MOOSE/Moose Development/Moose/Tasking/Task_A2G_Dispatcher.lua
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--- **Tasking** - Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.
--
-- **Features:**
--
-- * Dynamically assign tasks to human players based on detected targets.
-- * Dynamically change the tasks as the tactical situation evolves during the mission.
-- * Dynamically assign (CAS) Close Air Support tasks for human players.
-- * Dynamically assign (BAI) Battlefield Air Interdiction tasks for human players.
-- * Dynamically assign (SEAD) Suppression of Enemy Air Defense tasks for human players to eliminate G2A missile threats.
-- * Define and use an EWR (Early Warning Radar) network.
-- * Define different ranges to engage upon intruders.
-- * Keep task achievements.
-- * Score task achievements.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
-- ===
--
-- @module Tasking.Task_A2G_Dispatcher
-- @image Task_A2G_Dispatcher.JPG
do -- TASK_A2G_DISPATCHER
--- TASK\_A2G\_DISPATCHER class.
-- @type TASK_A2G_DISPATCHER
-- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Tasking.Mission#MISSION Mission
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Detection} object.
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
--
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Wrapper.Group}s that will be manned by **Players**.
-- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Wrapper.Group} @{Set}.
--
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Wrapper.Group}s that are Recce vehicles or air units.
-- We call this the **RecceSet** of the A2G dispatcher.
--
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
-- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER:
--
-- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area.
-- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
-- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
--
-- # 0. Tactical Situations
--
-- This chapters provides some insights in the tactical situations when certain Task Types are created.
-- The Task Types are depending on the enemy positions that were detected, and the current location of friendly units.
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia3.JPG)
--
-- In the demonstration mission [TAD-A2G-000 - AREAS - Detection test],
-- the tactical situation is a demonstration how the A2G detection works.
-- This example will be taken further in the explanation in the following chapters.
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia4.JPG)
--
-- The red coalition are the players, the blue coalition is the enemy.
--
-- Red reconnaissance vehicles and airborne units are detecting the targets.
-- We call this the RecceSet as explained above, which is a Set of Groups that
-- have a group name starting with `Recce` (configured in the mission script).
--
-- Red attack units are responsible for executing the mission for the command center.
-- We call this the AttackSet, which is a Set of Groups with a group name starting with `Attack` (configured in the mission script).
-- These units are setup in this demonstration mission to be ground vehicles and airplanes.
-- For demonstration purposes, the attack airplane is stationed on the ground to explain
-- the messages and the menus properly.
-- Further test missions demonstrate the A2G task dispatcher from within air.
--
-- Depending upon the detection results, the A2G dispatcher will create different tasks.
--
-- # 0.1. SEAD Task
--
-- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia9.JPG)
--
-- - Once all Radar Emitting Units have been destroyed, the Task will convert into a BAI or CAS task!
-- - A CAS and BAI task may be converted into a SEAD task, once a radar has been detected within the area!
--
-- # 0.2. CAS Task
--
-- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia10.JPG)
--
-- - After the detection of the CAS task, if the friendly Units are destroyed, the CAS task will convert into a BAI task!
-- - Only ground Units are taken into account. Airborne units are ships are not considered friendlies that require Close Air Support.
--
-- # 0.3. BAI Task
--
-- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG)
--
-- - A BAI task may be converted into a CAS task if friendly Ground Units approach within 6 km range!
--
-- # 1. Player Experience
--
-- The A2G dispatcher is residing under a @{CommandCenter}, which is orchestrating a @{Mission}.
-- As a result, you'll find for DCS World missions that implement the A2G dispatcher a **Command Center Menu** and under this one or more **Mission Menus**.
--
-- For example, if there are 2 Command Centers (CC).
-- Each CC is controlling a couple of Missions, the Radio Menu Structure could look like this:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha (Primary)"
-- F2. Mission "Beta (Secondary)"
-- F3. Mission "Gamma (Tactical)"
-- F1. Command Center [Lima]
-- F1. Mission "Overlord (High)"
--
-- Command Center [Gori] is controlling Mission "Alpha", "Beta", "Gamma". Alpha is the Primary mission, Beta the Secondary and there is a Tactical mission Gamma.
-- Command Center [Lima] is controlling Missions "Overlord", which needs to be executed with High priority.
--
-- ## 1.1. Mission Menu (Under the Command Center Menu)
--
-- The Mission Menu controls the information of the mission, including the:
--
-- - **Mission Briefing**: A briefing of the Mission in text, which will be shown as a message.
-- - **Mark Task Locations**: A summary of each Task will be shown on the map as a marker.
-- - **Create Task Reports**: A menu to create various reports of the current tasks dispatched by the A2G dispatcher.
-- - **Create Mission Reports**: A menu to create various reports on the current mission.
--
-- For CC [Lima], Mission "Overlord", the menu structure could look like this:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Lima]
-- F1. Mission "Overlord"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia5.JPG)
--
-- ### 1.1.1. Mission Briefing Menu
--
-- The Mission Briefing Menu will show in text a summary description of the overall mission objectives and expectations.
-- Note that the Mission Briefing is not the briefing of a specific task, but rather provides an overall strategy and tactical situation,
-- and explains the mission goals.
--
--
-- ### 1.1.2. Mark Task Locations Menu
--
-- The Mark Task Locations Menu will mark the location indications of the Tasks on the map, if this intelligence is known by the Command Center.
-- For A2G tasks this information will always be know, but it can be that for other tasks a location intelligence will be less relevant.
-- Note that each Planned task and each Engaged task will be marked. Completed, Failed and Cancelled tasks are not marked.
-- Depending on the task type, a summary information is shown to bring to the player the relevant information for situational awareness.
--
-- ### 1.1.3. Task Reports Menu
--
-- The Task Reports Menu is a sub menu, that allows to create various reports:
--
-- - **Tasks Summary**: This report will list all the Tasks that are or were active within the mission, indicating its status.
-- - **Planned Tasks**: This report will list all the Tasks that are in status Planned, which are Tasks not assigned to any player, and are ready to be executed.
-- - **Assigned Tasks**: This report will list all the Tasks that are in status Assigned, which are Tasks assigned to (a) player(s) and are currently executed.
-- - **Successful Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and are completed successfully.
-- - **Failed Tasks**: This report will list all the Tasks that are in status Success, which are Tasks executed by (a) player(s) and that have failed.
--
-- The information shown of the tasks will vary according the underlying task type, but are self explanatory.
--
-- For CC [Gori], Mission "Alpha", the Task Reports menu structure could look like this:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F1. Tasks Summary
-- F2. Planned Tasks
-- F3. Assigned Tasks
-- F4. Successful Tasks
-- F5. Failed Tasks
-- F4. Mission Reports
--
-- Note that these reports provide an "overview" of the tasks. Detailed information of the task can be retrieved using the Detailed Report on the Task Menu.
-- (See later).
--
-- ### 1.1.4. Mission Reports Menu
--
-- The Mission Reports Menu is a sub menu, that provides options to retrieve further information on the current Mission:
--
-- - **Report Mission Progress**: Shows the progress of the current Mission. Each Task has a % of completion.
-- - **Report Players per Task**: Show which players are engaged on which Task within the Mission.
--
-- For CC |Gori|, Mission "Alpha", the Mission Reports menu structure could look like this:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
-- F1. Report Mission Progress
-- F2. Report Players per Task
--
--
-- ## 1.2. Task Management Menus
--
-- Very important to remember is: **Multiple Players can be assigned to the same Task, but from the player perspective, the Player can only be assigned to one Task per Mission at the same time!**
-- Consider this like the two major modes in which a player can be in. He can be free of tasks or he can be assigned to a Task.
-- Depending on whether a Task has been Planned or Assigned to a Player (Group),
-- **the Mission Menu will contain extra Menus to control specific Tasks.**
--
-- #### 1.2.1. Join a Planned Task
--
-- If the Player has not yet been assigned to a Task within the Mission, the Mission Menu will contain additionally a:
--
-- - Join Planned Task Menu: This menu structure allows the player to join a planned task (a Task with status Planned).
--
-- For CC |Gori|, Mission "Alpha", the menu structure could look like this:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Join Planned Task
--
-- **The F5. Join Planned Task allows the player to join a Planned Task and take an engagement in the running Mission.**
--
-- #### 1.2.2. Manage an Assigned Task
--
-- If the Player has been assigned to one Task within the Mission, the Mission Menu will contain an extra:
--
-- - Assigned Task __TaskName__ Menu: This menu structure allows the player to take actions on the currently engaged task.
--
-- In this example, the Group currently seated by the player is not assigned yet to a Task.
-- The Player has the option to assign itself to a Planned Task using menu option F5 under the Mission Menu "Alpha".
--
-- This would be an example menu structure,
-- for CC |Gori|, Mission "Alpha", when a player would have joined Task CAS.001:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Assigned Task CAS.001
--
-- **The F5. Assigned Task __TaskName__ allows the player to control the current Assigned Task and take further actions.**
--
-- ## 1.3. Join Planned Task Menu
--
-- The Join Planned Task Menu contains the different Planned A2G Tasks **in a structured Menu Hierarchy**.
-- The Menu Hierarchy is structuring the Tasks per **Task Type**, and then by **Task Name (ID)**.
--
-- For example, for CC [Gori], Mission "Alpha",
-- if a Mission "ALpha" contains 5 Planned Tasks, which would be:
--
-- - 2 CAS Tasks
-- - 1 BAI Task
-- - 2 SEAD Tasks
--
-- the Join Planned Task Menu Hierarchy could look like this:
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center [Gori]
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Join Planned Task
-- F2. BAI
-- F1. BAI.001
-- F1. CAS
-- F1. CAS.002
-- F3. SEAD
-- F1. SEAD.003
-- F2. SEAD.004
-- F3. SEAD.005
--
-- An example from within a running simulation:
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia6.JPG)
--
-- Each Task Type Menu would have a list of the Task Menus underneath.
-- Each Task Menu (eg. `CAS.001`) has a **detailed Task Menu structure to control the specific task**!
--
-- ### 1.3.1. Planned Task Menu
--
-- Each Planned Task Menu will allow for the following actions:
--
-- - Report Task Details: Provides a detailed report on the Planned Task.
-- - Mark Task Location on Map: Mark the approximate location of the Task on the Map, if relevant.
-- - Join Task: Join the Task. This is THE menu option to let a Player join the Task, and to engage within the Mission.
--
-- The Join Planned Task Menu could look like this for for CC |Gori|, Mission "Alpha":
--
-- Radio MENU Structure (F10. Other)
--
-- F1. Command Center |Gori|
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Join Planned Task
-- F1. CAS
-- F1. CAS.001
-- F1. Report Task Details
-- F2. Mark Task Location on Map
-- F3. Join Task
--
-- **The Join Task is THE menu option to let a Player join the Task, and to engage within the Mission.**
--
--
-- ## 1.4. Assigned Task Menu
--
-- The Assigned Task Menu allows to control the **current assigned task** within the Mission.
--
-- Depending on the Type of Task, the following menu options will be available:
--
-- - **Report Task Details**: Provides a detailed report on the Planned Task.
-- - **Mark Task Location on Map**: Mark the approximate location of the Task on the Map, if relevant.
-- - **Abort Task: Abort the current assigned Task:** This menu option lets the player abort the Task.
--
-- For example, for CC |Gori|, Mission "Alpha", the Assigned Menu could be:
--
-- F1. Command Center |Gori|
-- F1. Mission "Alpha"
-- F1. Mission Briefing
-- F2. Mark Task Locations on Map
-- F3. Task Reports
-- F4. Mission Reports
-- F5. Assigned Task
-- F1. Report Task Details
-- F2. Mark Task Location on Map
-- F3. Abort Task
--
-- Task abortion will result in the Task to be Cancelled, and the Task **may** be **Replanned**.
-- However, this will depend on the setup of each Mission.
--
-- ## 1.5. Messages
--
-- During game play, different messages are displayed.
-- These messages provide an update of the achievements made, and the state wherein the task is.
--
-- The various reports can be used also to retrieve the current status of the mission and its tasks.
--
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia7.JPG)
--
-- The @{Settings} menu provides additional options to control the timing of the messages.
-- There are:
--
-- - Status messages, which are quick status updates. The settings menu allows to switch off these messages.
-- - Information messages, which are shown a bit longer, as they contain important information.
-- - Summary reports, which are quick reports showing a high level summary.
-- - Overview reports, which are providing the essential information. It provides an overview of a greater thing, and may take a bit of time to read.
-- - Detailed reports, which provide with very detailed information. It takes a bit longer to read those reports, so the display of those could be a bit longer.
--
-- # 2. TASK\_A2G\_DISPATCHER constructor
--
-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK\_A2G\_DISPATCHER instance.
--
-- # 3. Usage
--
-- To use the TASK\_A2G\_DISPATCHER class, you need:
--
-- - A @{CommandCenter} object. The master communication channel.
-- - A @{Mission} object. Each task belongs to a Mission.
-- - A @{Detection} object. There are several detection grouping methods to choose from.
-- - A @{Task_A2G_Dispatcher} object. The master A2G task dispatcher.
-- - A @{Set} of @{Wrapper.Group} objects that will detect the enemy, the RecceSet. This is attached to the @{Detection} object.
-- - A @{Set} ob @{Wrapper.Group} objects that will attack the enemy, the AttackSet. This is attached to the @{Task_A2G_Dispatcher} object.
--
-- Below an example mission declaration that is defines a Task A2G Dispatcher object.
--
-- -- Declare the Command Center
-- local HQ = GROUP
-- :FindByName( "HQ", "Bravo HQ" )
--
-- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" )
--
-- -- Declare the Mission for the Command Center.
-- local Mission = MISSION
-- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
--
-- -- Define the RecceSet that will detect the enemy.
-- local RecceSet = SET_GROUP
-- :New()
-- :FilterPrefixes( "FAC" )
-- :FilterCoalitions("red")
-- :FilterStart()
--
-- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius.
-- local DetectionAreas = DETECTION_AREAS
-- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies.
--
-- -- Setup the AttackSet, which is a SET_GROUP.
-- -- The SET_GROUP is a dynamic collection of GROUP objects.
-- local AttackSet = SET_GROUP
-- :New() -- Create the SET_GROUP object.
-- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
-- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
-- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack.
--
-- -- Now we have everything to setup the main A2G TaskDispatcher.
-- TaskDispatcher = TASK_A2G_DISPATCHER
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will receive the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
--
--
--
-- @field #TASK_A2G_DISPATCHER
TASK_A2G_DISPATCHER = {
ClassName = "TASK_A2G_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {}
}
--- TASK_A2G_DISPATCHER constructor.
-- @param #TASK_A2G_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
-- @param Core.Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2G_DISPATCHER self
function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.FlashNewTask = true -- set to false to suppress flash messages
self.Detection:FilterCategories( { Unit.Category.GROUND_UNIT } )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
-- @param #TASK_A2G_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2G#TASK_A2G Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Set flashing player messages on or off
-- @param #TASK_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function TASK_A2G_DISPATCHER:SetSendMessages( onoff )
self.FlashNewTask = onoff
end
--- Creates a SEAD task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has radar targets. If it does, construct a SEAD task.
local RadarCount = DetectedSet:HasSEAD()
if RadarCount > 0 then
-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterHasSEAD()
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates a CAS task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units.
-- There should be ground unit friendlies nearby. Airborne units are valid friendlies types.
-- And there shouldn't be any radar.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) -- Are there friendlies nearby of type GROUND_UNIT?
local RadarCount = DetectedSet:HasSEAD()
if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == true then
-- Copy the Set
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Creates a BAI task when there are targets for it.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Determine if the set has ground units.
-- There shouldn't be any ground unit friendlies nearby.
-- And there shouldn't be any radar.
local GroundUnitCount = DetectedSet:HasGroundUnits()
local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem, Unit.Category.GROUND_UNIT ) -- Are there friendlies nearby of type GROUND_UNIT?
local RadarCount = DetectedSet:HasSEAD()
if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == false then
-- Copy the Set
local TargetSetUnit = SET_UNIT:New()
TargetSetUnit:SetDatabase( DetectedSet )
TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
self.Mission:RemoveTask( self.Tasks[TaskIndex] )
self.Tasks[TaskIndex] = nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2G_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task
-- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
if Task then
if (Task:IsStatePlanned() and DetectedItemChanged == true) or Task:IsStateCancelled() then
-- self:F( "Removing Tasking: " .. Task:GetTaskName() )
self:RemoveTask( TaskIndex )
end
end
return Task
end
--- Assigns tasks in relation to the detected items to the @{Core.Set#SET_GROUP}.
-- @param #TASK_A2G_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Functional.Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
self:F()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task!
for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK
if Task:IsStatePlanned() then
local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex )
if not DetectedItem then
local TaskText = Task:GetName()
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
end
end
Task = self:RemoveTask( TaskIndex )
end
end
end
--- First we need to the detected targets.
for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
local DetectedZone = DetectedItem.Zone
-- self:F( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
-- DetectedSet:Flush( self )
local DetectedItemID = DetectedItem.ID
local TaskIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
self:F( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
if Task then
-- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets.
if Task:IsStateAssigned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
local TargetsReport = REPORT:New()
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
if Task:IsInstanceOf( TASK_A2G_SEAD ) then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
end
else
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
if Task:IsInstanceOf( TASK_A2G_CAS ) then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
if Task:IsInstanceOf( TASK_A2G_BAI ) then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
end
end
end
-- Now we send to each group the changes, if any.
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
local TargetsText = TargetsReport:Text( ", " )
if (Mission:IsGroupAssigned( TaskGroup )) and TargetsText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
end
end
end
end
end
if Task then
if Task:IsStatePlanned() then
if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
if Task:IsInstanceOf( TASK_A2G_SEAD ) then
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
if Task:IsInstanceOf( TASK_A2G_CAS ) then
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
if Task:IsInstanceOf( TASK_A2G_BAI ) then
local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task:SetTargetSetUnit( TargetSetUnit )
Task:SetDetection( Detection, DetectedItem )
Task:UpdateTaskInfo( DetectedItem )
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
else
Task:Cancel()
Task = self:RemoveTask( TaskIndex )
end
end
end
end
end
end
-- Evaluate SEAD
if not Task then
local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then
Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "SEAD.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
-- Evaluate CAS
if not Task then
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
if TargetSetUnit then
Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "CAS.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
-- Evaluate BAI
if not Task then
local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
if TargetSetUnit then
Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
DetectedItem.DesignateMenuName = string.format( "BAI.%03d", DetectedItemID ) -- inject a name for DESIGNATE, if using same DETECTION object
Task:SetDetection( Detection, DetectedItem )
end
end
end
if Task then
self.Tasks[TaskIndex] = Task
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
Task:UpdateTaskInfo( DetectedItem )
Mission:AddTask( Task )
function Task.OnEnterSuccess( Task, From, Event, To )
self:Success( Task )
end
function Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task )
end
function Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task )
end
function Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task )
end
TaskReport:Add( Task:GetName() )
else
self:F( "This should not happen" )
end
end
-- OK, so the tasking has been done, now delete the changes reported for the area.
Detection:AcceptChanges( DetectedItem )
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text( ", " )
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if (not Mission:IsGroupAssigned( TaskGroup )) and TaskText ~= "" and self.FlashNewTask then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end
end
return true
end
end