--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets. -- -- === -- -- # 1) @{#TASK_A2G_DISPATCHER} class, extends @{#DETECTION_MANAGER} -- -- The @{#TASK_A2G_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups). -- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. -- Find a summary below describing for which situation a task type is created: -- -- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter. -- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter. -- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars. -- -- Other task types will follow... -- -- 3.1) TASK_A2G_DISPATCHER constructor: -- -------------------------------------- -- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance. -- -- === -- -- # **API CHANGE HISTORY** -- -- The underlying change log documents the API changes. Please read this carefully. The following notation is used: -- -- * **Added** parts are expressed in bold type face. -- * _Removed_ parts are expressed in italic type face. -- -- Hereby the change log: -- -- 2017-03-09: Initial class and API. -- -- === -- -- # **AUTHORS and CONTRIBUTIONS** -- -- ### Contributions: -- -- ### Authors: -- -- * **FlightControl**: Concept, Design & Programming. -- -- @module Task_A2G_Dispatcher do -- TASK_A2G_DISPATCHER --- TASK_A2G_DISPATCHER class. -- @type TASK_A2G_DISPATCHER -- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to. -- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. -- @field Tasking.Mission#MISSION Mission -- @extends Tasking.DetectionManager#DETECTION_MANAGER TASK_A2G_DISPATCHER = { ClassName = "TASK_A2G_DISPATCHER", Mission = nil, Detection = nil, } --- TASK_A2G_DISPATCHER constructor. -- @param #TASK_A2G_DISPATCHER self -- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done. -- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission. -- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players. -- @return #TASK_A2G_DISPATCHER self function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection ) -- Inherits from DETECTION_MANAGER local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER self.Detection = Detection self.Mission = Mission self.Detection:FilterCategories( Unit.Category.GROUND_UNIT, Unit.Category.SHIP ) self:AddTransition( "Started", "Assign", "Started" ) --- OnAfter Transition Handler for Event Assign. -- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign -- @param #TASK_A2G_DISPATCHER self -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. -- @param Tasking.Task_A2G#TASK_A2G Task -- @param Wrapper.Unit#UNIT TaskUnit -- @param #string PlayerName self:__Start( 5 ) return self end --- Creates a SEAD task when there are targets for it. -- @param #TASK_A2G_DISPATCHER self -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem -- @return Set#SET_UNIT TargetSetUnit: The target set of units. -- @return #nil If there are no targets to be set. function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem ) self:F( { DetectedItem.ItemID } ) local DetectedSet = DetectedItem.Set local DetectedZone = DetectedItem.Zone -- Determine if the set has radar targets. If it does, construct a SEAD task. local RadarCount = DetectedSet:HasSEAD() if RadarCount > 0 then -- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it. local TargetSetUnit = SET_UNIT:New() TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:FilterHasSEAD() TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. return TargetSetUnit end return nil end --- Creates a CAS task when there are targets for it. -- @param #TASK_A2G_DISPATCHER self -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem -- @return Tasking.Task#TASK function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem ) self:F( { DetectedItem.ItemID } ) local DetectedSet = DetectedItem.Set local DetectedZone = DetectedItem.Zone -- Determine if the set has radar targets. If it does, construct a SEAD task. local GroundUnitCount = DetectedSet:HasGroundUnits() local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem ) if GroundUnitCount > 0 and FriendliesNearBy == true then -- Copy the Set local TargetSetUnit = SET_UNIT:New() TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. return TargetSetUnit end return nil end --- Creates a BAI task when there are targets for it. -- @param #TASK_A2G_DISPATCHER self -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem -- @return Tasking.Task#TASK function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition ) self:F( { DetectedItem.ItemID } ) local DetectedSet = DetectedItem.Set local DetectedZone = DetectedItem.Zone -- Determine if the set has radar targets. If it does, construct a SEAD task. local GroundUnitCount = DetectedSet:HasGroundUnits() local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem ) if GroundUnitCount > 0 and FriendliesNearBy == false then -- Copy the Set local TargetSetUnit = SET_UNIT:New() TargetSetUnit:SetDatabase( DetectedSet ) TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection. return TargetSetUnit end return nil end --- Evaluates the removal of the Task from the Mission. -- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned". -- @param #TASK_A2G_DISPATCHER self -- @param Tasking.Mission#MISSION Mission -- @param Tasking.Task#TASK Task -- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem -- @return Tasking.Task#TASK function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItem ) if Task then if Task:IsStatePlanned() and DetectedItem.Changed == true then self:E( "Removing Tasking: " .. Task:GetTaskName() ) Task = Mission:RemoveTask( Task ) end end return Task end --- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}. -- @param #TASK_A2G_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object. -- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop. function TASK_A2G_DISPATCHER:ProcessDetected( Detection ) self:E() local AreaMsg = {} local TaskMsg = {} local ChangeMsg = {} local Mission = self.Mission local ReportSEAD = REPORT:New( "- SEAD Tasks:") local ReportCAS = REPORT:New( "- CAS Tasks:") local ReportBAI = REPORT:New( "- BAI Tasks:") local ReportChanges = REPORT:New( " - Changes:" ) --- First we need to the detected targets. for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem local DetectedSet = DetectedItem.Set -- Functional.Detection#DETECTION_BASE.DetectedSet local DetectedZone = DetectedItem.Zone self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } ) DetectedSet:Flush() local ItemID = DetectedItem.ItemID -- Evaluate SEAD Tasking local SEADTask = Mission:GetTask( string.format( "SEAD.%03d", ItemID ) ) SEADTask = self:EvaluateRemoveTask( Mission, SEADTask, DetectedItem ) if not SEADTask then local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... if TargetSetUnit then local Task = TASK_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", ItemID ), TargetSetUnit ) Task:SetTargetZone( DetectedZone ) Task:SetDispatcher( self ) SEADTask = Mission:AddTask( Task ) end end if SEADTask and SEADTask:IsStatePlanned() then ReportSEAD:Add( string.format( " - %s.%02d - %s", "SEAD", ItemID, Detection:DetectedItemReportSummary(DetectedItemID) ) ) end -- Evaluate CAS Tasking local CASTask = Mission:GetTask( string.format( "CAS.%03d", ItemID ) ) CASTask = self:EvaluateRemoveTask( Mission, CASTask, DetectedItem ) if not CASTask then local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... if TargetSetUnit then local Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", ItemID ), TargetSetUnit ) Task:SetTargetZone( DetectedZone ) Task:SetDispatcher( self ) CASTask = Mission:AddTask( Task ) end end if CASTask and CASTask:IsStatePlanned() then ReportCAS:Add( string.format( " - %s.%02d - %s", "CAS", ItemID, Detection:DetectedItemReportSummary(DetectedItemID) ) ) end -- Evaluate BAI Tasking local BAITask = Mission:GetTask( string.format( "BAI.%03d", ItemID ) ) BAITask = self:EvaluateRemoveTask( Mission, BAITask, DetectedItem ) if not BAITask then local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be SEADed... if TargetSetUnit then local Task = TASK_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", ItemID ), TargetSetUnit ) Task:SetTargetZone( DetectedZone ) Task:SetDispatcher( self ) BAITask = Mission:AddTask( Task ) end end if BAITask and BAITask:IsStatePlanned() then ReportBAI:Add( string.format( " - %s.%02d - %s", "BAI", ItemID, Detection:DetectedItemReportSummary(DetectedItemID) ) ) end -- Loop through the changes ... local ChangeText = Detection:GetChangeText( DetectedItem ) ReportChanges:Add( ChangeText ) -- OK, so the tasking has been done, now delete the changes reported for the area. Detection:AcceptChanges( DetectedItem ) end -- TODO set menus using the HQ coordinator Mission:GetCommandCenter():SetMenu() for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do if not TaskGroup:GetState( TaskGroup, "Assigned" ) then Mission:GetCommandCenter():MessageToGroup( string.format( "HQ Reporting - Planned tasks for mission '%s':\n%s\n", self.Mission:GetName(), string.format( "%s\n\n%s\n\n%s\n\n%s", ReportSEAD:Text(), ReportCAS:Text(), ReportBAI:Text(), ReportChanges:Text() ) ), TaskGroup ) end end return true end end