mirror of
https://github.com/FlightControl-Master/MOOSE.git
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-- Added a scoring tailoring possibility for TASK_DISPATCHER class tasks. -- DETECTION_MANAGER has become an FSM -- TASK_A2G_DISPATCHER has become an FSM. It implements an Assign Event, that can be handled. In the Assign event handler, you can specify scoring schemes etc.
1147 lines
27 KiB
HTML
1147 lines
27 KiB
HTML
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd">
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<link rel="stylesheet" href="stylesheet.css" type="text/css"/>
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</head>
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<body>
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<div id="container">
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<div id="product">
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<div id="product_logo"></div>
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<h2>Modules</h2>
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<ul><li>
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<a href="index.html">index</a>
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</li></ul>
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<ul>
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<li><a href="AI_Balancer.html">AI_Balancer</a></li>
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<li><a href="AI_Cap.html">AI_Cap</a></li>
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<li><a href="AI_Cas.html">AI_Cas</a></li>
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<li><a href="AI_Patrol.html">AI_Patrol</a></li>
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<li><a href="Account.html">Account</a></li>
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<li><a href="Airbase.html">Airbase</a></li>
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<li><a href="AirbasePolice.html">AirbasePolice</a></li>
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<li><a href="Assign.html">Assign</a></li>
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<li><a href="Base.html">Base</a></li>
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<li><a href="Cargo.html">Cargo</a></li>
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<li><a href="CleanUp.html">CleanUp</a></li>
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<li><a href="Client.html">Client</a></li>
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<li><a href="CommandCenter.html">CommandCenter</a></li>
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<li><a href="Controllable.html">Controllable</a></li>
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<li><a href="Database.html">Database</a></li>
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<li><a href="Detection.html">Detection</a></li>
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<li><a href="DetectionManager.html">DetectionManager</a></li>
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<li><a href="Escort.html">Escort</a></li>
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<li><a href="Event.html">Event</a></li>
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<li><a href="Fsm.html">Fsm</a></li>
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<li><a href="Group.html">Group</a></li>
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<li><a href="Identifiable.html">Identifiable</a></li>
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<li><a href="Menu.html">Menu</a></li>
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<li><a href="Message.html">Message</a></li>
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<li><a href="MissileTrainer.html">MissileTrainer</a></li>
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<li><a href="Mission.html">Mission</a></li>
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<li><a href="Movement.html">Movement</a></li>
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<li><a href="Object.html">Object</a></li>
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<li><a href="Point.html">Point</a></li>
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<li><a href="Positionable.html">Positionable</a></li>
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<li><a href="Process_JTAC.html">Process_JTAC</a></li>
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<li><a href="Process_Pickup.html">Process_Pickup</a></li>
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<li><a href="Route.html">Route</a></li>
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<li><a href="Scenery.html">Scenery</a></li>
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<li><a href="ScheduleDispatcher.html">ScheduleDispatcher</a></li>
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<li><a href="Scheduler.html">Scheduler</a></li>
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<li><a href="Scoring.html">Scoring</a></li>
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<li><a href="Sead.html">Sead</a></li>
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<li><a href="Set.html">Set</a></li>
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<li><a href="Smoke.html">Smoke</a></li>
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<li><a href="Spawn.html">Spawn</a></li>
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<li><a href="Static.html">Static</a></li>
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<li><a href="Task.html">Task</a></li>
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<li>Task_A2G</li>
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<li><a href="Task_A2G_Dispatcher.html">Task_A2G_Dispatcher</a></li>
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<li><a href="Task_PICKUP.html">Task_PICKUP</a></li>
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<li><a href="Unit.html">Unit</a></li>
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<li><a href="Utils.html">Utils</a></li>
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<li><a href="Zone.html">Zone</a></li>
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<li><a href="routines.html">routines</a></li>
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</ul>
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</div>
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<div id="content">
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<h1>Module <code>Task_A2G</code></h1>
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<p><strong>Tasking</strong> - The TASK_A2G models tasks for players in Air to Ground engagements.</p>
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<p><img src="..\Presentations\TASK_A2G\Dia1.JPG" alt="Banner Image"/></p>
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<h1>1) <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a> class, extends <a href="Task.html##(TASK)">Task#TASK</a></h1>
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<p>The <a href="##(TASK_A2G)">#TASK_A2G</a> class defines Air To Ground tasks for a <a href="Set.html">Set</a> of Target Units,
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based on the tasking capabilities defined in <a href="Task.html##(TASK)">Task#TASK</a>.
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The TASK_A2G is implemented using a <a href="Statemachine.html##(FSM_TASK)">Statemachine#FSM_TASK</a>, and has the following statuses:</p>
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<ul>
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<li><strong>None</strong>: Start of the process</li>
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<li><strong>Planned</strong>: The A2G task is planned.</li>
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<li><strong>Assigned</strong>: The A2G task is assigned to a <a href="Group.html##(GROUP)">Group#GROUP</a>.</li>
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<li><strong>Success</strong>: The A2G task is successfully completed.</li>
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<li><strong>Failed</strong>: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.</li>
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</ul>
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<h1>1.1) Set the scoring of achievements in an A2G attack.</h1>
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<p>Scoring or penalties can be given in the following circumstances:</p>
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<ul>
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<li><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G.SetScoreOnDestroy</a>(): Set a score when a target in scope of the A2G attack, has been destroyed.</li>
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<li><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G.SetScoreOnSuccess</a>(): Set a score when all the targets in scope of the A2G attack, have been destroyed.</li>
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<li><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G.SetPenaltyOnFailed</a>(): Set a penalty when the A2G attack has failed.</li>
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</ul>
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<h1>2) <a href="Task_A2G.html##(TASK_SEAD)">Task<em>A2G#TASK</em>SEAD</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The <a href="##(TASK_SEAD)">#TASK_SEAD</a> class defines a SEAD task for a <a href="Set.html">Set</a> of Target Units.</p>
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<hr/>
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<h1>3) <a href="Task_A2G.html##(TASK_CAS)">Task<em>A2G#TASK</em>CAS</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The <a href="##(TASK_CAS)">#TASK_CAS</a> class defines a CAS task for a <a href="Set.html">Set</a> of Target Units.</p>
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<hr/>
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<h1>4) <a href="Task_A2G.html##(TASK_BAI)">Task<em>A2G#TASK</em>BAI</a> class, extends <a href="Task_A2G.html##(TASK_A2G)">Task<em>A2G#TASK</em>A2G</a></h1>
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<p>The <a href="##(TASK_BAI)">#TASK_BAI</a> class defines a BAI task for a <a href="Set.html">Set</a> of Target Units.</p>
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<hr/>
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<h1><strong>API CHANGE HISTORY</strong></h1>
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<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
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<ul>
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<li><strong>Added</strong> parts are expressed in bold type face.</li>
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<li><em>Removed</em> parts are expressed in italic type face.</li>
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</ul>
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<p>Hereby the change log:</p>
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<p>2017-03-09: Revised version.</p>
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<hr/>
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<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
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<h3>Contributions:</h3>
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<ul>
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<li><strong>[WingThor]</strong>: Concept, Advice & Testing.</li>
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</ul>
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<h3>Authors:</h3>
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<ul>
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<li><strong>FlightControl</strong>: Concept, Design & Programming.
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</li>
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</ul>
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<h2>Global(s)</h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_A2G">TASK_A2G</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_BAI">TASK_BAI</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_CAS">TASK_CAS</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="#TASK_SEAD">TASK_SEAD</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_A2G)">Type <code>TASK_A2G</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).ClassName">TASK_A2G.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetPlannedMenuText">TASK_A2G:GetPlannedMenuText()</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetRendezVousPointVec2">TASK_A2G:GetRendezVousPointVec2(TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetRendezVousZone">TASK_A2G:GetRendezVousZone(TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetTargetPointVec2">TASK_A2G:GetTargetPointVec2(TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).GetTargetZone">TASK_A2G:GetTargetZone(TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).New">TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_A2G.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetPenaltyOnFailed">TASK_A2G:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a penalty when the A2G attack has failed.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetRendezVousPointVec2">TASK_A2G:SetRendezVousPointVec2(RendezVousPointVec2, RendezVousRange, TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetRendezVousZone">TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetScoreOnDestroy">TASK_A2G:SetScoreOnDestroy(Text, Score, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetScoreOnSuccess">TASK_A2G:SetScoreOnSuccess(Text, Score, TaskUnit)</a></td>
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<td class="summary">
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<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetPointVec2">TASK_A2G:SetTargetPointVec2(TargetPointVec2, TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).SetTargetZone">TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_A2G).TargetSetUnit">TASK_A2G.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_BAI)">Type <code>TASK_BAI</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).ClassName">TASK_BAI.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).New">TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_BAI.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_BAI).TargetSetUnit">TASK_BAI.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_CAS)">Type <code>TASK_CAS</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).ClassName">TASK_CAS.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).New">TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_CAS.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_CAS).TargetSetUnit">TASK_CAS.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2><a id="#(TASK_SEAD)">Type <code>TASK_SEAD</code></a></h2>
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<table class="function_list">
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).ClassName">TASK_SEAD.ClassName</a></td>
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<td class="summary">
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).New">TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</a></td>
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<td class="summary">
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<p>Instantiates a new TASK_SEAD.</p>
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</td>
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</tr>
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<tr>
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<td class="name" nowrap="nowrap"><a href="##(TASK_SEAD).TargetSetUnit">TASK_SEAD.TargetSetUnit</a></td>
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<td class="summary">
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</td>
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</tr>
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</table>
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<h2>Global(s)</h2>
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<dl class="function">
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<dt>
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<em><a href="##(TASK_A2G)">#TASK_A2G</a></em>
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<a id="TASK_A2G" >
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<strong>TASK_A2G</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em><a href="##(TASK_BAI)">#TASK_BAI</a></em>
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<a id="TASK_BAI" >
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<strong>TASK_BAI</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em><a href="##(TASK_CAS)">#TASK_CAS</a></em>
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<a id="TASK_CAS" >
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<strong>TASK_CAS</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<dl class="function">
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<dt>
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<em><a href="##(TASK_SEAD)">#TASK_SEAD</a></em>
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<a id="TASK_SEAD" >
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<strong>TASK_SEAD</strong>
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</a>
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</dt>
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<dd>
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</dd>
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</dl>
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<h2><a id="#(Task_A2G)" >Type <code>Task_A2G</code></a></h2>
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<h2><a id="#(FSM_PROCESS)" >Type <code>FSM_PROCESS</code></a></h2>
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<h2><a id="#(TASK_A2G)" >Type <code>TASK_A2G</code></a></h2>
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<p>The TASK_A2G class</p>
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<h3>Field(s)</h3>
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<dl class="function">
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<dt>
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<em>#string</em>
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<a id="#(TASK_A2G).ClassName" >
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<strong>TASK_A2G.ClassName</strong>
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</a>
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</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).GetPlannedMenuText" >
|
|
<strong>TASK_A2G:GetPlannedMenuText()</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).GetRendezVousPointVec2" >
|
|
<strong>TASK_A2G:GetRendezVousPointVec2(TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameter</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return values</h3>
|
|
<ol>
|
|
<li>
|
|
|
|
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
|
|
The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><em>#number:</em>
|
|
The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.</p>
|
|
|
|
</li>
|
|
</ol>
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).GetRendezVousZone" >
|
|
<strong>TASK_A2G:GetRendezVousZone(TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameter</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
|
|
The Zone object where the RendezVous is located on the map.</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).GetTargetPointVec2" >
|
|
<strong>TASK_A2G:GetTargetPointVec2(TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameter</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a>:</em>
|
|
The PointVec2 object where the Target is located on the map.</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).GetTargetZone" >
|
|
<strong>TASK_A2G:GetTargetZone(TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameter</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a>:</em>
|
|
The Zone object where the Target is located on the map.</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).New" >
|
|
<strong>TASK_A2G:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit, TaskType)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Instantiates a new TASK_A2G.</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="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
|
|
The set of groups for which the Task can be assigned.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#string TaskName </em></code>:
|
|
The name of the Task.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number TargetDistance </em></code>:
|
|
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
|
|
The target zone, if known.
|
|
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em> TargetSetUnit </em></code>: </p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em> TaskType </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em>
|
|
self</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetPenaltyOnFailed" >
|
|
<strong>TASK_A2G:SetPenaltyOnFailed(Text, Penalty, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Set a penalty when the A2G attack has failed.</p>
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em>#string Text </em></code>:
|
|
The text to display to the player, when the A2G attack has failed.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number Penalty </em></code>:
|
|
The penalty in points.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em></p>
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetRendezVousPointVec2" >
|
|
<strong>TASK_A2G:SetRendezVousPointVec2(RendezVousPointVec2, RendezVousRange, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> RendezVousPointVec2 </em></code>:
|
|
The PointVec2 object referencing to the 2D point where the RendezVous point is located on the map.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number RendezVousRange </em></code>:
|
|
The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetRendezVousZone" >
|
|
<strong>TASK_A2G:SetRendezVousZone(RendezVousZone, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> RendezVousZone </em></code>:
|
|
The Zone object where the RendezVous is located on the map.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetScoreOnDestroy" >
|
|
<strong>TASK_A2G:SetScoreOnDestroy(Text, Score, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Set a score when a target in scope of the A2G attack, has been destroyed .</p>
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em>#string Text </em></code>:
|
|
The text to display to the player, when the target has been destroyed.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number Score </em></code>:
|
|
The score in points.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em></p>
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetScoreOnSuccess" >
|
|
<strong>TASK_A2G:SetScoreOnSuccess(Text, Score, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Set a score when all the targets in scope of the A2G attack, have been destroyed.</p>
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em>#string Text </em></code>:
|
|
The text to display to the player, when all targets hav been destroyed.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number Score </em></code>:
|
|
The score in points.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_A2G)">#TASK_A2G</a>:</em></p>
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetTargetPointVec2" >
|
|
<strong>TASK_A2G:SetTargetPointVec2(TargetPointVec2, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Point.html##(POINT_VEC2)">Core.Point#POINT_VEC2</a> TargetPointVec2 </em></code>:
|
|
The PointVec2 object where the Target is located on the map.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_A2G).SetTargetZone" >
|
|
<strong>TASK_A2G:SetTargetZone(TargetZone, TaskUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
<h3>Parameters</h3>
|
|
<ul>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
|
|
The Zone object where the Target is located on the map.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Wrapper.Unit.html##(UNIT)">Wrapper.Unit#UNIT</a> TaskUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
|
<a id="#(TASK_A2G).TargetSetUnit" >
|
|
<strong>TASK_A2G.TargetSetUnit</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
|
|
<h2><a id="#(TASK_BAI)" >Type <code>TASK_BAI</code></a></h2>
|
|
|
|
<p>The TASK_BAI class</p>
|
|
|
|
<h3>Field(s)</h3>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em>#string</em>
|
|
<a id="#(TASK_BAI).ClassName" >
|
|
<strong>TASK_BAI.ClassName</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_BAI).New" >
|
|
<strong>TASK_BAI:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Instantiates a new TASK_BAI.</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="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
|
|
The set of groups for which the Task can be assigned.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#string TaskName </em></code>:
|
|
The name of the Task.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number TargetDistance </em></code>:
|
|
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
|
|
The target zone, if known.
|
|
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em> TargetSetUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_BAI)">#TASK_BAI</a>:</em>
|
|
self</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
|
<a id="#(TASK_BAI).TargetSetUnit" >
|
|
<strong>TASK_BAI.TargetSetUnit</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
|
|
<h2><a id="#(TASK_CAS)" >Type <code>TASK_CAS</code></a></h2>
|
|
|
|
<p>The TASK_CAS class</p>
|
|
|
|
<h3>Field(s)</h3>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em>#string</em>
|
|
<a id="#(TASK_CAS).ClassName" >
|
|
<strong>TASK_CAS.ClassName</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_CAS).New" >
|
|
<strong>TASK_CAS:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Instantiates a new TASK_CAS.</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="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
|
|
The set of groups for which the Task can be assigned.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#string TaskName </em></code>:
|
|
The name of the Task.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number TargetDistance </em></code>:
|
|
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
|
|
The target zone, if known.
|
|
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em> TargetSetUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_CAS)">#TASK_CAS</a>:</em>
|
|
self</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
|
<a id="#(TASK_CAS).TargetSetUnit" >
|
|
<strong>TASK_CAS.TargetSetUnit</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
|
|
<h2><a id="#(TASK_SEAD)" >Type <code>TASK_SEAD</code></a></h2>
|
|
|
|
<p>The TASK_SEAD class</p>
|
|
|
|
<h3>Field(s)</h3>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em>#string</em>
|
|
<a id="#(TASK_SEAD).ClassName" >
|
|
<strong>TASK_SEAD.ClassName</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<a id="#(TASK_SEAD).New" >
|
|
<strong>TASK_SEAD:New(Mission, SetGroup, TaskName, UnitSetTargets, TargetDistance, TargetZone, TargetSetUnit)</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
<p>Instantiates a new TASK_SEAD.</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="Set.html##(SET_GROUP)">Set#SET_GROUP</a> SetGroup </em></code>:
|
|
The set of groups for which the Task can be assigned.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#string TaskName </em></code>:
|
|
The name of the Task.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a> UnitSetTargets </em></code>: </p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em>#number TargetDistance </em></code>:
|
|
The distance to Target when the Player is considered to have "arrived" at the engagement range.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em><a href="Core.Zone.html##(ZONE_BASE)">Core.Zone#ZONE_BASE</a> TargetZone </em></code>:
|
|
The target zone, if known.
|
|
If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.</p>
|
|
|
|
</li>
|
|
<li>
|
|
|
|
<p><code><em> TargetSetUnit </em></code>: </p>
|
|
|
|
</li>
|
|
</ul>
|
|
<h3>Return value</h3>
|
|
|
|
<p><em><a href="##(TASK_SEAD)">#TASK_SEAD</a>:</em>
|
|
self</p>
|
|
|
|
</dd>
|
|
</dl>
|
|
<dl class="function">
|
|
<dt>
|
|
|
|
<em><a href="Set.html##(SET_UNIT)">Set#SET_UNIT</a></em>
|
|
<a id="#(TASK_SEAD).TargetSetUnit" >
|
|
<strong>TASK_SEAD.TargetSetUnit</strong>
|
|
</a>
|
|
</dt>
|
|
<dd>
|
|
|
|
|
|
|
|
</dd>
|
|
</dl>
|
|
|
|
</div>
|
|
|
|
</div>
|
|
</body>
|
|
</html>
|