MOOSE/Moose Development/Moose/Tasking/Task_A2A_Dispatcher.lua
2017-05-18 21:18:40 +02:00

225 lines
8.7 KiB
Lua

--- **Tasking** - The TASK_A2A_DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.
--
-- ===
--
-- # 1) @{#TASK_A2A_DISPATCHER} class, extends @{#DETECTION_MANAGER}
--
-- The @{#TASK_A2A_DISPATCHER} class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of EWR installation groups.
-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- * **INTERCEPT Task**: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
-- * **SWEEP Task**: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
-- * **ENGAGE Task**: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.
--
-- Other task types will follow...
--
-- 3.1) TASK_A2A_DISPATCHER constructor:
-- --------------------------------------
-- The @{#TASK_A2A_DISPATCHER.New}() method creates a new TASK_A2A_DISPATCHER instance.
--
-- ===
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Task_A2A_Dispatcher
do -- TASK_A2A_DISPATCHER
--- TASK_A2A_DISPATCHER class.
-- @type TASK_A2A_DISPATCHER
-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects. The Detection object will only function in RADAR mode!!!
-- @field Tasking.Mission#MISSION Mission
-- @extends Tasking.DetectionManager#DETECTION_MANAGER
TASK_A2A_DISPATCHER = {
ClassName = "TASK_A2A_DISPATCHER",
Mission = nil,
Detection = nil,
Tasks = {},
}
--- TASK_A2A_DISPATCHER constructor.
-- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
-- @return #TASK_A2A_DISPATCHER self
function TASK_A2A_DISPATCHER:New( Mission, SetGroup, Detection )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2A_DISPATCHER
self.Detection = Detection
self.Mission = Mission
self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
self.Detection:InitDetectRadar( true )
self.Detection:SetDetectionInterval( 30 )
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_A2A_DISPATCHER] OnAfterAssign
-- @param #TASK_A2A_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_A2A#TASK_A2A Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:__Start( 5 )
return self
end
--- Creates an INTERCEPT task when there are targets for it.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
-- @return Set#SET_UNIT TargetSetUnit: The target set of units.
-- @return #nil If there are no targets to be set.
function TASK_A2A_DISPATCHER:EvaluateINTERCEPT( DetectedItem )
self:F( { DetectedItem.ItemID } )
local DetectedSet = DetectedItem.Set
local DetectedZone = DetectedItem.Zone
-- Put here the intercept logic....
if true 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:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
return TargetSetUnit
end
return nil
end
--- Evaluates the removal of the Task from the Mission.
-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
-- @param #TASK_A2A_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission
-- @param Tasking.Task#TASK Task
-- @param #boolean DetectedItemID
-- @param #boolean DetectedItemChange
-- @return Tasking.Task#TASK
function TASK_A2A_DISPATCHER:EvaluateRemoveTask( Mission, Task, DetectedItemID, DetectedItemChanged )
if Task then
if Task:IsStatePlanned() and DetectedItemChanged == true then
self:E( "Removing Tasking: " .. Task:GetTaskName() )
Mission:RemoveTask( Task )
self.Tasks[DetectedItemID] = nil
end
end
return Task
end
--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
-- @param #TASK_A2A_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_A2A_DISPATCHER:ProcessDetected( Detection )
self:E()
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New()
--- 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:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
DetectedSet:Flush()
local DetectedID = DetectedItem.ID
local DetectedIndex = DetectedItem.Index
local DetectedItemChanged = DetectedItem.Changed
local Task = self.Tasks[DetectedID]
Task = self:EvaluateRemoveTask( Mission, Task, DetectedID, DetectedItemChanged ) -- Task will be removed if it is planned and changed.
-- Evaluate INTERCEPT
if not Task then
local TargetSetUnit = self:EvaluateINTERCEPT( DetectedItem ) -- Returns a SetUnit if there are targets to be INTERCEPTed...
if TargetSetUnit then
Task = TASK_INTERCEPT:New( Mission, self.SetGroup, string.format( "INTERCEPT.%03d", DetectedID ), TargetSetUnit )
end
if Task then
self.Tasks[DetectedID] = Task
Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self )
Task:SetInfo( "ThreatLevel", "[" .. string.rep( "", DetectedSet:CalculateThreatLevelA2G() ) .. "]" )
local DetectedItemsCount = DetectedSet:Count()
local DetectedItemsTypes = DetectedSet:GetTypeNames()
Task:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
Task:SetInfo( "Coordinates", Detection:GetDetectedItemCoordinate( DetectedIndex ) )
Task:SetInfo( "Object", DetectedSet:GetFirst() )
Mission:AddTask( Task )
else
self:E("This should not happen")
end
end
TaskReport:Add( Task:GetName() )
-- 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 ~= "" then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )
end
end
end
return true
end
end