskUnit:GetGroup() ) if DeployZone then self.Cargo:UnBoard( DeployZone:GetPointVec2(), 400, self ) else self.Cargo:UnBoard( TaskUnit:GetPointVec2():AddX(60), 400, self ) end end end --- -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_Cargo#TASK_CARGO Task function Fsm:onafterUnBoarded( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) self.Cargo:MessageToGroup( "UnBoarded ...", TaskUnit:GetGroup() ) -- TODO:I need to find a more decent solution for this. Task:E( { CargoDeployed = Task.CargoDeployed and "true" or "false" } ) if self.Cargo:IsAlive() then if Task.CargoDeployed then Task:CargoDeployed( TaskUnit, self.Cargo, self.DeployZone ) end end self:__SelectAction( 1 ) end return self end ---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green function TASK_CARGO:SetSmokeColor(SmokeColor) -- Makes sure Coloe is set if SmokeColor == nil then self.SmokeColor = SMOKECOLOR.Red -- Make sure a default color is exist elseif type(SmokeColor) == "number" then self:F2(SmokeColor) if SmokeColor > 0 and SmokeColor <=5 then -- Make sure number is within ragne, assuming first enum is one self.SmokeColor = SMOKECOLOR.SmokeColor end end end --@return SmokeColor function TASK_CARGO:GetSmokeColor() return self.SmokeColor end --- @param #TASK_CARGO self function TASK_CARGO:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end --- @param #TASK_CARGO self -- @return Core.Set#SET_CARGO The Cargo Set. function TASK_CARGO:GetCargoSet() return self.SetCargo end --- @param #TASK_CARGO self -- @return #list The Deployment Zones. function TASK_CARGO:GetDeployZones() return self.DeployZones end --- @param #TASK_CARGO self -- @param AI.AI_Cargo#AI_CARGO Cargo The cargo. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit ) self:F({Cargo, TaskUnit}) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToPickup", "RouteToPickupPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT ActRouteCargo:Reset() ActRouteCargo:SetCoordinate( Cargo:GetCoordinate() ) ActRouteCargo:SetRange( Cargo:GetBoardingRange() ) ActRouteCargo:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Cargo " .. Cargo:GetName(), TaskUnit.Menu ) ActRouteCargo:Start() return self end --- @param #TASK_CARGO self -- @param Core.Zone#ZONE DeployZone -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetDeployZone( DeployZone, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteDeployZone = ProcessUnit:GetProcess( "RoutingToDeploy", "RouteToDeployZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE ActRouteDeployZone:Reset() ActRouteDeployZone:SetZone( DeployZone ) ActRouteDeployZone:SetMenuCancel( TaskUnit:GetGroup(), "Cancel Routing to Deploy Zone" .. DeployZone:GetName(), TaskUnit.Menu ) ActRouteDeployZone:Start() return self end --- @param #TASK_CARGO self -- @param Core.Zone#ZONE DeployZone -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:AddDeployZone( DeployZone, TaskUnit ) self.DeployZones[DeployZone:GetName()] = DeployZone return self end --- @param #TASK_CARGO self -- @param Core.Zone#ZONE DeployZone -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:RemoveDeployZone( DeployZone, TaskUnit ) self.DeployZones[DeployZone:GetName()] = nil return self end --- @param #TASK_CARGO self -- @param @list DeployZones -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetDeployZones( DeployZones, TaskUnit ) for DeployZoneID, DeployZone in pairs( DeployZones ) do self.DeployZones[DeployZone:GetName()] = DeployZone end return self end --- @param #TASK_CARGO self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. function TASK_CARGO:GetTargetZone( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE return ActRouteTarget:GetZone() end --- Set a score when a target in scope of the A2G attack, has been destroyed . -- @param #TASK_CARGO self -- @param #string Text The text to display to the player, when the target has been destroyed. -- @param #number Score The score in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetScoreOnProgress( Text, Score, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score ) return self end --- Set a score when all the targets in scope of the A2G attack, have been destroyed. -- @param #TASK_CARGO self -- @param #string Text The text to display to the player, when all targets hav been destroyed. -- @param #number Score The score in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScore( "Success", Text, Score ) return self end --- Set a penalty when the A2G attack has failed. -- @param #TASK_CARGO self -- @param #string Text The text to display to the player, when the A2G attack has failed. -- @param #number Penalty The penalty in points. -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_CARGO function TASK_CARGO:SetScoreOnFail( Text, Penalty, TaskUnit ) self:F( { Text, Score, TaskUnit } ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) ProcessUnit:AddScore( "Failed", Text, Penalty ) return self end function TASK_CARGO:SetGoalTotal() self.GoalTotal = self.SetCargo:Count() end function TASK_CARGO:GetGoalTotal() return self.GoalTotal end end do -- TASK_CARGO_TRANSPORT --- The TASK_CARGO_TRANSPORT class -- @type TASK_CARGO_TRANSPORT -- @extends #TASK_CARGO TASK_CARGO_TRANSPORT = { ClassName = "TASK_CARGO_TRANSPORT", } --- Instantiates a new TASK_CARGO_TRANSPORT. -- @param #TASK_CARGO_TRANSPORT self -- @param Tasking.Mission#MISSION Mission -- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. -- @param #string TaskBriefing The Cargo Task briefing. -- @return #TASK_CARGO_TRANSPORT self function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing ) local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport", TaskBriefing ) ) -- #TASK_CARGO_TRANSPORT self:F() Mission:AddTask( self ) -- Events self:AddTransition( "*", "CargoPickedUp", "*" ) self:AddTransition( "*", "CargoDeployed", "*" ) self:E( { CargoDeployed = self.CargoDeployed ~= nil and "true" or "false" } ) --- OnBefore Transition Handler for Event CargoPickedUp. -- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoPickedUp -- @param #TASK_CARGO_TRANSPORT self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event CargoPickedUp. -- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoPickedUp -- @param #TASK_CARGO_TRANSPORT self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. --- Synchronous Event Trigger for Event CargoPickedUp. -- @function [parent=#TASK_CARGO_TRANSPORT] CargoPickedUp -- @param #TASK_CARGO_TRANSPORT self -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. --- Asynchronous Event Trigger for Event CargoPickedUp. -- @function [parent=#TASK_CARGO_TRANSPORT] __CargoPickedUp -- @param #TASK_CARGO_TRANSPORT self -- @param #number Delay The delay in seconds. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that PickedUp the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. --- OnBefore Transition Handler for Event CargoDeployed. -- @function [parent=#TASK_CARGO_TRANSPORT] OnBeforeCargoDeployed -- @param #TASK_CARGO_TRANSPORT self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. -- @return #boolean Return false to cancel Transition. --- OnAfter Transition Handler for Event CargoDeployed. -- @function [parent=#TASK_CARGO_TRANSPORT] OnAfterCargoDeployed -- @param #TASK_CARGO_TRANSPORT self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. --- Synchronous Event Trigger for Event CargoDeployed. -- @function [parent=#TASK_CARGO_TRANSPORT] CargoDeployed -- @param #TASK_CARGO_TRANSPORT self -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. --- Asynchronous Event Trigger for Event CargoDeployed. -- @function [parent=#TASK_CARGO_TRANSPORT] __CargoDeployed -- @param #TASK_CARGO_TRANSPORT self -- @param #number Delay The delay in seconds. -- @param Wrapper.Unit#UNIT TaskUnit The Unit (Client) that Deployed the cargo. You can use this to retrieve the PlayerName etc. -- @param Core.Cargo#CARGO Cargo The Cargo that got PickedUp by the TaskUnit. You can use this to check Cargo Status. -- @param Core.Zone#ZONE DeployZone The zone where the Cargo got Deployed or UnBoarded. local Fsm = self:GetUnitProcess() local CargoReport = REPORT:New( "Transport Cargo. The following cargo needs to be transported including initial positions:") SetCargo:ForEachCargo( --- @param Core.Cargo#CARGO Cargo function( Cargo ) local CargoType = Cargo:GetType() local CargoName = Cargo:GetName() local CargoCoordinate = Cargo:GetCoordinate() CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToString() ) ) end ) self:SetBriefing( TaskBriefing or CargoReport:Text() ) return self end --- -- @param #TASK_CARGO_TRANSPORT self -- @return #boolean function TASK_CARGO_TRANSPORT:IsAllCargoTransported() local CargoSet = self:GetCargoSet() local Set = CargoSet:GetSet() local DeployZones = self:GetDeployZones() local CargoDeployed = false -- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ). for CargoID, CargoData in pairs( Set ) do local Cargo = CargoData -- Core.Cargo#CARGO local CargoInDeployZone = false if Cargo:IsUnLoaded() then -- Loop the DeployZones set for the TASK_CARGO_TRANSPORT. for DeployZoneID, DeployZone in pairs( DeployZones ) do -- If there is a Cargo not in one of DeployZones, then not all Cargo is deployed. self:T( { Cargo.CargoObject } ) if Cargo:IsInZone( DeployZone ) then CargoInDeployZone = true end end end CargoDeployed = CargoDeployed or CargoInDeployZone end return CargoDeployed end --- @param #TASK_CARGO_TRANSPORT self function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To ) local CargoSet = self.CargoSet if self:IsAllCargoTransported() then self:Success() end self:__Goal( -10 ) end end