TommyC81 0441acf101
Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00

2053 lines
67 KiB
Lua

--- **Tasking** - A task object governs the main engine to administer human taskings.
--
-- **Features:**
--
-- * A base class for other task classes filling in the details and making a concrete task process.
-- * Manage the overall task execution, following-up the progression made by the pilots and actors.
-- * Provide a mechanism to set a task status, depending on the progress made within the task.
-- * Manage a task briefing.
-- * Manage the players executing the task.
-- * Manage the task menu system.
-- * Manage the task goal and scoring.
--
-- ===
--
-- # 1) Tasking from a player perspective.
--
-- Tasking can be controlled by using the "other" menu in the radio menu of the player group.
--
-- ![Other Menu](../Tasking/Menu_Main.JPG)
--
-- ## 1.1) Command Centers govern multiple Missions.
--
-- Depending on the tactical situation, your coalition may have one (or multiple) command center(s).
-- These command centers govern one (or multiple) mission(s).
--
-- For each command center, there will be a separate **Command Center Menu** that focuses on the missions governed by that command center.
--
-- ![Command Center](../Tasking/Menu_CommandCenter.JPG)
--
-- In the above example menu structure, there is one command center with the name **`[Lima]`**.
-- The command center has one @{Tasking.Mission}, named **`"Overlord"`** with **`High`** priority.
--
-- ## 1.2) Missions govern multiple Tasks.
--
-- A mission has a mission goal to be achieved by the players within the coalition.
-- The mission goal is actually dependent on the tactical situation of the overall battlefield and the conditions set to achieve the goal.
-- So a mission can be much more than just shoot stuff ... It can be a combination of different conditions or events to complete a mission goal.
--
-- A mission can be in a specific state during the simulation run. For more information about these states, please check the @{Tasking.Mission} section.
--
-- To achieve the mission goal, a mission administers @{Tasking.Task}s that are set to achieve the mission goal by the human players.
-- Each of these tasks can be **dynamically created** using a task dispatcher, or **coded** by the mission designer.
-- Each mission has a separate **Mission Menu**, that focuses on the administration of these tasks.
--
-- On top, a mission has a mission briefing, can help to allocate specific points of interest on the map, and provides various reports.
--
-- ![Mission](../Tasking/Menu_Mission.JPG)
--
-- The above shows a mission menu in detail of **`"Overlord"`**.
--
-- The two other menus are related to task assignment. Which will be detailed later.
--
-- ### 1.2.1) Mission briefing.
--
-- The task briefing will show a message containing a description of the mission goal, and other tactical information.
--
-- ![Mission](../Tasking/Report_Briefing.JPG)
--
-- ### 1.2.2) Mission Map Locations.
--
-- Various points of interest as part of the mission can be indicated on the map using the *Mark Task Locations on Map* menu.
-- As a result, the map will contain various points of interest for the player (group).
--
-- ![Mission](../Tasking/Report_Mark_Task_Location.JPG)
--
-- ### 1.2.3) Mission Task Reports.
--
-- Various reports can be generated on the status of each task governed within the mission.
--
-- ![Mission](../Tasking/Report_Task_Summary.JPG)
--
-- The Task Overview Report will show each task, with its task status and a short coordinate information.
--
-- ![Mission](../Tasking/Report_Tasks_Planned.JPG)
--
-- The other Task Menus will show for each task more details, for example here the planned tasks report.
-- Note that the order of the tasks are shortest distance first to the unit position seated by the player.
--
-- ### 1.2.4) Mission Statistics.
--
-- Various statistics can be displayed regarding the mission.
--
-- ![Mission](../Tasking/Report_Statistics_Progress.JPG)
--
-- A statistic report on the progress of the mission. Each task achievement will increase the % to 100% as a goal to complete the task.
--
-- ## 1.3) Join a Task.
--
-- The mission menu contains a very important option, that is to join a task governed within the mission.
-- In order to join a task, select the **Join Planned Task** menu, and a new menu will be given.
--
-- ![Mission](../Tasking/Menu_Join_Planned_Tasks.JPG)
--
-- A mission governs multiple tasks, as explained earlier. Each task is of a certain task type.
-- This task type was introduced to have some sort of task classification system in place for the player.
-- A short acronym is shown that indicates the task type. The meaning of each acronym can be found in the task types explanation.
--
-- ![Mission](../Tasking/Menu_Join_Tasks.JPG)
--
-- When the player selects a task type, a list of the available tasks of that type are listed...
-- In this case the **`SEAD`** task type was selected and a list of available **`SEAD`** tasks can be selected.
--
-- ![Mission](../Tasking/Menu_Join_Planned_Task.JPG)
--
-- A new list of menu options are now displayed that allow to join the task selected, but also to obtain first some more information on the task.
--
-- ### 1.3.1) Report Task Details.
--
-- ![Mission](../Tasking/Report_Task_Detailed.JPG)
--
-- When selected, a message is displayed that shows detailed information on the task, like the coordinate, enemy target information, threat level etc.
--
-- ### 1.3.2) Mark Task Location on Map.
--
-- ![Mission](../Tasking/Report_Task_Detailed.JPG)
--
-- When selected, the target location on the map is indicated with specific information on the task.
--
-- ### 1.3.3) Join Task.
--
-- ![Mission](../Tasking/Report_Task_Detailed.JPG)
--
-- By joining a task, the player will indicate that the task is assigned to him, and the task is started.
-- The Command Center will communicate several task details to the player and the coalition of the player.
--
-- ## 1.4) Task Control and Actions.
--
-- ![Mission](../Tasking/Menu_Main_Task.JPG)
--
-- When a player has joined a task, a **Task Action Menu** is available to be used by the player.
--
-- ![Mission](../Tasking/Menu_Task.JPG)
--
-- The task action menu contains now menu items specific to the task, but also one generic menu item, which is to control the task.
-- This **Task Control Menu** allows to display again the task details and the task map location information.
-- But it also allows to abort a task!
--
-- Depending on the task type, the task action menu can contain more menu items which are specific to the task.
-- For example, cargo transportation tasks will contain various additional menu items to select relevant cargo coordinates,
-- or to load/unload cargo.
--
-- ## 1.5) Automatic task assignment.
--
-- ![Command Center](../Tasking/Menu_CommandCenter.JPG)
--
-- When we take back the command center menu, you see two addtional **Assign Task** menu items.
-- The menu **Assign Task On** will automatically allocate a task to the player.
-- After the selection of this menu, the menu will change into **Assign Task Off**,
-- and will need to be selected again by the player to switch of the automatic task assignment.
--
-- The other option is to select **Assign Task**, which will assign a new random task to the player.
--
-- When a task is automatically assigned to a player, the task needs to be confirmed as accepted within 30 seconds.
-- If this is not the case, the task will be cancelled automatically, and a new random task will be assigned to the player.
-- This will continue to happen until the player accepts the task or switches off the automatic task assignment process.
--
-- The player can accept the task using the menu **Confirm Task Acceptance** ...
--
-- ## 1.6) Task states.
--
-- A task has a state, reflecting the progress or completion status of the task:
--
-- - **Planned**: Expresses that the task is created, but not yet in execution and is not assigned yet to a pilot.
-- - **Assigned**: Expresses that the task is assigned to a group of pilots, and that the task is in execution mode.
-- - **Success**: Expresses the successful execution and finalization of the task.
-- - **Failed**: Expresses the failure of a task.
-- - **Abort**: Expresses that the task is aborted by by the player using the abort menu.
-- - **Cancelled**: Expresses that the task is cancelled by HQ or through a logical situation where a cancellation of the task is required.
--
-- ### 1.6.1) Task progress.
--
-- The task governor takes care of the **progress** and **completion** of the task **goal(s)**.
-- Tasks are executed by **human pilots** and actors within a DCS simulation.
-- Pilots can use a **menu system** to engage or abort a task, and provides means to
-- understand the **task briefing** and goals, and the relevant **task locations** on the map and
-- obtain **various reports** related to the task.
--
-- ### 1.6.2) Task completion.
--
-- As the task progresses, the **task status** will change over time, from Planned state to Completed state.
-- **Multiple pilots** can execute the same task, as such, the tasking system provides a **co-operative model** for joint task execution.
-- Depending on the task progress, a **scoring** can be allocated to award pilots of the achievements made.
-- The scoring is fully flexible, and different levels of awarding can be provided depending on the task type and complexity.
--
-- A normal flow of task status would evolve from the **Planned** state, to the **Assigned** state ending either in a **Success** or a **Failed** state.
--
-- Planned -> Assigned -> Success
-- -> Failed
-- -> Cancelled
--
-- The state completion is by default set to **Success**, if the goals of the task have been reached, but can be overruled by a goal method.
--
-- Depending on the tactical situation, a task can be **Cancelled** by the mission governer.
-- It is actually the mission designer who has the flexibility to decide at which conditions a task would be set to **Success**, **Failed** or **Cancelled**.
-- This decision all depends on the task goals, and the phase/evolution of the task conditions that would accomplish the goals.
--
-- For example, if the task goal is to merely destroy a target, and the target is mid-mission destroyed by another event than the pilot destroying the target,
-- the task goal could be set to **Failed**, or .. **Cancelled** ...
-- However, it could very well be also acceptable that the task would be flagged as **Success**.
--
-- The tasking mechanism governs beside the progress also a scoring mechanism, and in case of goal completion without any active pilot involved
-- in the execution of the task, could result in a **Success** task completion status, but no score would be awared, as there were no players involved.
--
-- These different completion states are important for the mission designer to reflect scoring to a player.
-- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
-- ===
--
-- @module Tasking.Task
-- @image MOOSE.JPG
--- @type TASK
-- @field Core.Scheduler#SCHEDULER TaskScheduler
-- @field Tasking.Mission#MISSION Mission
-- @field Core.Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
-- @field Core.Fsm#FSM_PROCESS FsmTemplate
-- @field Tasking.Mission#MISSION Mission
-- @field Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @field Tasking.TaskInfo#TASKINFO TaskInfo
-- @extends Core.Fsm#FSM_TASK
--- Governs the main engine to administer human taskings.
--
-- A task is governed by a @{Tasking.Mission} object. Tasks are of different types.
-- The @{#TASK} object is used or derived by more detailed tasking classes that will implement the task execution mechanisms
-- and goals.
--
-- # 1) Derived task classes.
--
-- The following TASK_ classes are derived from @{#TASK}.
--
-- TASK
-- TASK_A2A
-- TASK_A2A_ENGAGE
-- TASK_A2A_INTERCEPT
-- TASK_A2A_SWEEP
-- TASK_A2G
-- TASK_A2G_SEAD
-- TASK_A2G_CAS
-- TASK_A2G_BAI
-- TASK_CARGO
-- TASK_CARGO_TRANSPORT
-- TASK_CARGO_CSAR
--
-- ## 1.1) A2A Tasks
--
-- - @{Tasking.Task_A2A#TASK_A2A_ENGAGE} - Models an A2A engage task of a target group of airborne intruders mid-air.
-- - @{Tasking.Task_A2A#TASK_A2A_INTERCEPT} - Models an A2A ground intercept task of a target group of airborne intruders mid-air.
-- - @{Tasking.Task_A2A#TASK_A2A_SWEEP} - Models an A2A sweep task to clean an area of previously detected intruders mid-air.
--
-- ## 1.2) A2G Tasks
--
-- - @{Tasking.Task_A2G#TASK_A2G_SEAD} - Models an A2G Suppression or Extermination of Air Defenses task to clean an area of air to ground defense threats.
-- - @{Tasking.Task_A2G#TASK_A2G_CAS} - Models an A2G Close Air Support task to provide air support to nearby friendlies near the front-line.
-- - @{Tasking.Task_A2G#TASK_A2G_BAI} - Models an A2G Battlefield Air Interdiction task to provide air support to nearby friendlies near the front-line.
--
-- ## 1.3) Cargo Tasks
--
-- - @{Tasking.Task_CARGO#TASK_CARGO_TRANSPORT} - Models the transportation of cargo to deployment zones.
-- - @{Tasking.Task_CARGO#TASK_CARGO_CSAR} - Models the rescue of downed friendly pilots from behind enemy lines.
--
--
-- # 2) Task status events.
--
-- The task statuses can be set by using the following methods:
--
-- - @{#TASK.Success}() - Set the task to **Success** state.
-- - @{#TASK.Fail}() - Set the task to **Failed** state.
-- - @{#TASK.Hold}() - Set the task to **Hold** state.
-- - @{#TASK.Abort}() - Set the task to **Aborted** state, aborting the task. The task may be replanned.
-- - @{#TASK.Cancel}() - Set the task to **Cancelled** state, cancelling the task.
--
-- The mentioned derived TASK_ classes are implementing the task status transitions out of the box.
-- So no extra logic needs to be written.
--
-- # 3) Goal conditions for a task.
--
-- Every 30 seconds, a @{#Task.Goal} trigger method is fired.
-- You as a mission designer, can capture the **Goal** event trigger to check your own task goal conditions and take action!
--
-- ## 3.1) Goal event handler `OnAfterGoal()`.
--
-- And this is a really great feature! Imagine a task which has **several conditions to check** before the task can move into **Success** state.
-- You can do this with the OnAfterGoal method.
--
-- The following code provides an example of such a goal condition check implementation.
--
-- function Task:OnAfterGoal()
-- if condition == true then
-- self:Success() -- This will flag the task to Succcess when the condition is true.
-- else
-- if condition2 == true and condition3 == true then
-- self:Fail() -- This will flag the task to Failed, when condition2 and condition3 would be true.
-- end
-- end
-- end
--
-- So the @{#TASK.OnAfterGoal}() event handler would be called every 30 seconds automatically,
-- and within this method, you can now check the conditions and take respective action.
--
-- ## 3.2) Goal event trigger `Goal()`.
--
-- If you would need to check a goal at your own defined event timing, then just call the @{#TASK.Goal}() method within your logic.
-- The @{#TASK.OnAfterGoal}() event handler would then directly be called and would execute the logic.
-- Note that you can also delay the goal check by using the delayed event trigger syntax `:__Goal( Delay )`.
--
--
-- # 4) Score task completion.
--
-- Upon reaching a certain task status in a task, additional scoring can be given. If the Mission has a scoring system attached, the scores will be added to the mission scoring.
-- Use the method @{#TASK.AddScore}() to add scores when a status is reached.
--
-- # 5) Task briefing.
--
-- A task briefing is a text that is shown to the player when he is assigned to the task.
-- The briefing is broadcasted by the command center owning the mission.
--
-- The briefing is part of the parameters in the @{#TASK.New}() constructor,
-- but can separately be modified later in your mission using the
-- @{#TASK.SetBriefing}() method.
--
--
-- @field #TASK TASK
--
TASK = {
ClassName = "TASK",
TaskScheduler = nil,
ProcessClasses = {}, -- The container of the Process classes that will be used to create and assign new processes for the task to ProcessUnits.
Processes = {}, -- The container of actual process objects instantiated and assigned to ProcessUnits.
Players = nil,
Scores = {},
Menu = {},
SetGroup = nil,
FsmTemplate = nil,
Mission = nil,
CommandCenter = nil,
TimeOut = 0,
AssignedGroups = {},
}
--- FSM PlayerAborted event handler prototype for TASK.
-- @function [parent=#TASK] OnAfterPlayerAborted
-- @param #TASK self
-- @param Wrapper.Unit#UNIT PlayerUnit The Unit of the Player when he went back to spectators or left the mission.
-- @param #string PlayerName The name of the Player.
--- FSM PlayerCrashed event handler prototype for TASK.
-- @function [parent=#TASK] OnAfterPlayerCrashed
-- @param #TASK self
-- @param Wrapper.Unit#UNIT PlayerUnit The Unit of the Player when he crashed in the mission.
-- @param #string PlayerName The name of the Player.
--- FSM PlayerDead event handler prototype for TASK.
-- @function [parent=#TASK] OnAfterPlayerDead
-- @param #TASK self
-- @param Wrapper.Unit#UNIT PlayerUnit The Unit of the Player when he died in the mission.
-- @param #string PlayerName The name of the Player.
--- FSM Fail synchronous event function for TASK.
-- Use this event to Fail the Task.
-- @function [parent=#TASK] Fail
-- @param #TASK self
--- FSM Fail asynchronous event function for TASK.
-- Use this event to Fail the Task.
-- @function [parent=#TASK] __Fail
-- @param #TASK self
--- FSM Abort synchronous event function for TASK.
-- Use this event to Abort the Task.
-- @function [parent=#TASK] Abort
-- @param #TASK self
--- FSM Abort asynchronous event function for TASK.
-- Use this event to Abort the Task.
-- @function [parent=#TASK] __Abort
-- @param #TASK self
--- FSM Success synchronous event function for TASK.
-- Use this event to make the Task a Success.
-- @function [parent=#TASK] Success
-- @param #TASK self
--- FSM Success asynchronous event function for TASK.
-- Use this event to make the Task a Success.
-- @function [parent=#TASK] __Success
-- @param #TASK self
--- FSM Cancel synchronous event function for TASK.
-- Use this event to Cancel the Task.
-- @function [parent=#TASK] Cancel
-- @param #TASK self
--- FSM Cancel asynchronous event function for TASK.
-- Use this event to Cancel the Task.
-- @function [parent=#TASK] __Cancel
-- @param #TASK self
--- FSM Replan synchronous event function for TASK.
-- Use this event to Replan the Task.
-- @function [parent=#TASK] Replan
-- @param #TASK self
--- FSM Replan asynchronous event function for TASK.
-- Use this event to Replan the Task.
-- @function [parent=#TASK] __Replan
-- @param #TASK self
--- Instantiates a new TASK. Should never be used. Interface Class.
-- @param #TASK self
-- @param Tasking.Mission#MISSION Mission The mission wherein the Task is registered.
-- @param Core.Set#SET_GROUP SetGroupAssign The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task
-- @param #string TaskType The type of the Task
-- @return #TASK self
function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
local self = BASE:Inherit( self, FSM_TASK:New( TaskName ) ) -- Tasking.Task#TASK
self:SetStartState( "Planned" )
self:AddTransition( "Planned", "Assign", "Assigned" )
self:AddTransition( "Assigned", "AssignUnit", "Assigned" )
self:AddTransition( "Assigned", "Success", "Success" )
self:AddTransition( "Assigned", "Hold", "Hold" )
self:AddTransition( "Assigned", "Fail", "Failed" )
self:AddTransition( { "Planned", "Assigned" }, "Abort", "Aborted" )
self:AddTransition( "Assigned", "Cancel", "Cancelled" )
self:AddTransition( "Assigned", "Goal", "*" )
self.Fsm = {}
local Fsm = self:GetUnitProcess()
Fsm:SetStartState( "Planned" )
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Assigned", Rejected = "Reject" } )
Fsm:AddTransition( "Assigned", "Assigned", "*" )
--- Goal Handler OnBefore for TASK
-- @function [parent=#TASK] OnBeforeGoal
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
-- @param #string PlayerName The name of the player.
-- @return #boolean
--- Goal Handler OnAfter for TASK
-- @function [parent=#TASK] OnAfterGoal
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
-- @param #string PlayerName The name of the player.
--- Goal Trigger for TASK
-- @function [parent=#TASK] Goal
-- @param #TASK self
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
-- @param #string PlayerName The name of the player.
--- Goal Asynchronous Trigger for TASK
-- @function [parent=#TASK] __Goal
-- @param #TASK self
-- @param #number Delay
-- @param Wrapper.Unit#UNIT PlayerUnit The @{Wrapper.Unit} of the player.
-- @param #string PlayerName The name of the player.
self:AddTransition( "*", "PlayerCrashed", "*" )
self:AddTransition( "*", "PlayerAborted", "*" )
self:AddTransition( "*", "PlayerRejected", "*" )
self:AddTransition( "*", "PlayerDead", "*" )
self:AddTransition( { "Failed", "Aborted", "Cancelled" }, "Replan", "Planned" )
self:AddTransition( "*", "TimeOut", "Cancelled" )
self:F( "New TASK " .. TaskName )
self.Processes = {}
self.Mission = Mission
self.CommandCenter = Mission:GetCommandCenter()
self.SetGroup = SetGroupAssign
self:SetType( TaskType )
self:SetName( TaskName )
self:SetID( Mission:GetNextTaskID( self ) ) -- The Mission orchestrates the task sequences ..
self:SetBriefing( TaskBriefing )
self.TaskInfo = TASKINFO:New( self )
self.TaskProgress = {}
return self
end
--- Get the Task FSM Process Template
-- @param #TASK self
-- @return Core.Fsm#FSM_PROCESS
function TASK:GetUnitProcess( TaskUnit )
if TaskUnit then
return self:GetStateMachine( TaskUnit )
else
self.FsmTemplate = self.FsmTemplate or FSM_PROCESS:New()
return self.FsmTemplate
end
end
--- Sets the Task FSM Process Template
-- @param #TASK self
-- @param Core.Fsm#FSM_PROCESS
function TASK:SetUnitProcess( FsmTemplate )
self.FsmTemplate = FsmTemplate
end
--- Add a PlayerUnit to join the Task.
-- For each Group within the Task, the Unit is checked if it can join the Task.
-- If the Unit was not part of the Task, false is returned.
-- If the Unit is part of the Task, true is returned.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission.
-- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission.
-- @return #boolean true if Unit is part of the Task.
function TASK:JoinUnit( PlayerUnit, PlayerGroup )
self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
local PlayerUnitAdded = false
local PlayerGroups = self:GetGroups()
-- Is the PlayerGroup part of the PlayerGroups?
if PlayerGroups:IsIncludeObject( PlayerGroup ) then
-- Check if the PlayerGroup is already assigned to the Task. If yes, the PlayerGroup is added to the Task.
-- If the PlayerGroup is not assigned to the Task, the menu needs to be set. In that case, the PlayerUnit will become the GroupPlayer leader.
if self:IsStatePlanned() or self:IsStateReplanned() then
--self:SetMenuForGroup( PlayerGroup )
--self:MessageToGroups( PlayerUnit:GetPlayerName() .. " is planning to join Task " .. self:GetName() )
end
if self:IsStateAssigned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
self:F( { IsGroupAssigned = IsGroupAssigned } )
if IsGroupAssigned then
self:AssignToUnit( PlayerUnit )
self:MessageToGroups( PlayerUnit:GetPlayerName() .. " joined Task " .. self:GetName() )
end
end
end
return PlayerUnitAdded
end
--- A group rejecting a planned task.
-- @param #TASK self
-- @param Wrapper.Group#GROUP PlayerGroup The group rejecting the task.
-- @return #TASK
function TASK:RejectGroup( PlayerGroup )
local PlayerGroups = self:GetGroups()
-- Is the PlayerGroup part of the PlayerGroups?
if PlayerGroups:IsIncludeObject( PlayerGroup ) then
-- Check if the PlayerGroup is already assigned or is planned to be assigned to the Task.
-- If yes, the PlayerGroup is aborted from the Task.
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
if self:IsStatePlanned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
if IsGroupAssigned then
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
self:GetMission():GetCommandCenter():MessageToGroup( "Task " .. self:GetName() .. " has been rejected! We will select another task.", PlayerGroup )
self:UnAssignFromGroup( PlayerGroup )
self:PlayerRejected( PlayerGroup:GetUnit(1) )
end
end
end
return self
end
--- A group aborting the task.
-- @param #TASK self
-- @param Wrapper.Group#GROUP PlayerGroup The group aborting the task.
-- @return #TASK
function TASK:AbortGroup( PlayerGroup )
local PlayerGroups = self:GetGroups()
-- Is the PlayerGroup part of the PlayerGroups?
if PlayerGroups:IsIncludeObject( PlayerGroup ) then
-- Check if the PlayerGroup is already assigned or is planned to be assigned to the Task.
-- If yes, the PlayerGroup is aborted from the Task.
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
if self:IsStateAssigned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
if IsGroupAssigned then
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
self:UnAssignFromGroup( PlayerGroup )
-- Now check if the task needs to go to hold...
-- It will go to hold, if there are no players in the mission...
PlayerGroups:Flush( self )
local IsRemaining = false
for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do
if self:IsGroupAssigned( AssignedGroup ) == true then
IsRemaining = true
self:F( { Task = self:GetName(), IsRemaining = IsRemaining } )
break
end
end
self:F( { Task = self:GetName(), IsRemaining = IsRemaining } )
if IsRemaining == false then
self:Abort()
end
self:PlayerAborted( PlayerGroup:GetUnit(1) )
end
end
end
return self
end
--- A group crashing and thus aborting from the task.
-- @param #TASK self
-- @param Wrapper.Group#GROUP PlayerGroup The group aborting the task.
-- @return #TASK
function TASK:CrashGroup( PlayerGroup )
self:F( { PlayerGroup = PlayerGroup } )
local PlayerGroups = self:GetGroups()
-- Is the PlayerGroup part of the PlayerGroups?
if PlayerGroups:IsIncludeObject( PlayerGroup ) then
-- Check if the PlayerGroup is already assigned to the Task. If yes, the PlayerGroup is aborted from the Task.
-- If the PlayerUnit was the last unit of the PlayerGroup, the menu needs to be removed from the Group.
if self:IsStateAssigned() then
local IsGroupAssigned = self:IsGroupAssigned( PlayerGroup )
self:F( { IsGroupAssigned = IsGroupAssigned } )
if IsGroupAssigned then
local PlayerName = PlayerGroup:GetUnit(1):GetPlayerName()
self:MessageToGroups( PlayerName .. " crashed! " )
self:UnAssignFromGroup( PlayerGroup )
-- Now check if the task needs to go to hold...
-- It will go to hold, if there are no players in the mission...
PlayerGroups:Flush( self )
local IsRemaining = false
for GroupName, AssignedGroup in pairs( PlayerGroups:GetSet() or {} ) do
if self:IsGroupAssigned( AssignedGroup ) == true then
IsRemaining = true
self:F( { Task = self:GetName(), IsRemaining = IsRemaining } )
break
end
end
self:F( { Task = self:GetName(), IsRemaining = IsRemaining } )
if IsRemaining == false then
self:Abort()
end
self:PlayerCrashed( PlayerGroup:GetUnit(1) )
end
end
end
return self
end
--- Gets the Mission to where the TASK belongs.
-- @param #TASK self
-- @return Tasking.Mission#MISSION
function TASK:GetMission()
return self.Mission
end
--- Gets the SET_GROUP assigned to the TASK.
-- @param #TASK self
-- @return Core.Set#SET_GROUP
function TASK:GetGroups()
return self.SetGroup
end
--- Gets the SET_GROUP assigned to the TASK.
-- @param #TASK self
-- @param Core.Set#SET_GROUP GroupSet
-- @return Core.Set#SET_GROUP
function TASK:AddGroups( GroupSet )
GroupSet = GroupSet or SET_GROUP:New()
self.SetGroup:ForEachGroup(
--- @param Wrapper.Group#GROUP GroupSet
function( GroupItem )
GroupSet:Add( GroupItem:GetName(), GroupItem)
end
)
return GroupSet
end
do -- Group Assignment
--- Returns if the @{Task} is assigned to the Group.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #boolean
function TASK:IsGroupAssigned( TaskGroup )
local TaskGroupName = TaskGroup:GetName()
if self.AssignedGroups[TaskGroupName] then
--self:T( { "Task is assigned to:", TaskGroup:GetName() } )
return true
end
--self:T( { "Task is not assigned to:", TaskGroup:GetName() } )
return false
end
--- Set @{Wrapper.Group} assigned to the @{Task}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK
function TASK:SetGroupAssigned( TaskGroup )
local TaskName = self:GetName()
local TaskGroupName = TaskGroup:GetName()
self.AssignedGroups[TaskGroupName] = TaskGroup
self:F( string.format( "Task %s is assigned to %s", TaskName, TaskGroupName ) )
-- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group.
self:GetMission():SetGroupAssigned( TaskGroup )
local SetAssignedGroups = self:GetGroups()
-- SetAssignedGroups:ForEachGroup(
-- function( AssignedGroup )
-- if self:IsGroupAssigned(AssignedGroup) then
-- self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is assigned to group %s.", TaskName, TaskGroupName ), AssignedGroup )
-- else
-- self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is assigned to your group.", TaskName ), AssignedGroup )
-- end
-- end
-- )
return self
end
--- Clear the @{Wrapper.Group} assignment from the @{Task}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK
function TASK:ClearGroupAssignment( TaskGroup )
local TaskName = self:GetName()
local TaskGroupName = TaskGroup:GetName()
self.AssignedGroups[TaskGroupName] = nil
--self:F( string.format( "Task %s is unassigned to %s", TaskName, TaskGroupName ) )
-- Set the group to be assigned at mission level. This allows to decide the menu options on mission level for this group.
self:GetMission():ClearGroupAssignment( TaskGroup )
local SetAssignedGroups = self:GetGroups()
SetAssignedGroups:ForEachGroup(
function( AssignedGroup )
if self:IsGroupAssigned(AssignedGroup) then
--self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from group %s.", TaskName, TaskGroupName ), AssignedGroup )
else
--self:GetMission():GetCommandCenter():MessageToGroup( string.format( "Task %s is unassigned from your group.", TaskName ), AssignedGroup )
end
end
)
return self
end
end
do -- Group Assignment
--- @param #TASK self
-- @param Actions.Act_Assign#ACT_ASSIGN AcceptClass
function TASK:SetAssignMethod( AcceptClass )
local ProcessTemplate = self:GetUnitProcess()
ProcessTemplate:SetProcess( "Planned", "Accept", AcceptClass ) -- Actions.Act_Assign#ACT_ASSIGN
end
--- Assign the @{Task} to a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #TASK
function TASK:AssignToGroup( TaskGroup )
self:F( TaskGroup:GetName() )
local TaskGroupName = TaskGroup:GetName()
local Mission = self:GetMission()
local CommandCenter = Mission:GetCommandCenter()
self:SetGroupAssigned( TaskGroup )
local TaskUnits = TaskGroup:GetUnits()
for UnitID, UnitData in pairs( TaskUnits ) do
local TaskUnit = UnitData -- Wrapper.Unit#UNIT
local PlayerName = TaskUnit:GetPlayerName()
self:F(PlayerName)
if PlayerName ~= nil and PlayerName ~= "" then
self:AssignToUnit( TaskUnit )
CommandCenter:MessageToGroup(
string.format( 'Task "%s": Briefing for player (%s):\n%s',
self:GetName(),
PlayerName,
self:GetBriefing()
), TaskGroup
)
end
end
CommandCenter:SetMenu()
self:MenuFlashTaskStatus( TaskGroup, self:GetMission():GetCommandCenter().FlashStatus )
return self
end
--- UnAssign the @{Task} from a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:UnAssignFromGroup( TaskGroup )
self:F2( { TaskGroup = TaskGroup:GetName() } )
self:ClearGroupAssignment( TaskGroup )
local TaskUnits = TaskGroup:GetUnits()
for UnitID, UnitData in pairs( TaskUnits ) do
local TaskUnit = UnitData -- Wrapper.Unit#UNIT
local PlayerName = TaskUnit:GetPlayerName()
if PlayerName ~= nil and PlayerName ~= "" then -- Only remove units that have players!
self:UnAssignFromUnit( TaskUnit )
end
end
local Mission = self:GetMission()
local CommandCenter = Mission:GetCommandCenter()
CommandCenter:SetMenu()
self:MenuFlashTaskStatus( TaskGroup, false ) -- stop message flashing, if any #1383 & #1312
end
end
---
-- @param #TASK self
-- @param Wrapper.Group#GROUP FindGroup
-- @return #boolean
function TASK:HasGroup( FindGroup )
local SetAttackGroup = self:GetGroups()
return SetAttackGroup:FindGroup( FindGroup:GetName() )
end
--- Assign the @{Task} to an alive @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
function TASK:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local FsmTemplate = self:GetUnitProcess()
-- Assign a new FsmUnit to TaskUnit.
local FsmUnit = self:SetStateMachine( TaskUnit, FsmTemplate:Copy( TaskUnit, self ) ) -- Core.Fsm#FSM_PROCESS
FsmUnit:SetStartState( "Planned" )
FsmUnit:Accept() -- Each Task needs to start with an Accept event to start the flow.
return self
end
--- UnAssign the @{Task} from an alive @{Wrapper.Unit}.
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
function TASK:UnAssignFromUnit( TaskUnit )
self:F( TaskUnit:GetName() )
self:RemoveStateMachine( TaskUnit )
-- If a Task Control Menu had been set, then this will be removed.
self:RemoveTaskControlMenu( TaskUnit )
return self
end
--- Sets the TimeOut for the @{Task}. If @{Task} stayed planned for longer than TimeOut, it gets into Cancelled status.
-- @param #TASK self
-- @param #integer Timer in seconds
-- @return #TASK self
function TASK:SetTimeOut ( Timer )
self:F( Timer )
self.TimeOut = Timer
self:__TimeOut( self.TimeOut )
return self
end
--- Send a message of the @{Task} to the assigned @{Wrapper.Group}s.
-- @param #TASK self
function TASK:MessageToGroups( Message )
self:F( { Message = Message } )
local Mission = self:GetMission()
local CC = Mission:GetCommandCenter()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
TaskGroup = TaskGroup -- Wrapper.Group#GROUP
if TaskGroup:IsAlive() == true then
CC:MessageToGroup( Message, TaskGroup, TaskGroup:GetName() )
end
end
end
--- Send the briefng message of the @{Task} to the assigned @{Wrapper.Group}s.
-- @param #TASK self
function TASK:SendBriefingToAssignedGroups()
self:F2()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if TaskGroup:IsAlive() then
if self:IsGroupAssigned( TaskGroup ) then
TaskGroup:Message( self.TaskBriefing, 60 )
end
end
end
end
--- UnAssign the @{Task} from the @{Wrapper.Group}s.
-- @param #TASK self
function TASK:UnAssignFromGroups()
self:F2()
for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if TaskGroup:IsAlive() == true then
if self:IsGroupAssigned(TaskGroup) then
self:UnAssignFromGroup( TaskGroup )
end
end
end
end
--- Returns if the @{Task} has still alive and assigned Units.
-- @param #TASK self
-- @return #boolean
function TASK:HasAliveUnits()
self:F()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if TaskGroup:IsAlive() == true then
if self:IsStateAssigned() then
if self:IsGroupAssigned( TaskGroup ) then
for TaskUnitID, TaskUnit in pairs( TaskGroup:GetUnits() ) do
if TaskUnit:IsAlive() then
self:T( { HasAliveUnits = true } )
return true
end
end
end
end
end
end
self:T( { HasAliveUnits = false } )
return false
end
--- Set the menu options of the @{Task} to all the groups in the SetGroup.
-- @param #TASK self
-- @param #number MenuTime
-- @return #TASK
function TASK:SetMenu( MenuTime ) --R2.1 Mission Reports and Task Reports added. Fixes issue #424.
self:F( { self:GetName(), MenuTime } )
--self.SetGroup:Flush()
--for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetAliveSet() ) do
for TaskGroupID, TaskGroupData in pairs( self.SetGroup:GetSet() ) do
local TaskGroup = TaskGroupData -- Wrapper.Group#GROUP
if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
-- Set Mission Menus
local Mission = self:GetMission()
local MissionMenu = Mission:GetMenu( TaskGroup )
if MissionMenu then
self:SetMenuForGroup( TaskGroup, MenuTime )
end
end
end
end
--- Set the Menu for a Group
-- @param #TASK self
-- @param #number MenuTime
-- @return #TASK
function TASK:SetMenuForGroup( TaskGroup, MenuTime )
if self:IsStatePlanned() or self:IsStateAssigned() then
self:SetPlannedMenuForGroup( TaskGroup, MenuTime )
if self:IsGroupAssigned( TaskGroup ) then
self:SetAssignedMenuForGroup( TaskGroup, MenuTime )
end
end
end
--- Set the planned menu option of the @{Task}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #string MenuText The menu text.
-- @param #number MenuTime
-- @return #TASK self
function TASK:SetPlannedMenuForGroup( TaskGroup, MenuTime )
self:F( TaskGroup:GetName() )
local Mission = self:GetMission()
local MissionName = Mission:GetName()
local MissionMenu = Mission:GetMenu( TaskGroup )
local TaskType = self:GetType()
local TaskPlayerCount = self:GetPlayerCount()
local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount )
local TaskText = string.format( "%s", self:GetName() )
local TaskName = string.format( "%s", self:GetName() )
self.MenuPlanned = self.MenuPlanned or {}
self.MenuPlanned[TaskGroup] = MENU_GROUP_DELAYED:New( TaskGroup, "Join Planned Task", MissionMenu, Mission.MenuReportTasksPerStatus, Mission, TaskGroup, "Planned" ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskType, self.MenuPlanned[TaskGroup] ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP_DELAYED:New( TaskGroup, TaskText, TaskTypeMenu ):SetTime( MenuTime ):SetTag( "Tasking" )
if not Mission:IsGroupAssigned( TaskGroup ) then
--self:F( { "Replacing Join Task menu" } )
local JoinTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Join Task" ), TaskTypeMenu, self.MenuAssignToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
local MarkTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskTypeMenu, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
end
local ReportTaskMenu = MENU_GROUP_COMMAND_DELAYED:New( TaskGroup, string.format( "Report Task Details" ), TaskTypeMenu, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
return self
end
--- Set the assigned menu options of the @{Task}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime
-- @return #TASK self
function TASK:SetAssignedMenuForGroup( TaskGroup, MenuTime )
self:F( { TaskGroup:GetName(), MenuTime } )
local TaskType = self:GetType()
local TaskPlayerCount = self:GetPlayerCount()
local TaskPlayerString = string.format( " (%dp)", TaskPlayerCount )
local TaskText = string.format( "%s%s", self:GetName(), TaskPlayerString ) --, TaskThreatLevelString )
local TaskName = string.format( "%s", self:GetName() )
for UnitName, TaskUnit in pairs( TaskGroup:GetPlayerUnits() ) do
local TaskUnit = TaskUnit -- Wrapper.Unit#UNIT
if TaskUnit then
local MenuControl = self:GetTaskControlMenu( TaskUnit )
local TaskControl = MENU_GROUP:New( TaskGroup, "Control Task", MenuControl ):SetTime( MenuTime ):SetTag( "Tasking" )
if self:IsStateAssigned() then
local TaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Abort Task" ), TaskControl, self.MenuTaskAbort, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
end
local MarkMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Mark Task Location on Map" ), TaskControl, self.MenuMarkToGroup, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
local TaskTypeMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Report Task Details" ), TaskControl, self.MenuTaskStatus, self, TaskGroup ):SetTime( MenuTime ):SetTag( "Tasking" )
if not self.FlashTaskStatus then
local TaskFlashStatusMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Flash Task Details" ), TaskControl, self.MenuFlashTaskStatus, self, TaskGroup, true ):SetTime( MenuTime ):SetTag( "Tasking" )
else
local TaskFlashStatusMenu = MENU_GROUP_COMMAND:New( TaskGroup, string.format( "Stop Flash Task Details" ), TaskControl, self.MenuFlashTaskStatus, self, TaskGroup, nil ):SetTime( MenuTime ):SetTag( "Tasking" )
end
end
end
return self
end
--- Remove the menu options of the @{Task} to all the groups in the SetGroup.
-- @param #TASK self
-- @param #number MenuTime
-- @return #TASK
function TASK:RemoveMenu( MenuTime )
self:F( { self:GetName(), MenuTime } )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if TaskGroup:IsAlive() == true then
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
if TaskGroup:IsAlive() == true and TaskGroup:GetPlayerNames() then
self:RefreshMenus( TaskGroup, MenuTime )
end
end
end
end
--- Remove the menu option of the @{Task} for a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime
-- @return #TASK self
function TASK:RefreshMenus( TaskGroup, MenuTime )
self:F( { TaskGroup:GetName(), MenuTime } )
local Mission = self:GetMission()
local MissionName = Mission:GetName()
local MissionMenu = Mission:GetMenu( TaskGroup )
local TaskName = self:GetName()
self.MenuPlanned = self.MenuPlanned or {}
local PlannedMenu = self.MenuPlanned[TaskGroup]
self.MenuAssigned = self.MenuAssigned or {}
local AssignedMenu = self.MenuAssigned[TaskGroup]
if PlannedMenu then
self.MenuPlanned[TaskGroup] = PlannedMenu:Remove( MenuTime , "Tasking" )
PlannedMenu:Set()
end
if AssignedMenu then
self.MenuAssigned[TaskGroup] = AssignedMenu:Remove( MenuTime, "Tasking" )
AssignedMenu:Set()
end
end
--- Remove the assigned menu option of the @{Task} for a @{Wrapper.Group}.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #number MenuTime
-- @return #TASK self
function TASK:RemoveAssignedMenuForGroup( TaskGroup )
self:F()
local Mission = self:GetMission()
local MissionName = Mission:GetName()
local MissionMenu = Mission:GetMenu( TaskGroup )
if MissionMenu then
MissionMenu:RemoveSubMenus()
end
end
--- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuAssignToGroup( TaskGroup )
self:F( "Join Task menu selected")
self:AssignToGroup( TaskGroup )
end
--- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuMarkToGroup( TaskGroup )
self:F()
self:UpdateTaskInfo( self.DetectedItem )
local TargetCoordinates = self.TaskInfo:GetData( "Coordinates" ) -- Core.Point#COORDINATE
if TargetCoordinates then
for TargetCoordinateID, TargetCoordinate in pairs( TargetCoordinates ) do
local Report = REPORT:New():SetIndent( 0 )
self.TaskInfo:Report( Report, "M", TaskGroup, self )
local MarkText = Report:Text( ", " )
self:F( { Coordinate = TargetCoordinate, MarkText = MarkText } )
TargetCoordinate:MarkToGroup( MarkText, TaskGroup )
--Coordinate:MarkToAll( Briefing )
end
else
local TargetCoordinate = self.TaskInfo:GetData( "Coordinate" ) -- Core.Point#COORDINATE
if TargetCoordinate then
local Report = REPORT:New():SetIndent( 0 )
self.TaskInfo:Report( Report, "M", TaskGroup, self )
local MarkText = Report:Text( ", " )
self:F( { Coordinate = TargetCoordinate, MarkText = MarkText } )
TargetCoordinate:MarkToGroup( MarkText, TaskGroup )
end
end
end
--- Report the task status.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
function TASK:MenuTaskStatus( TaskGroup )
if TaskGroup:IsAlive() then
local ReportText = self:ReportDetails( TaskGroup )
self:T( ReportText )
self:GetMission():GetCommandCenter():MessageTypeToGroup( ReportText, TaskGroup, MESSAGE.Type.Detailed )
end
end
--- Report the task status.
-- @param #TASK self
function TASK:MenuFlashTaskStatus( TaskGroup, Flash )
self.FlashTaskStatus = Flash
if self.FlashTaskStatus then
self.FlashTaskScheduler, self.FlashTaskScheduleID = SCHEDULER:New( self, self.MenuTaskStatus, { TaskGroup }, 0, 60) --Issue #1383 never ending flash messages
else
if self.FlashTaskScheduler then
self.FlashTaskScheduler:Stop( self.FlashTaskScheduleID )
self.FlashTaskScheduler = nil
self.FlashTaskScheduleID = nil
end
end
end
--- Report the task status.
-- @param #TASK self
function TASK:MenuTaskAbort( TaskGroup )
self:AbortGroup( TaskGroup )
end
--- Returns the @{Task} name.
-- @param #TASK self
-- @return #string TaskName
function TASK:GetTaskName()
return self.TaskName
end
--- Returns the @{Task} briefing.
-- @param #TASK self
-- @return #string Task briefing.
function TASK:GetTaskBriefing()
return self.TaskBriefing
end
--- Get the default or currently assigned @{Process} template with key ProcessName.
-- @param #TASK self
-- @param #string ProcessName
-- @return Core.Fsm#FSM_PROCESS
function TASK:GetProcessTemplate( ProcessName )
local ProcessTemplate = self.ProcessClasses[ProcessName]
return ProcessTemplate
end
-- TODO: Obscolete?
--- Fail processes from @{Task} with key @{Wrapper.Unit}
-- @param #TASK self
-- @param #string TaskUnitName
-- @return #TASK self
function TASK:FailProcesses( TaskUnitName )
for ProcessID, ProcessData in pairs( self.Processes[TaskUnitName] ) do
local Process = ProcessData
Process.Fsm:Fail()
end
end
--- Add a FiniteStateMachine to @{Task} with key Task@{Wrapper.Unit}
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Core.Fsm#FSM_PROCESS Fsm
-- @return #TASK self
function TASK:SetStateMachine( TaskUnit, Fsm )
self:F2( { TaskUnit, self.Fsm[TaskUnit] ~= nil, Fsm:GetClassNameAndID() } )
self.Fsm[TaskUnit] = Fsm
return Fsm
end
--- Gets the FiniteStateMachine of @{Task} with key Task@{Wrapper.Unit}
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Fsm#FSM_PROCESS
function TASK:GetStateMachine( TaskUnit )
self:F2( { TaskUnit, self.Fsm[TaskUnit] ~= nil } )
return self.Fsm[TaskUnit]
end
--- Remove FiniteStateMachines from @{Task} with key Task@{Wrapper.Unit}
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
function TASK:RemoveStateMachine( TaskUnit )
self:F( { TaskUnit = TaskUnit:GetName(), HasFsm = ( self.Fsm[TaskUnit] ~= nil ) } )
--self:F( self.Fsm )
--for TaskUnitT, Fsm in pairs( self.Fsm ) do
--local Fsm = Fsm -- Core.Fsm#FSM_PROCESS
--self:F( TaskUnitT )
--self.Fsm[TaskUnit] = nil
--end
if self.Fsm[TaskUnit] then
self.Fsm[TaskUnit]:Remove()
self.Fsm[TaskUnit] = nil
end
collectgarbage()
self:F( "Garbage Collected, Processes should be finalized now ...")
end
--- Checks if there is a FiniteStateMachine assigned to Task@{Wrapper.Unit} for @{Task}
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK self
function TASK:HasStateMachine( TaskUnit )
self:F( { TaskUnit, self.Fsm[TaskUnit] ~= nil } )
return ( self.Fsm[TaskUnit] ~= nil )
end
--- Gets the Scoring of the task
-- @param #TASK self
-- @return Functional.Scoring#SCORING Scoring
function TASK:GetScoring()
return self.Mission:GetScoring()
end
--- Gets the Task Index, which is a combination of the Task type, the Task name.
-- @param #TASK self
-- @return #string The Task ID
function TASK:GetTaskIndex()
local TaskType = self:GetType()
local TaskName = self:GetName()
return TaskType .. "." .. TaskName
end
--- Sets the Name of the Task
-- @param #TASK self
-- @param #string TaskName
function TASK:SetName( TaskName )
self.TaskName = TaskName
end
--- Gets the Name of the Task
-- @param #TASK self
-- @return #string The Task Name
function TASK:GetName()
return self.TaskName
end
--- Sets the Type of the Task
-- @param #TASK self
-- @param #string TaskType
function TASK:SetType( TaskType )
self.TaskType = TaskType
end
--- Gets the Type of the Task
-- @param #TASK self
-- @return #string TaskType
function TASK:GetType()
return self.TaskType
end
--- Sets the ID of the Task
-- @param #TASK self
-- @param #string TaskID
function TASK:SetID( TaskID )
self.TaskID = TaskID
end
--- Gets the ID of the Task
-- @param #TASK self
-- @return #string TaskID
function TASK:GetID()
return self.TaskID
end
--- Sets a @{Task} to status **Success**.
-- @param #TASK self
function TASK:StateSuccess()
self:SetState( self, "State", "Success" )
return self
end
--- Is the @{Task} status **Success**.
-- @param #TASK self
function TASK:IsStateSuccess()
return self:Is( "Success" )
end
--- Sets a @{Task} to status **Failed**.
-- @param #TASK self
function TASK:StateFailed()
self:SetState( self, "State", "Failed" )
return self
end
--- Is the @{Task} status **Failed**.
-- @param #TASK self
function TASK:IsStateFailed()
return self:Is( "Failed" )
end
--- Sets a @{Task} to status **Planned**.
-- @param #TASK self
function TASK:StatePlanned()
self:SetState( self, "State", "Planned" )
return self
end
--- Is the @{Task} status **Planned**.
-- @param #TASK self
function TASK:IsStatePlanned()
return self:Is( "Planned" )
end
--- Sets a @{Task} to status **Aborted**.
-- @param #TASK self
function TASK:StateAborted()
self:SetState( self, "State", "Aborted" )
return self
end
--- Is the @{Task} status **Aborted**.
-- @param #TASK self
function TASK:IsStateAborted()
return self:Is( "Aborted" )
end
--- Sets a @{Task} to status **Cancelled**.
-- @param #TASK self
function TASK:StateCancelled()
self:SetState( self, "State", "Cancelled" )
return self
end
--- Is the @{Task} status **Cancelled**.
-- @param #TASK self
function TASK:IsStateCancelled()
return self:Is( "Cancelled" )
end
--- Sets a @{Task} to status **Assigned**.
-- @param #TASK self
function TASK:StateAssigned()
self:SetState( self, "State", "Assigned" )
return self
end
--- Is the @{Task} status **Assigned**.
-- @param #TASK self
function TASK:IsStateAssigned()
return self:Is( "Assigned" )
end
--- Sets a @{Task} to status **Hold**.
-- @param #TASK self
function TASK:StateHold()
self:SetState( self, "State", "Hold" )
return self
end
--- Is the @{Task} status **Hold**.
-- @param #TASK self
function TASK:IsStateHold()
return self:Is( "Hold" )
end
--- Sets a @{Task} to status **Replanned**.
-- @param #TASK self
function TASK:StateReplanned()
self:SetState( self, "State", "Replanned" )
return self
end
--- Is the @{Task} status **Replanned**.
-- @param #TASK self
function TASK:IsStateReplanned()
return self:Is( "Replanned" )
end
--- Gets the @{Task} status.
-- @param #TASK self
function TASK:GetStateString()
return self:GetState( self, "State" )
end
--- Sets a @{Task} briefing.
-- @param #TASK self
-- @param #string TaskBriefing
-- @return #TASK self
function TASK:SetBriefing( TaskBriefing )
self:F(TaskBriefing)
self.TaskBriefing = TaskBriefing
return self
end
--- Gets the @{Task} briefing.
-- @param #TASK self
-- @return #string The briefing text.
function TASK:GetBriefing()
return self.TaskBriefing
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onenterAssigned( From, Event, To, PlayerUnit, PlayerName )
--- This test is required, because the state transition will be fired also when the state does not change in case of an event.
if From ~= "Assigned" then
local PlayerNames = self:GetPlayerNames()
local PlayerText = REPORT:New()
for PlayerName, TaskName in pairs( PlayerNames ) do
PlayerText:Add( PlayerName )
end
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is assigned to players " .. PlayerText:Text(",") .. ". Good Luck!" )
-- Set the total Progress to be achieved.
self:SetGoalTotal() -- Polymorphic to set the initial goal total!
if self.Dispatcher then
self:F( "Firing Assign event " )
self.Dispatcher:Assign( self, PlayerUnit, PlayerName )
end
self:GetMission():__Start( 1 )
-- When the task is assigned, the task goal needs to be checked of the derived classes.
self:__Goal( -10, PlayerUnit, PlayerName ) -- Polymorphic
self:SetMenu()
self:F( { "--> Task Assigned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "--> Task Player Names", PlayerNames = PlayerNames } )
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onenterSuccess( From, Event, To )
self:F( { "<-> Task Replanned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "<-> Task Player Names", PlayerNames = self:GetPlayerNames() } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " is successful! Good job!" )
self:UnAssignFromGroups()
self:GetMission():__MissionGoals( 1 )
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
function TASK:onenterAborted( From, Event, To )
self:F( { "<-- Task Aborted", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "<-- Task Player Names", PlayerNames = self:GetPlayerNames() } )
if From ~= "Aborted" then
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been aborted! Task may be replanned." )
self:__Replan( 5 )
self:SetMenu()
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
function TASK:onenterCancelled( From, Event, To )
self:F( { "<-- Task Cancelled", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "<-- Player Names", PlayerNames = self:GetPlayerNames() } )
if From ~= "Cancelled" then
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has been cancelled! The tactical situation has changed." )
self:UnAssignFromGroups()
self:SetMenu()
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
function TASK:onafterReplan( From, Event, To )
self:F( { "Task Replanned", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "Task Player Names", PlayerNames = self:GetPlayerNames() } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Replanning Task " .. self:GetName() .. "." )
self:SetMenu()
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string From
-- @param #string Event
-- @param #string To
function TASK:onenterFailed( From, Event, To )
self:F( { "Task Failed", TaskName = self:GetName(), Mission = self:GetMission():GetName() } )
self:F( { "Task Player Names", PlayerNames = self:GetPlayerNames() } )
self:GetMission():GetCommandCenter():MessageToCoalition( "Task " .. self:GetName() .. " has failed!" )
self:UnAssignFromGroups()
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onstatechange( From, Event, To )
if self:IsTrace() then
--MESSAGE:New( "@ Task " .. self.TaskName .. " : " .. From .. " changed to " .. To .. " by " .. Event, 2 ):ToAll()
end
if self.Scores[To] then
local Scoring = self:GetScoring()
if Scoring then
self:F( { self.Scores[To].ScoreText, self.Scores[To].Score } )
Scoring:_AddMissionScore( self.Mission, self.Scores[To].ScoreText, self.Scores[To].Score )
end
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onenterPlanned( From, Event, To)
if not self.TimeOut == 0 then
self.__TimeOut( self.TimeOut )
end
end
--- FSM function for a TASK
-- @param #TASK self
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK:onbeforeTimeOut( From, Event, To )
if From == "Planned" then
self:RemoveMenu()
return true
end
return false
end
do -- Links
--- Set goal of a task
-- @param #TASK self
-- @param Core.Goal#GOAL Goal
-- @return #TASK
function TASK:SetGoal( Goal )
self.Goal = Goal
end
--- Get goal of a task
-- @param #TASK self
-- @return Core.Goal#GOAL The Goal
function TASK:GetGoal()
return self.Goal
end
--- Set dispatcher of a task
-- @param #TASK self
-- @param Tasking.DetectionManager#DETECTION_MANAGER Dispatcher
-- @return #TASK
function TASK:SetDispatcher( Dispatcher )
self.Dispatcher = Dispatcher
end
--- Set detection of a task
-- @param #TASK self
-- @param Function.Detection#DETECTION_BASE Detection
-- @param DetectedItem
-- @return #TASK
function TASK:SetDetection( Detection, DetectedItem )
self:F( { DetectedItem, Detection } )
self.Detection = Detection
self.DetectedItem = DetectedItem
end
end
do -- Reporting
--- Create a summary report of the Task.
-- List the Task Name and Status
-- @param #TASK self
-- @param Wrapper.Group#GROUP ReportGroup
-- @return #string
function TASK:ReportSummary( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Report = REPORT:New()
-- List the name of the Task.
Report:Add( "Task " .. self:GetName() )
-- Determine the status of the Task.
Report:Add( "State: <" .. self:GetState() .. ">" )
self.TaskInfo:Report( Report, "S", ReportGroup, self )
return Report:Text( ', ' )
end
--- Create an overiew report of the Task.
-- List the Task Name and Status
-- @param #TASK self
-- @return #string
function TASK:ReportOverview( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
-- List the name of the Task.
local TaskName = self:GetName()
local Report = REPORT:New()
self.TaskInfo:Report( Report, "O", ReportGroup, self )
return Report:Text()
end
--- Create a count of the players in the Task.
-- @param #TASK self
-- @return #number The total number of players in the task.
function TASK:GetPlayerCount() --R2.1 Get a count of the players.
local PlayerCount = 0
-- Loop each Unit active in the Task, and find Player Names.
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do
local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP
if PlayerGroup:IsAlive() == true then
if self:IsGroupAssigned( PlayerGroup ) then
local PlayerNames = PlayerGroup:GetPlayerNames()
PlayerCount = PlayerCount + ((PlayerNames) and #PlayerNames or 0) -- PlayerNames can be nil when there are no players.
end
end
end
return PlayerCount
end
--- Create a list of the players in the Task.
-- @param #TASK self
-- @return #map<#string,Wrapper.Group#GROUP> A map of the players
function TASK:GetPlayerNames() --R2.1 Get a map of the players.
local PlayerNameMap = {}
-- Loop each Unit active in the Task, and find Player Names.
for TaskGroupID, PlayerGroup in pairs( self:GetGroups():GetSet() ) do
local PlayerGroup = PlayerGroup -- Wrapper.Group#GROUP
if PlayerGroup:IsAlive() == true then
if self:IsGroupAssigned( PlayerGroup ) then
local PlayerNames = PlayerGroup:GetPlayerNames()
for PlayerNameID, PlayerName in pairs( PlayerNames or {} ) do
PlayerNameMap[PlayerName] = PlayerGroup
end
end
end
end
return PlayerNameMap
end
--- Create a detailed report of the Task.
-- List the Task Status, and the Players assigned to the Task.
-- @param #TASK self
-- @param Wrapper.Group#GROUP TaskGroup
-- @return #string
function TASK:ReportDetails( ReportGroup )
self:UpdateTaskInfo( self.DetectedItem )
local Report = REPORT:New():SetIndent( 3 )
-- List the name of the Task.
local Name = self:GetName()
-- Determine the status of the Task.
local Status = "<" .. self:GetState() .. ">"
Report:Add( "Task " .. Name .. " - " .. Status .. " - Detailed Report" )
-- Loop each Unit active in the Task, and find Player Names.
local PlayerNames = self:GetPlayerNames()
local PlayerReport = REPORT:New()
for PlayerName, PlayerGroup in pairs( PlayerNames ) do
PlayerReport:Add( "Players group " .. PlayerGroup:GetCallsign() .. ": " .. PlayerName )
end
local Players = PlayerReport:Text()
if Players ~= "" then
Report:AddIndent( "Players assigned:", "-" )
Report:AddIndent( Players )
end
self.TaskInfo:Report( Report, "D", ReportGroup, self )
return Report:Text()
end
end -- Reporting
do -- Additional Task Scoring and Task Progress
--- Add Task Progress for a Player Name
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #string ProgressText The text that explains the Progress achieved.
-- @param #number ProgressTime The time the progress was achieved.
-- @oaram #number ProgressPoints The amount of points of magnitude granted. This will determine the shared Mission Success scoring.
-- @return #TASK
function TASK:AddProgress( PlayerName, ProgressText, ProgressTime, ProgressPoints )
self.TaskProgress = self.TaskProgress or {}
self.TaskProgress[ProgressTime] = self.TaskProgress[ProgressTime] or {}
self.TaskProgress[ProgressTime].PlayerName = PlayerName
self.TaskProgress[ProgressTime].ProgressText = ProgressText
self.TaskProgress[ProgressTime].ProgressPoints = ProgressPoints
self:GetMission():AddPlayerName( PlayerName )
return self
end
function TASK:GetPlayerProgress( PlayerName )
local ProgressPlayer = 0
for ProgressTime, ProgressData in pairs( self.TaskProgress ) do
if PlayerName == ProgressData.PlayerName then
ProgressPlayer = ProgressPlayer + ProgressData.ProgressPoints
end
end
return ProgressPlayer
end
--- Set a score when progress has been made by the player.
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points to be granted when task process has been achieved.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK
function TASK:SetScoreOnProgress( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountPlayer", "Player " .. PlayerName .. " has achieved progress.", Score )
return self
end
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK
function TASK:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
self:F( { PlayerName, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", "The task is a success!", Score )
return self
end
--- Set a penalty when the A2A attack has failed.
-- @param #TASK self
-- @param #string PlayerName The name of the player.
-- @param #number Penalty The penalty in points, must be a negative value!
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK
function TASK:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
self:F( { PlayerName, Penalty, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", "The task is a failure!", Penalty )
return self
end
end
do -- Task Control Menu
-- The Task Control Menu is a menu attached to the task at the main menu to quickly be able to do actions in the task.
-- The Task Control Menu can only be shown when the task is assigned to the player.
-- The Task Control Menu is linked to the process executing the task, so no task menu can be set to the main static task definition.
--- Init Task Control Menu
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
-- @return Task Control Menu Refresh ID
function TASK:InitTaskControlMenu( TaskUnit )
self.TaskControlMenuTime = timer.getTime()
return self.TaskControlMenuTime
end
--- Get Task Control Menu
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
-- @return Core.Menu#MENU_GROUP TaskControlMenu The Task Control Menu
function TASK:GetTaskControlMenu( TaskUnit, TaskName )
TaskName = TaskName or ""
local TaskGroup = TaskUnit:GetGroup()
local TaskPlayerCount = TaskGroup:GetPlayerCount()
if TaskPlayerCount <= 1 then
self.TaskControlMenu = MENU_GROUP:New( TaskUnit:GetGroup(), "Task " .. self:GetName() .. " control" ):SetTime( self.TaskControlMenuTime )
else
self.TaskControlMenu = MENU_GROUP:New( TaskUnit:GetGroup(), "Task " .. self:GetName() .. " control for " .. TaskUnit:GetPlayerName() ):SetTime( self.TaskControlMenuTime )
end
return self.TaskControlMenu
end
--- Remove Task Control Menu
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
function TASK:RemoveTaskControlMenu( TaskUnit )
if self.TaskControlMenu then
self.TaskControlMenu:Remove()
self.TaskControlMenu = nil
end
end
--- Refresh Task Control Menu
-- @param #TASK self
-- @param Wrapper.Unit#UNIT TaskUnit The @{Wrapper.Unit} that contains a player.
-- @param MenuTime The refresh time that was used to refresh the Task Control Menu items.
-- @param MenuTag The tag.
function TASK:RefreshTaskControlMenu( TaskUnit, MenuTime, MenuTag )
if self.TaskControlMenu then
self.TaskControlMenu:Remove( MenuTime, MenuTag )
end
end
end