MOOSE/docs/Documentation/Task_A2A_Dispatcher.html
FlightControl_Master b7183023c9 Documentation
2017-11-22 06:23:58 +01:00

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<h1>Module <code>Task_A2A_Dispatcher</code></h1>
<p><strong>Tasking</strong> - The TASK<em>A2A</em>DISPATCHER creates and manages player TASK_A2A tasks based on detected targets.</p>
<p>The <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> classes implement the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of EWR installation groups.</p>
<hr/>
<h3>Author: <strong>Sven Van de Velde (FlightControl)</strong></h3>
<h3>Contributions:</h3>
<hr/>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#TASK_A2A_DISPATCHER">TASK_A2A_DISPATCHER</a></td>
<td class="summary">
<h1>TASK<em>A2A</em>DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia1.JPG" alt="Banner Image"/></p>
<p>The <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of EWR installation groups.</p>
</td>
</tr>
</table>
<h2><a id="#(TASK_A2A_DISPATCHER)">Type <code>TASK_A2A_DISPATCHER</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).Detection">TASK_A2A_DISPATCHER.Detection</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).EvaluateENGAGE">TASK_A2A_DISPATCHER:EvaluateENGAGE(DetectedItem)</a></td>
<td class="summary">
<p>Creates an ENGAGE task when there are human friendlies airborne near the targets.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).EvaluateINTERCEPT">TASK_A2A_DISPATCHER:EvaluateINTERCEPT(DetectedItem)</a></td>
<td class="summary">
<p>Creates an INTERCEPT task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).EvaluateRemoveTask">TASK_A2A_DISPATCHER:EvaluateRemoveTask(Mission, Task, Detection, DetectedItemID, DetectedItemChange, DetectedItem, DetectedItemIndex, DetectedItemChanged)</a></td>
<td class="summary">
<p>Evaluates the removal of the Task from the Mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).EvaluateSWEEP">TASK_A2A_DISPATCHER:EvaluateSWEEP(DetectedItem)</a></td>
<td class="summary">
<p>Creates an SWEEP task when there are targets for it.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).GetFriendliesNearBy">TASK_A2A_DISPATCHER:GetFriendliesNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Calculates which friendlies are nearby the area</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).GetPlayerFriendliesNearBy">TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy(DetectedItem)</a></td>
<td class="summary">
<p>Calculates which HUMAN friendlies are nearby the area</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).Mission">TASK_A2A_DISPATCHER.Mission</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).New">TASK_A2A_DISPATCHER:New(Mission, SetGroup, Detection)</a></td>
<td class="summary">
<p>TASK<em>A2A</em>DISPATCHER constructor.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).OnAfterAssign">TASK_A2A_DISPATCHER:OnAfterAssign(From, Event, To, Task, TaskUnit, PlayerName)</a></td>
<td class="summary">
<p>OnAfter Transition Handler for Event Assign.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).ProcessDetected">TASK_A2A_DISPATCHER:ProcessDetected(Detection)</a></td>
<td class="summary">
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).RemoveTask">TASK_A2A_DISPATCHER:RemoveTask(TaskIndex)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(TASK_A2A_DISPATCHER).SetEngageRadius">TASK_A2A_DISPATCHER:SetEngageRadius(EngageRadius)</a></td>
<td class="summary">
<p>Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(TASK_A2A_DISPATCHER)">#TASK_A2A_DISPATCHER</a></em>
<a id="TASK_A2A_DISPATCHER" >
<strong>TASK_A2A_DISPATCHER</strong>
</a>
</dt>
<dd>
<h1>TASK<em>A2A</em>DISPATCHER class, extends <a href="Tasking.html##(DETECTION_MANAGER)">Tasking#DETECTION_MANAGER</a></h1>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia1.JPG" alt="Banner Image"/></p>
<p>The <a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a> class implements the dynamic dispatching of tasks upon groups of detected units determined a <a href="Set.html">Set</a> of EWR installation groups.</p>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG" alt="Banner Image"/></p>
<p>The EWR will detect units, will group them, and will dispatch <a href="Task.html">Task</a>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:</p>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia9.JPG" alt="Banner Image"/></p>
<ul>
<li><strong>INTERCEPT Task</strong>: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.</li>
<li><strong>SWEEP Task</strong>: 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.</li>
<li><strong>ENGAGE Task</strong>: 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.</li>
</ul>
<h2>1. TASK_A2A_DISPATCHER constructor:</h2>
<p>The <a href="##(TASK_A2A_DISPATCHER).New">TASK<em>A2A</em>DISPATCHER.New</a>() method creates a new TASK_A2A_DISPATCHER instance.</p>
<h3>1.1. Define or set the <strong>Mission</strong>:</h3>
<p>Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.</p>
<pre><code>local HQ = GROUP:FindByName( "HQ", "Bravo" )
local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
</code></pre>
<p>Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission.
Create the MISSION object, and hook it under the command center.</p>
<h3>1.2. Build a set of the groups seated by human players:</h3>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia6.JPG" alt="Banner Image"/></p>
<p>A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.</p>
<pre><code>local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
</code></pre>
<p>The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission.
Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.</p>
<h3>1.3. Define the <strong>EWR network</strong>:</h3>
<p>As part of the TASK_A2A_DISPATCHER constructor, an EWR network must be given as the third parameter.
An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.</p>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia5.JPG" alt="Banner Image"/></p>
<p>Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units.
These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US).
Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar.
The position of these units is very important as they need to provide enough coverage
to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.</p>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia7.JPG" alt="Banner Image"/></p>
<p>Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
For example if they are a long way forward and can detect enemy planes on the ground and taking off
they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
Having the radars further back will mean a slower escalation because fewer targets will be detected and
therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
It all depends on what the desired effect is. </p>
<p>EWR networks are <strong>dynamically constructed</strong>, that is, they form part of the <a href="Functional.html##(DETECTION_BASE)">Functional#DETECTION_BASE</a> object that is given as the input parameter of the TASK_A2A_DISPATCHER class.
By defining in a <strong>smart way the names or name prefixes of the groups</strong> with EWR capable units, these groups will be <strong>automatically added or deleted</strong> from the EWR network,
increasing or decreasing the radar coverage of the Early Warning System.</p>
<p>See the following example to setup an EWR network containing EWR stations and AWACS.</p>
<pre><code>local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
EWRDetection:SetFriendliesRange( 10000 )
EWRDetection:SetRefreshTimeInterval(30)
-- Setup the A2A dispatcher, and initialize it.
A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
</code></pre>
<p>The above example creates a SET_GROUP instance, and stores this in the variable (object) <strong>EWRSet</strong>.
<strong>EWRSet</strong> is then being configured to filter all active groups with a group name starting with <strong>EWR</strong> to be included in the Set.
<strong>EWRSet</strong> is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
Then a new <strong>EWRDetection</strong> object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km.
The <strong>EWRDetection</strong> object is then passed to the <a href="##(TASK_A2A_DISPATCHER).New">TASK<em>A2A</em>DISPATCHER.New</a>() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.</p>
<h3>2. Define the detected <strong>target grouping radius</strong>:</h3>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia8.JPG" alt="Banner Image"/></p>
<p>The target grouping radius is a property of the Detection object, that was passed to the AI_A2A_DISPATCHER object, but can be changed.
The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
Fast planes like in the 80s, need a larger radius than WWII planes. <br/>
Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.</p>
<p>Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate
group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!</p>
<h2>3. Set the <strong>Engage radius</strong>:</h2>
<p>Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.</p>
<p><img src="..\Presentations\TASK_A2A_DISPATCHER\Dia11.JPG" alt="Banner Image"/></p>
<p>So, if there is a target area detected and reported,
then any friendlies that are airborne near this target area,
will be commanded to (re-)engage that target when available (if no other tasks were commanded).
For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
will be considered to receive the command to engage that target area.
You need to evaluate the value of this parameter carefully.
If too small, more intercept missions may be triggered upon detected target areas.
If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.</p>
<h2>4. Set <strong>Scoring</strong> and <strong>Messages</strong>:</h2>
<p>The TASK_A2A_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a <a href="Task.html">Task</a> dispatched by the TASK_A2A_DISPATCHER.
An <em>event handler</em> can be defined to catch the <strong>Assign</strong> event, and add <strong>additional processing</strong> to set <em>scoring</em> and to <em>define messages</em>,
when the player reaches certain achievements in the task.</p>
<p>The prototype to handle the <strong>Assign</strong> event needs to be developed as follows:</p>
<pre><code> TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
--- @param #TaskDispatcher self
-- @param #string From Contains the name of the state from where the Event was triggered.
-- @param #string Event Contains the name of the event that was triggered. In this case Assign.
-- @param #string To Contains the name of the state that will be transitioned to.
-- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
-- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
-- @param #string PlayerName The name of the Player that joined the TaskUnit.
function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
end
</code></pre>
<p>The <strong>OnAfterAssign</strong> method (function) is added to the TaskDispatcher object.
This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
So, this method will be called only <strong>ONCE</strong> when a player joins a unit in scope of the task.</p>
<p>The TASK class implements various methods to additional <strong>set scoring</strong> for player achievements:</p>
<ul>
<li><p><a href="Tasking.Task.html##(TASK).SetScoreOnProgress">Tasking.Task#TASK.SetScoreOnProgress</a>() will add additional scores when a player achieves <strong>Progress</strong> while executing the task.
Examples of <strong>task progress</strong> can be destroying units, arriving at zones etc.</p></li>
<li><p><a href="Tasking.Task.html##(TASK).SetScoreOnSuccess">Tasking.Task#TASK.SetScoreOnSuccess</a>() will add additional scores when the task goes into <strong>Success</strong> state.
This means the <strong>task has been successfully completed</strong>.</p></li>
<li><p><a href="Tasking.Task.html##(TASK).SetScoreOnSuccess">Tasking.Task#TASK.SetScoreOnSuccess</a>() will add additional (negative) scores when the task goes into <strong>Failed</strong> state.
This means the <strong>task has not been successfully completed</strong>, and the scores must be given with a negative value!</p></li>
</ul>
</dd>
</dl>
<h2><a id="#(Task_A2A_Dispatcher)" >Type <code>Task_A2A_Dispatcher</code></a></h2>
<h2><a id="#(TASK_A2A_DISPATCHER)" >Type <code>TASK_A2A_DISPATCHER</code></a></h2>
<p>TASK<em>A2A</em>DISPATCHER class.</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_A2A_DISPATCHER).Detection" >
<strong>TASK_A2A_DISPATCHER.Detection</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).EvaluateENGAGE" >
<strong>TASK_A2A_DISPATCHER:EvaluateENGAGE(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Creates an ENGAGE task when there are human friendlies airborne near the targets.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE.DetectedItem)">Functional.Detection#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
TargetSetUnit: The target set of units.</p>
</li>
<li>
<p><em>#nil:</em>
If there are no targets to be set.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).EvaluateINTERCEPT" >
<strong>TASK_A2A_DISPATCHER:EvaluateINTERCEPT(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Creates an INTERCEPT task when there are targets for it.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE.DetectedItem)">Functional.Detection#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
TargetSetUnit: The target set of units.</p>
</li>
<li>
<p><em>#nil:</em>
If there are no targets to be set.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).EvaluateRemoveTask" >
<strong>TASK_A2A_DISPATCHER:EvaluateRemoveTask(Mission, Task, Detection, DetectedItemID, DetectedItemChange, DetectedItem, DetectedItemIndex, DetectedItemChanged)</strong>
</a>
</dt>
<dd>
<p>Evaluates the removal of the Task from the Mission.</p>
<p>Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>: </p>
</li>
<li>
<p><code><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a> Task </em></code>: </p>
</li>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a> derived object.</p>
</li>
<li>
<p><code><em>#boolean DetectedItemID </em></code>: </p>
</li>
<li>
<p><code><em>#boolean DetectedItemChange </em></code>: </p>
</li>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
<li>
<p><code><em> DetectedItemIndex </em></code>: </p>
</li>
<li>
<p><code><em> DetectedItemChanged </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="Tasking.Task.html##(TASK)">Tasking.Task#TASK</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).EvaluateSWEEP" >
<strong>TASK_A2A_DISPATCHER:EvaluateSWEEP(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Creates an SWEEP task when there are targets for it.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE.DetectedItem)">Functional.Detection#DETECTION_BASE.DetectedItem</a> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a>:</em>
TargetSetUnit: The target set of units.</p>
</li>
<li>
<p><em>#nil:</em>
If there are no targets to be set.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).GetFriendliesNearBy" >
<strong>TASK_A2A_DISPATCHER:GetFriendliesNearBy(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Calculates which friendlies are nearby the area</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number, <a href="Core.CommandCenter.html##(REPORT)">Core.CommandCenter#REPORT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).GetPlayerFriendliesNearBy" >
<strong>TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy(DetectedItem)</strong>
</a>
</dt>
<dd>
<p>Calculates which HUMAN friendlies are nearby the area</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> DetectedItem </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#number, <a href="Core.CommandCenter.html##(REPORT)">Core.CommandCenter#REPORT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(TASK_A2A_DISPATCHER).Mission" >
<strong>TASK_A2A_DISPATCHER.Mission</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).New" >
<strong>TASK_A2A_DISPATCHER:New(Mission, SetGroup, Detection)</strong>
</a>
</dt>
<dd>
<p>TASK<em>A2A</em>DISPATCHER constructor.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Tasking.Mission.html##(MISSION)">Tasking.Mission#MISSION</a> Mission </em></code>:
The mission for which the task dispatching is done.</p>
</li>
<li>
<p><code><em><a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
The set of groups that can join the tasks within the mission.</p>
</li>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
The detection results that are used to dynamically assign new tasks to human players.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a>:</em>
self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).OnAfterAssign" >
<strong>TASK_A2A_DISPATCHER:OnAfterAssign(From, Event, To, Task, TaskUnit, PlayerName)</strong>
</a>
</dt>
<dd>
<p>OnAfter Transition Handler for Event Assign.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string From </em></code>:
The From State string.</p>
</li>
<li>
<p><code><em>#string Event </em></code>:
The Event string.</p>
</li>
<li>
<p><code><em>#string To </em></code>:
The To State string.</p>
</li>
<li>
<p><code><em><a href="Tasking.Task_A2A.html##(TASK_A2A)">Tasking.Task<em>A2A#TASK</em>A2A</a> Task </em></code>: </p>
</li>
<li>
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
</li>
<li>
<p><code><em>#string PlayerName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).ProcessDetected" >
<strong>TASK_A2A_DISPATCHER:ProcessDetected(Detection)</strong>
</a>
</dt>
<dd>
<p>Assigns tasks in relation to the detected items to the <a href="Set.html##(SET_GROUP)">Set#SET_GROUP</a>.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Functional.Detection.html##(DETECTION_BASE)">Functional.Detection#DETECTION_BASE</a> Detection </em></code>:
The detection created by the <a href="Detection.html##(DETECTION_BASE)">Detection#DETECTION_BASE</a> derived object.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em>#boolean:</em>
Return true if you want the task assigning to continue... false will cancel the loop.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).RemoveTask" >
<strong>TASK_A2A_DISPATCHER:RemoveTask(TaskIndex)</strong>
</a>
</dt>
<dd>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> TaskIndex </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(TASK_A2A_DISPATCHER).SetEngageRadius" >
<strong>TASK_A2A_DISPATCHER:SetEngageRadius(EngageRadius)</strong>
</a>
</dt>
<dd>
<p>Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.</p>
<p>So, if there is a target area detected and reported,
then any friendlies that are airborne near this target area,
will be commanded to (re-)engage that target when available (if no other tasks were commanded).
An ENGAGE task will be created for those pilots.
For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
will be considered to receive the command to engage that target area.
You need to evaluate the value of this parameter carefully.
If too small, more intercept missions may be triggered upon detected target areas.
If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number EngageRadius </em></code>:
(Optional, Default = 100000) The radius to report friendlies near the target.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(TASK_A2A_DISPATCHER)">#TASK<em>A2A</em>DISPATCHER</a>:</em></p>
<h3>Usage:</h3>
<pre class="example"><code>
-- Set 50km as the radius to engage any target by airborne friendlies.
TaskA2ADispatcher:SetEngageRadius( 50000 )
-- Set 100km as the radius to engage any target by airborne friendlies.
TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.
</code></pre>
</dd>
</dl>
</div>
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