--- This module contains the TASK_SEAD classes. -- -- 1) @{#TASK_SEAD} class, extends @{Task#TASK} -- ================================================= -- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone, -- based on the tasking capabilities defined in @{Task#TASK}. -- The TASK_SEAD is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task. -- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone. -- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task. -- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. -- -- === -- -- ### Authors: FlightControl - Design and Programming -- -- @module Task_SEAD do -- TASK_SEAD --- The TASK_SEAD class -- @type TASK_SEAD -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK TASK_SEAD = { ClassName = "TASK_SEAD", } --- Instantiates a new TASK_SEAD. -- @param #TASK_SEAD 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 Set#SET_UNIT UnitSetTargets -- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range. -- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known. -- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be. -- @return #TASK_SEAD self function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, "SEAD" ) ) -- Tasking.Task#TASK_SEAD self:F() self.TargetSetUnit = TargetSetUnit Mission:AddTask( self ) local Fsm = self:GetUnitProcess() Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } ) Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" ) Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } ) Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" ) Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" ) Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } ) --Fsm:AddProcess ( "Accounting", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) ) Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" ) Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} ) Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} ) Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" ) Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" ) Fsm:AddTransition( "Accounted", "Success", "Success" ) Fsm:AddTransition( "Rejected", "Reject", "Aborted" ) Fsm:AddTransition( "Failed", "Fail", "Failed" ) --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_SEAD#TASK_SEAD Task function Fsm:onafterRouteToRendezVous( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) -- Determine the first Unit from the self.RendezVousSetUnit if Task:GetRendezVousZone( TaskUnit ) then self:__RouteToRendezVousZone( 0.1 ) else if Task:GetRendezVousPointVec2( TaskUnit ) then self:__RouteToRendezVousPoint( 0.1 ) else self:__ArriveAtRendezVous( 0.1 ) end end end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task#TASK_SEAD Task function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) -- Determine the first Unit from the self.TargetSetUnit self:__Engage( 0.1 ) end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task#TASK_SEAD Task function Fsm:onafterEngage( TaskUnit, Task ) self:E( { self } ) self:__Account( 0.1 ) self:__RouteToTarget(0.1 ) self:__RouteToTargets( -10 ) end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_SEAD#TASK_SEAD Task function Fsm:onafterRouteToTarget( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) -- Determine the first Unit from the self.TargetSetUnit if Task:GetTargetZone( TaskUnit ) then self:__RouteToTargetZone( 0.1 ) else local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT if TargetUnit then local PointVec2 = TargetUnit:GetPointVec2() self:T( { TargetPointVec2 = PointVec2, PointVec2:GetX(), PointVec2:GetAlt(), PointVec2:GetZ() } ) Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit ) end self:__RouteToTargetPoint( 0.1 ) end end --- Test -- @param #FSM_PROCESS self -- @param Wrapper.Unit#UNIT TaskUnit -- @param Tasking.Task_SEAD#TASK_SEAD Task function Fsm:onafterRouteToTargets( TaskUnit, Task ) self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } ) local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT if TargetUnit then Task:SetTargetPointVec2( TargetUnit:GetPointVec2(), TaskUnit ) end self:__RouteToTargets( -10 ) end return self end --- @param #TASK_SEAD self function TASK_SEAD:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end --- @param #TASK_SEAD self -- @param Core.Point#POINT_VEC2 RendezVousPointVec2 The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map. -- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_SEAD:SetRendezVousPointVec2( RendezVousPointVec2, RendezVousRange, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT ActRouteRendezVous:SetPointVec2( RendezVousPointVec2 ) ActRouteRendezVous:SetRange( RendezVousRange ) end --- @param #TASK_SEAD self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Point#POINT_VEC2 The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map. -- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point. function TASK_SEAD:GetRendezVousPointVec2( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT return ActRouteRendezVous:GetPointVec2(), ActRouteRendezVous:GetRange() end --- @param #TASK_SEAD self -- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_SEAD:SetRendezVousZone( RendezVousZone, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE ActRouteRendezVous:SetZone( RendezVousZone ) end --- @param #TASK_SEAD self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map. function TASK_SEAD:GetRendezVousZone( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE return ActRouteRendezVous:GetZone() end --- @param #TASK_SEAD self -- @param Core.Point#POINT_VEC2 TargetPointVec2 The PointVec2 object where the Target is located on the map. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_SEAD:SetTargetPointVec2( TargetPointVec2, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT ActRouteTarget:SetPointVec2( TargetPointVec2 ) end --- @param #TASK_SEAD self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Point#POINT_VEC2 The PointVec2 object where the Target is located on the map. function TASK_SEAD:GetTargetPointVec2( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT return ActRouteTarget:GetPointVec2() end --- @param #TASK_SEAD self -- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map. -- @param Wrapper.Unit#UNIT TaskUnit function TASK_SEAD:SetTargetZone( TargetZone, TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE ActRouteTarget:SetZone( TargetZone ) end --- @param #TASK_SEAD self -- @param Wrapper.Unit#UNIT TaskUnit -- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map. function TASK_SEAD:GetTargetZone( TaskUnit ) local ProcessUnit = self:GetUnitProcess( TaskUnit ) local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE return ActRouteTarget:GetZone() end end