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https://github.com/FlightControl-Master/MOOSE.git
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456 lines
16 KiB
Lua
456 lines
16 KiB
Lua
--- **Tasking** -- A COMMANDCENTER is the owner of multiple missions within MOOSE.
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-- A COMMANDCENTER governs multiple missions, the tasking and the reporting.
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--
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-- ===
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- ====
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--
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-- @module CommandCenter
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--- The COMMANDCENTER class
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-- @type COMMANDCENTER
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-- @field Wrapper.Group#GROUP HQ
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-- @field Dcs.DCSCoalitionWrapper.Object#coalition CommandCenterCoalition
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-- @list<Tasking.Mission#MISSION> Missions
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-- @extends Core.Base#BASE
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--- # COMMANDCENTER class, extends @{Base#BASE}
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--
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-- The COMMANDCENTER class governs multiple missions, the tasking and the reporting.
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--
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-- The commandcenter communicates important messages between the various groups of human players executing tasks in missions.
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--
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-- ## COMMANDCENTER constructor
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--
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-- * @{#COMMANDCENTER.New}(): Creates a new COMMANDCENTER object.
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--
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-- ## Mission Management
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--
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-- * @{#COMMANDCENTER.AddMission}(): Adds a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.RemoveMission}(): Removes a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.GetMissions}(): Retrieves the missions table controlled by the commandcenter.
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--
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-- ## Reference Zones
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--
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-- Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to
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-- known areas, recognizable buildings or sites, or any other point of interest.
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-- Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation
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-- during the WWII era.
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-- The Reference Zones are related to the WWII mode that the Command Center will operate in.
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-- Use the method @{#COMMANDCENTER.SetModeWWII}() to set the mode of communication to the WWII mode.
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--
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-- In WWII mode, the Command Center will receive detected targets, and will select for each target the closest
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-- nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat.
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--
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones.
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-- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}().
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-- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.
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--
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-- @field #COMMANDCENTER
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COMMANDCENTER = {
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ClassName = "COMMANDCENTER",
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CommandCenterName = "",
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CommandCenterCoalition = nil,
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CommandCenterPositionable = nil,
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Name = "",
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ReferencePoints = {},
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ReferenceNames = {},
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CommunicationMode = "80",
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}
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--- The constructor takes an IDENTIFIABLE as the HQ command center.
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-- @param #COMMANDCENTER self
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-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
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-- @param #string CommandCenterName
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-- @return #COMMANDCENTER
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function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
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local self = BASE:Inherit( self, BASE:New() )
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self.CommandCenterPositionable = CommandCenterPositionable
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self.CommandCenterName = CommandCenterName or CommandCenterPositionable:GetName()
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self.CommandCenterCoalition = CommandCenterPositionable:GetCoalition()
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self.Missions = {}
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self:HandleEvent( EVENTS.Birth,
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--- @param #COMMANDCENTER self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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if EventData.IniObjectCategory == 1 then
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local EventGroup = GROUP:Find( EventData.IniDCSGroup )
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self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup, HasGroup = self:HasGroup( EventGroup ), EventData = EventData } )
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self:E( { GROUPS = _DATABASE.GROUPS } )
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if EventGroup and self:HasGroup( EventGroup ) then
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local CommandCenterMenu = MENU_GROUP:New( EventGroup, "Command Center (" .. self:GetName() .. ")" )
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local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu )
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local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportMissionsStatus, self, EventGroup )
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local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup )
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self:ReportMissionsStatus( EventGroup )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
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Mission:JoinUnit( PlayerUnit, PlayerGroup )
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end
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self:SetMenu()
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end
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end
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end
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)
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-- -- When a player enters a client or a unit, the CommandCenter will check for each Mission and each Task in the Mission if the player has things to do.
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-- -- For these elements, it will=
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-- -- - Set the correct menu.
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-- -- - Assign the PlayerUnit to the Task if required.
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-- -- - Send a message to the other players in the group that this player has joined.
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-- self:HandleEvent( EVENTS.PlayerEnterUnit,
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-- --- @param #COMMANDCENTER self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function( self, EventData )
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-- local PlayerUnit = EventData.IniUnit
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-- for MissionID, Mission in pairs( self:GetMissions() ) do
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-- local Mission = Mission -- Tasking.Mission#MISSION
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-- local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
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-- Mission:JoinUnit( PlayerUnit, PlayerGroup )
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-- end
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-- self:SetMenu()
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-- end
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-- )
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-- Handle when a player leaves a slot and goes back to spectators ...
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-- The PlayerUnit will be UnAssigned from the Task.
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-- When there is no Unit left running the Task, the Task goes into Abort...
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self:HandleEvent( EVENTS.MissionEnd,
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--- @param #TASK self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Mission:Stop()
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end
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end
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)
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-- -- Handle when a player leaves a slot and goes back to spectators ...
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-- -- The PlayerUnit will be UnAssigned from the Task.
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-- -- When there is no Unit left running the Task, the Task goes into Abort...
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-- self:HandleEvent( EVENTS.PlayerLeaveUnit,
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-- --- @param #TASK self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function( self, EventData )
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-- local PlayerUnit = EventData.IniUnit
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-- for MissionID, Mission in pairs( self:GetMissions() ) do
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-- local Mission = Mission -- Tasking.Mission#MISSION
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-- if Mission:IsENGAGED() then
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-- Mission:AbortUnit( PlayerUnit )
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-- end
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-- end
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-- end
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-- )
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-- Handle when a player leaves a slot and goes back to spectators ...
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-- The PlayerUnit will be UnAssigned from the Task.
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-- When there is no Unit left running the Task, the Task goes into Abort...
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self:HandleEvent( EVENTS.Crash,
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--- @param #TASK self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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if Mission:IsENGAGED() then
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Mission:CrashUnit( PlayerUnit )
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end
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end
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end
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)
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self:SetMenu()
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_SETTINGS:SetSystemMenu( CommandCenterPositionable )
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return self
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end
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--- Gets the name of the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return #string
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function COMMANDCENTER:GetName()
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return self.CommandCenterName
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end
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--- Gets the POSITIONABLE of the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return Wrapper.Positionable#POSITIONABLE
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function COMMANDCENTER:GetPositionable()
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return self.CommandCenterPositionable
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end
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--- Get the Missions governed by the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return #list<Tasking.Mission#MISSION>
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function COMMANDCENTER:GetMissions()
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return self.Missions
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end
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--- Add a MISSION to be governed by the HQ command center.
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-- @param #COMMANDCENTER self
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-- @param Tasking.Mission#MISSION Mission
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-- @return Tasking.Mission#MISSION
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function COMMANDCENTER:AddMission( Mission )
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self.Missions[Mission] = Mission
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return Mission
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end
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--- Removes a MISSION to be governed by the HQ command center.
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-- The given Mission is not nilified.
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-- @param #COMMANDCENTER self
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-- @param Tasking.Mission#MISSION Mission
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-- @return Tasking.Mission#MISSION
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function COMMANDCENTER:RemoveMission( Mission )
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self.Missions[Mission] = nil
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return Mission
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end
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--- Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.
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--
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-- These Reference Zones are normal trigger zones, with a special naming.
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- Taking the above example, this is how this method would be used:
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--
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-- CC:SetReferenceZones( "Church" )
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-- CC:SetReferenceZones( "Station" )
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--
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--
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-- @param #COMMANDCENTER self
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-- @param #string ReferenceZonePrefix The name before the #-mark indicating the class of the Reference Zones.
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
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local MatchPattern = "(.*)#(.*)"
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self:F( { MatchPattern = MatchPattern } )
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for ReferenceZoneName in pairs( _DATABASE.ZONENAMES ) do
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local ZoneName, ReferenceName = string.match( ReferenceZoneName, MatchPattern )
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self:F( { ZoneName = ZoneName, ReferenceName = ReferenceName } )
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if ZoneName and ReferenceName and ZoneName == ReferenceZonePrefix then
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self.ReferencePoints[ReferenceZoneName] = ZONE:New( ReferenceZoneName )
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self.ReferenceNames[ReferenceZoneName] = ReferenceName
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end
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end
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return self
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end
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--- Set the commandcenter operations in WWII mode
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-- This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
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-- and will be replaced by a navigation using Reference Zones.
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-- It will also disable the settings at the settings menu for these.
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-- @param #COMMANDCENTER self
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetModeWWII()
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self.CommunicationMode = "WWII"
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return self
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end
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--- Returns if the commandcenter operations is in WWII mode
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-- @param #COMMANDCENTER self
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-- @return #boolean true if in WWII mode.
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function COMMANDCENTER:IsModeWWII()
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return self.CommunicationMode == "WWII"
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end
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--- Sets the menu structure of the Missions governed by the HQ command center.
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-- @param #COMMANDCENTER self
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function COMMANDCENTER:SetMenu()
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self:F()
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local MenuTime = timer.getTime()
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for MissionID, Mission in pairs( self:GetMissions() or {} ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Mission:SetMenu( MenuTime )
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end
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for MissionID, Mission in pairs( self:GetMissions() or {} ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Mission:RemoveMenu( MenuTime )
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end
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end
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--- Gets the commandcenter menu structure governed by the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return Core.Menu#MENU_COALITION
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function COMMANDCENTER:GetMenu()
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return self.CommandCenterMenu
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end
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--- Checks of the COMMANDCENTER has a GROUP.
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-- @param #COMMANDCENTER self
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-- @param Wrapper.Group#GROUP
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-- @return #boolean
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function COMMANDCENTER:HasGroup( MissionGroup )
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local Has = false
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for MissionID, Mission in pairs( self.Missions ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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if Mission:HasGroup( MissionGroup ) then
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Has = true
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break
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end
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end
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return Has
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end
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--- Send a CC message to the coalition of the CC.
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-- @param #COMMANDCENTER self
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function COMMANDCENTER:MessageToAll( Message )
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self:GetPositionable():MessageToAll( Message, 20, self:GetName() )
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end
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--- Send a CC message to a GROUP.
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-- @param #COMMANDCENTER self
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-- @param #string Message
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-- @param Wrapper.Group#GROUP TaskGroup
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function COMMANDCENTER:MessageToGroup( Message, TaskGroup )
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self:GetPositionable():MessageToGroup( Message, 15, TaskGroup, self:GetName() )
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end
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--- Send a CC message of a specified type to a GROUP.
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-- @param #COMMANDCENTER self
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-- @param #string Message
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-- @param Wrapper.Group#GROUP TaskGroup
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-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
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function COMMANDCENTER:MessageTypeToGroup( Message, TaskGroup, MessageType )
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self:GetPositionable():MessageTypeToGroup( Message, MessageType, TaskGroup, self:GetName() )
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end
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--- Send a CC message to the coalition of the CC.
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-- @param #COMMANDCENTER self
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function COMMANDCENTER:MessageToCoalition( Message )
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local CCCoalition = self:GetPositionable():GetCoalition()
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--TODO: Fix coalition bug!
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self:GetPositionable():MessageToCoalition( Message, 15, CCCoalition )
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end
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--- Send a CC message of a specified type to the coalition of the CC.
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-- @param #COMMANDCENTER self
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-- @param #string Message The message.
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-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
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function COMMANDCENTER:MessageTypeToCoalition( Message, MessageType )
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local CCCoalition = self:GetPositionable():GetCoalition()
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--TODO: Fix coalition bug!
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self:GetPositionable():MessageTypeToCoalition( Message, MessageType, CCCoalition )
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end
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--- Report the status of all MISSIONs to a GROUP.
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-- Each Mission is listed, with an indication how many Tasks are still to be completed.
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-- @param #COMMANDCENTER self
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function COMMANDCENTER:ReportMissionsStatus( ReportGroup )
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self:E( ReportGroup )
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local Report = REPORT:New()
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Report:Add( "Status report of all missions." )
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for MissionID, Mission in pairs( self.Missions ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Report:Add( " - " .. Mission:ReportStatus() )
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end
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self:MessageToGroup( Report:Text(), ReportGroup )
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end
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--- Report the players of all MISSIONs to a GROUP.
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-- Each Mission is listed, with an indication how many Tasks are still to be completed.
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-- @param #COMMANDCENTER self
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function COMMANDCENTER:ReportMissionsPlayers( ReportGroup )
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self:E( ReportGroup )
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local Report = REPORT:New()
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Report:Add( "Players active in all missions." )
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for MissionID, Mission in pairs( self.Missions ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Report:Add( " - " .. Mission:ReportPlayers() )
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end
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self:MessageToGroup( Report:Text(), ReportGroup )
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end
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--- Report the status of a Task to a Group.
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-- Report the details of a Mission, listing the Mission, and all the Task details.
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-- @param #COMMANDCENTER self
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function COMMANDCENTER:ReportDetails( ReportGroup, Task )
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self:E( ReportGroup )
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local Report = REPORT:New()
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for MissionID, Mission in pairs( self.Missions ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Report:Add( " - " .. Mission:ReportDetails() )
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end
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self:MessageToGroup( Report:Text(), ReportGroup )
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end
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