--- **Tasking** -- Models tasks for players to transport cargo. -- -- **Specific features:** -- -- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones. -- * Derived from the TASK_CARGO class, which is derived from the TASK class. -- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled. -- * Co-operation tasking, so a player joins a group of players executing the same task. -- -- -- **A complete task menu system to allow players to:** -- -- * Join the task, abort the task. -- * Mark the task location on the map. -- * Provide details of the target. -- * Route to the cargo. -- * Route to the deploy zones. -- * Load/Unload cargo. -- * Board/Unboard cargo. -- * Slingload cargo. -- * Display the task briefing. -- -- -- **A complete mission menu system to allow players to:** -- -- * Join a task, abort the task. -- * Display task reports. -- * Display mission statistics. -- * Mark the task locations on the map. -- * Provide details of the targets. -- * Display the mission briefing. -- * Provide status updates as retrieved from the command center. -- * Automatically assign a random task as part of a mission. -- * Manually assign a specific task as part of a mission. -- -- -- **A settings system, using the settings menu:** -- -- * Tweak the duration of the display of messages. -- * Switch between metric and imperial measurement system. -- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS. -- * Different settings modes for A2G and A2A operations. -- * Various other options. -- -- === -- -- Please read through the @{Tasking.Task_Cargo} process to understand the mechanisms of tasking and cargo tasking and handling. -- -- Enjoy! -- FC -- -- === -- -- @module Tasking.Task_Cargo_Transport -- @image Task_Cargo_Transport.JPG do -- TASK_CARGO_TRANSPORT --- @type TASK_CARGO_TRANSPORT -- @extends Tasking.Task_CARGO#TASK_CARGO --- Orchestrates the task for players to transport cargo to or between deployment zones. -- -- Transport tasks are suited to govern the process of transporting cargo to specific deployment zones. -- Typically, this task is executed by helicopter pilots, but it can also be executed by ground forces! -- -- === -- -- A transport task can be created manually, but actually, it is better to **GENERATE** these tasks using the -- @{Tasking.Task_Cargo_Dispatcher} module. -- -- Using the dispatcher, transport tasks can be created much more easy. -- -- # 1) Create a transport task manually (code it). -- -- Although it is recommended to use the dispatcher, you can create a transport task yourself as a mission designer. -- It is easy, as it works just like any other task setup. -- -- ## 1.1) Create a command center. -- -- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor. -- -- local CommandCenter = COMMANDCENTER -- :New( HQ, "Lima" ) -- Create the CommandCenter. -- -- ## 1.2) Create a mission. -- -- Tasks work in a mission, which groups these tasks to achieve a joint mission goal. -- A command center can govern multiple missions. -- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor. -- -- -- Declare the Mission for the Command Center. -- local Mission = MISSION -- :New( CommandCenter, -- "Overlord", -- "High", -- "Transport the cargo to the deploy zones.", -- coalition.side.RED -- ) -- -- ## 1.3) Create the transport cargo task. -- -- So, now that we have a command center and a mission, we now create the transport task. -- We create the transport task using the @{#TASK_CARGO_TRANSPORT.New}() constructor. -- -- Because a transport task will not generate the cargo itself, you'll need to create it first. -- The cargo in this case will be the downed pilot! -- -- -- Here we define the "cargo set", which is a collection of cargo objects. -- -- The cargo set will be the input for the cargo transportation task. -- -- So a transportation object is handling a cargo set, which is automatically refreshed when new cargo is added/deleted. -- local CargoSet = SET_CARGO:New():FilterTypes( "Cargo" ):FilterStart() -- -- -- Now we add cargo into the battle scene. -- local PilotGroup = GROUP:FindByName( "Engineers" ) -- -- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath. -- -- We name this group Engineers. -- -- Note that the name of the cargo is "Engineers". -- -- The cargoset "CargoSet" will embed all defined cargo of type "Pilots" (prefix) into its set. -- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Cargo", "Engineer Team 1", 500 ) -- -- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players. -- -- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players. -- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart() -- -- Now that we have a CargoSet and a GroupSet, we can now create the TransportTask manually. -- -- -- Declare the transport task. -- local TransportTask = TASK_CARGO_TRANSPORT -- :New( Mission, -- GroupSet, -- "Transport Engineers", -- CargoSet, -- "Fly behind enemy lines, and retrieve the downed pilot." -- ) -- -- So you can see, setting up a transport task manually is a lot of work. -- It is better you use the cargo dispatcher to create transport tasks and it will work as it is intended. -- By doing this, cargo transport tasking will become a dynamic experience. -- -- === -- -- @field #TASK_CARGO_TRANSPORT TASK_CARGO_TRANSPORT = { ClassName = "TASK_CARGO_TRANSPORT", } --- Instantiates a new TASK_CARGO_TRANSPORT. -- @param #TASK_CARGO_TRANSPORT self -- @param Tasking.Mission#MISSION Mission -- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Core.Set#SET_CARGO SetCargo The scope of the cargo to be transported. -- @param #string TaskBriefing The Cargo Task briefing. -- @return #TASK_CARGO_TRANSPORT self function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, SetCargo, TaskBriefing ) local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, SetCargo, "Transport", TaskBriefing ) ) -- #TASK_CARGO_TRANSPORT self:F() Mission:AddTask( self ) local Fsm = self:GetUnitProcess() local CargoReport = REPORT:New( "Transport Cargo. The following cargo needs to be transported including initial positions:") SetCargo:ForEachCargo( --- @param Core.Cargo#CARGO Cargo function( Cargo ) local CargoType = Cargo:GetType() local CargoName = Cargo:GetName() local CargoCoordinate = Cargo:GetCoordinate() CargoReport:Add( string.format( '- "%s" (%s) at %s', CargoName, CargoType, CargoCoordinate:ToStringMGRS() ) ) end ) self:SetBriefing( TaskBriefing or CargoReport:Text() ) return self end function TASK_CARGO_TRANSPORT:ReportOrder( ReportGroup ) return 0 end --- -- @param #TASK_CARGO_TRANSPORT self -- @return #boolean function TASK_CARGO_TRANSPORT:IsAllCargoTransported() local CargoSet = self:GetCargoSet() local Set = CargoSet:GetSet() local DeployZones = self:GetDeployZones() local CargoDeployed = true -- Loop the CargoSet (so evaluate each Cargo in the SET_CARGO ). for CargoID, CargoData in pairs( Set ) do local Cargo = CargoData -- Core.Cargo#CARGO self:F( { Cargo = Cargo:GetName(), CargoDeployed = Cargo:IsDeployed() } ) if Cargo:IsDeployed() then -- -- Loop the DeployZones set for the TASK_CARGO_TRANSPORT. -- for DeployZoneID, DeployZone in pairs( DeployZones ) do -- -- -- If all cargo is in one of the deploy zones, then all is good. -- self:T( { Cargo.CargoObject } ) -- if Cargo:IsInZone( DeployZone ) == false then -- CargoDeployed = false -- end -- end else CargoDeployed = false end end self:F( { CargoDeployed = CargoDeployed } ) return CargoDeployed end --- @param #TASK_CARGO_TRANSPORT self function TASK_CARGO_TRANSPORT:onafterGoal( TaskUnit, From, Event, To ) local CargoSet = self.CargoSet if self:IsAllCargoTransported() then self:Success() end self:__Goal( -10 ) end end