FlightControl 2fadd949a6 Fixes
2017-05-07 15:37:27 +02:00

827 lines
25 KiB
Lua

--- A MISSION is the main owner of a Mission orchestration within MOOSE . The Mission framework orchestrates @{CLIENT}s, @{TASK}s, @{STAGE}s etc.
-- A @{CLIENT} needs to be registered within the @{MISSION} through the function @{AddClient}. A @{TASK} needs to be registered within the @{MISSION} through the function @{AddTask}.
-- @module Mission
--- The MISSION class
-- @type MISSION
-- @field #MISSION.Clients _Clients
-- @field Core.Menu#MENU_COALITION MissionMenu
-- @field #string MissionBriefing
-- @extends Core.Fsm#FSM
MISSION = {
ClassName = "MISSION",
Name = "",
MissionStatus = "PENDING",
AssignedGroups = {},
}
--- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
-- @param #MISSION self
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter
-- @param #string MissionName is the name of the mission. This name will be used to reference the status of each mission by the players.
-- @param #string MissionPriority is a string indicating the "priority" of the Mission. f.e. "Primary", "Secondary" or "First", "Second". It is free format and up to the Mission designer to choose. There are no rules behind this field.
-- @param #string MissionBriefing is a string indicating the mission briefing to be shown when a player joins a @{CLIENT}.
-- @param Dcs.DCSCoalitionWrapper.Object#coalition MissionCoalition is a string indicating the coalition or party to which this mission belongs to. It is free format and can be chosen freely by the mission designer. Note that this field is not to be confused with the coalition concept of the ME. Examples of a Mission Coalition could be "NATO", "CCCP", "Intruders", "Terrorists"...
-- @return #MISSION self
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM
self:T( { MissionName, MissionPriority, MissionBriefing, MissionCoalition } )
self.CommandCenter = CommandCenter
CommandCenter:AddMission( self )
self.Name = MissionName
self.MissionPriority = MissionPriority
self.MissionBriefing = MissionBriefing
self.MissionCoalition = MissionCoalition
self.Tasks = {}
self:SetStartState( "IDLE" )
self:AddTransition( "IDLE", "Start", "ENGAGED" )
--- OnLeave Transition Handler for State IDLE.
-- @function [parent=#MISSION] OnLeaveIDLE
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State IDLE.
-- @function [parent=#MISSION] OnEnterIDLE
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnLeave Transition Handler for State ENGAGED.
-- @function [parent=#MISSION] OnLeaveENGAGED
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State ENGAGED.
-- @function [parent=#MISSION] OnEnterENGAGED
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Start.
-- @function [parent=#MISSION] OnBeforeStart
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Start.
-- @function [parent=#MISSION] OnAfterStart
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Start.
-- @function [parent=#MISSION] Start
-- @param #MISSION self
--- Asynchronous Event Trigger for Event Start.
-- @function [parent=#MISSION] __Start
-- @param #MISSION self
-- @param #number Delay The delay in seconds.
self:AddTransition( "ENGAGED", "Stop", "IDLE" )
--- OnLeave Transition Handler for State IDLE.
-- @function [parent=#MISSION] OnLeaveIDLE
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State IDLE.
-- @function [parent=#MISSION] OnEnterIDLE
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#MISSION] OnBeforeStop
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#MISSION] OnAfterStop
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#MISSION] Stop
-- @param #MISSION self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#MISSION] __Stop
-- @param #MISSION self
-- @param #number Delay The delay in seconds.
self:AddTransition( "ENGAGED", "Complete", "COMPLETED" )
--- OnLeave Transition Handler for State COMPLETED.
-- @function [parent=#MISSION] OnLeaveCOMPLETED
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State COMPLETED.
-- @function [parent=#MISSION] OnEnterCOMPLETED
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Complete.
-- @function [parent=#MISSION] OnBeforeComplete
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Complete.
-- @function [parent=#MISSION] OnAfterComplete
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Complete.
-- @function [parent=#MISSION] Complete
-- @param #MISSION self
--- Asynchronous Event Trigger for Event Complete.
-- @function [parent=#MISSION] __Complete
-- @param #MISSION self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Fail", "FAILED" )
--- OnLeave Transition Handler for State FAILED.
-- @function [parent=#MISSION] OnLeaveFAILED
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State FAILED.
-- @function [parent=#MISSION] OnEnterFAILED
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Fail.
-- @function [parent=#MISSION] OnBeforeFail
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fail.
-- @function [parent=#MISSION] OnAfterFail
-- @param #MISSION self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fail.
-- @function [parent=#MISSION] Fail
-- @param #MISSION self
--- Asynchronous Event Trigger for Event Fail.
-- @function [parent=#MISSION] __Fail
-- @param #MISSION self
-- @param #number Delay The delay in seconds.
-- Private implementations
return self
end
-- FSM function for a MISSION
-- @param #MISSION self
-- @param #string From
-- @param #string Event
-- @param #string To
function MISSION:onbeforeComplete( From, Event, To )
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if not Task:IsStateSuccess() and not Task:IsStateFAILED() and not Task:IsStateAborted() and not Task:IsStateCancelled() then
return false -- Mission cannot be completed. Other Tasks are still active.
end
end
return true -- Allow Mission completion.
end
-- FSM function for a MISSION
-- @param #MISSION self
-- @param #string From
-- @param #string Event
-- @param #string To
function MISSION:onenterCOMPLETED( From, Event, To )
self:GetCommandCenter():MessageToCoalition( "Mission " .. self:GetName() .. " has been completed! Good job guys!" )
end
--- Gets the mission name.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:GetName()
return string.format( 'Mission "%s (%s)"', self.Name, self.MissionPriority )
end
--- Add a Unit to join the Mission.
-- For each Task within the Mission, the Unit is joined with the Task.
-- If the Unit was not part of a Task in the Mission, false is returned.
-- If the Unit is part of a Task in the Mission, true is returned.
-- @param #MISSION self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission.
-- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission.
-- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
self:F( { PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
local PlayerUnitAdded = false
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:JoinUnit( PlayerUnit, PlayerGroup ) then
PlayerUnitAdded = true
end
end
return PlayerUnitAdded
end
--- Aborts a PlayerUnit from the Mission.
-- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned.
-- If the Unit was not part of a Task in the Mission, false is returned.
-- If the Unit is part of a Task in the Mission, true is returned.
-- @param #MISSION self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player joining the Mission.
-- @return #MISSION
function MISSION:AbortUnit( PlayerUnit )
self:F( { PlayerUnit = PlayerUnit } )
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local PlayerGroup = PlayerUnit:GetGroup()
Task:AbortGroup( PlayerGroup )
end
return self
end
--- Handles a crash of a PlayerUnit from the Mission.
-- For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned.
-- If the Unit was not part of a Task in the Mission, false is returned.
-- If the Unit is part of a Task in the Mission, true is returned.
-- @param #MISSION self
-- @param Wrapper.Unit#UNIT PlayerUnit The CLIENT or UNIT of the Player crashing.
-- @return #MISSION
function MISSION:CrashUnit( PlayerUnit )
self:F( { PlayerUnit = PlayerUnit } )
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local PlayerGroup = PlayerUnit:GetGroup()
Task:CrashGroup( PlayerGroup )
end
return self
end
--- Add a scoring to the mission.
-- @param #MISSION self
-- @return #MISSION self
function MISSION:AddScoring( Scoring )
self.Scoring = Scoring
return self
end
--- Get the scoring object of a mission.
-- @param #MISSION self
-- @return #SCORING Scoring
function MISSION:GetScoring()
return self.Scoring
end
--- Get the groups for which TASKS are given in the mission
-- @param #MISSION self
-- @return Core.Set#SET_GROUP
function MISSION:GetGroups()
local SetGroup = SET_GROUP:New()
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local GroupSet = Task:GetGroups()
GroupSet:ForEachGroup(
function( TaskGroup )
SetGroup:Add( TaskGroup, TaskGroup )
end
)
end
return SetGroup
end
--- Sets the Planned Task menu.
-- @param #MISSION self
-- @param #number MenuTime
function MISSION:SetMenu( MenuTime )
self:F( { self:GetName(), MenuTime } )
for _, TaskData in pairs( self:GetTasks() ) do
local Task = TaskData -- Tasking.Task#TASK
Task:SetMenu( MenuTime )
end
end
--- Removes the Planned Task menu.
-- @param #MISSION self
-- @param #number MenuTime
function MISSION:RemoveMenu( MenuTime )
self:F( { self:GetName(), MenuTime } )
for _, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Task:RemoveMenu( MenuTime )
end
end
do -- Group Assignment
--- Returns if the @{Mission} is assigned to the Group.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP MissionGroup
-- @return #boolean
function MISSION:IsGroupAssigned( MissionGroup )
local MissionGroupName = MissionGroup:GetName()
if self.AssignedGroups[MissionGroupName] == MissionGroup then
self:T( { "Mission is assigned to:", MissionGroup:GetName() } )
return true
end
self:T( { "Mission is not assigned to:", MissionGroup:GetName() } )
return false
end
--- Set @{Group} assigned to the @{Mission}.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP MissionGroup
-- @return #MISSION
function MISSION:SetGroupAssigned( MissionGroup )
local MissionName = self:GetName()
local MissionGroupName = MissionGroup:GetName()
self.AssignedGroups[MissionGroupName] = MissionGroup
self:E( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) )
return self
end
--- Clear the @{Group} assignment from the @{Mission}.
-- @param #MISSION self
-- @param Wrapper.Group#GROUP MissionGroup
-- @return #MISSION
function MISSION:ClearGroupAssignment( MissionGroup )
local MissionName = self:GetName()
local MissionGroupName = MissionGroup:GetName()
self.AssignedGroups[MissionGroupName] = nil
self:E( string.format( "Mission %s is unassigned to %s", MissionName, MissionGroupName ) )
return self
end
end
--- Gets the COMMANDCENTER.
-- @param #MISSION self
-- @return Tasking.CommandCenter#COMMANDCENTER
function MISSION:GetCommandCenter()
return self.CommandCenter
end
--- Removes a Task menu.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task
-- @return #MISSION self
function MISSION:RemoveTaskMenu( Task )
Task:RemoveMenu()
end
--- Gets the mission menu for the coalition.
-- @param #MISSION self
-- @return Core.Menu#MENU_COALITION self
function MISSION:GetMenu()
local CommandCenter = self:GetCommandCenter()
local CommandCenterMenu = CommandCenter:GetMenu()
local MissionName = self:GetName()
local MissionMenu = CommandCenterMenu:GetMenu( MissionName )
return MissionMenu
end
--- Get the TASK identified by the TaskNumber from the Mission. This function is useful in GoalFunctions.
-- @param #string TaskName The Name of the @{Task} within the @{Mission}.
-- @return Tasking.Task#TASK The Task
-- @return #nil Returns nil if no task was found.
function MISSION:GetTask( TaskName )
self:F( { TaskName } )
return self.Tasks[TaskName]
end
--- Register a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:AddTask( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName] = Task
self:GetCommandCenter():SetMenu()
return Task
end
--- Removes a @{Task} to be completed within the @{Mission}.
-- Note that there can be multiple @{Task}s registered to be completed.
-- Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return #nil The cleaned Task reference.
function MISSION:RemoveTask( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
-- Ensure everything gets garbarge collected.
self.Tasks[TaskName] = nil
Task = nil
collectgarbage()
self:GetCommandCenter():SetMenu()
return nil
end
--- Return the next @{Task} ID to be completed within the @{Mission}.
-- @param #MISSION self
-- @param Tasking.Task#TASK Task is the @{Task} object.
-- @return Tasking.Task#TASK The task added.
function MISSION:GetNextTaskID( Task )
local TaskName = Task:GetTaskName()
self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
self.Tasks[TaskName].n = self.Tasks[TaskName].n + 1
return self.Tasks[TaskName].n
end
--- Is the @{Mission} **COMPLETED**.
-- @param #MISSION self
-- @return #boolean
function MISSION:IsCOMPLETED()
return self:Is( "COMPLETED" )
end
--- Is the @{Mission} **IDLE**.
-- @param #MISSION self
-- @return #boolean
function MISSION:IsIDLE()
return self:Is( "IDLE" )
end
--- Is the @{Mission} **ENGAGED**.
-- @param #MISSION self
-- @return #boolean
function MISSION:IsENGAGED()
return self:Is( "ENGAGED" )
end
--- Is the @{Mission} **FAILED**.
-- @param #MISSION self
-- @return #boolean
function MISSION:IsFAILED()
return self:Is( "FAILED" )
end
--- Is the @{Mission} **HOLD**.
-- @param #MISSION self
-- @return #boolean
function MISSION:IsHOLD()
return self:Is( "HOLD" )
end
--- Validates if the Mission has a Group
-- @param #MISSION
-- @return #boolean true if the Mission has a Group.
function MISSION:HasGroup( TaskGroup )
local Has = false
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:HasGroup( TaskGroup ) then
Has = true
break
end
end
return Has
end
--- @param #MISSION self
-- @return #number
function MISSION:GetTasksRemaining()
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:IsStateSuccess() or Task:IsStateFailed() then
else
TasksRemaining = TasksRemaining + 1
end
end
return TasksRemaining
end
--- @param #MISSION self
-- @return #number
function MISSION:GetTaskTypes()
-- Determine how many tasks are remaining.
local TaskTypeList = {}
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local TaskType = Task:GetType()
TaskTypeList[TaskType] = TaskType
end
return TaskTypeList
end
--- Create a status report of the Mission.
-- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.
--
-- Mission "<MissionName>" - Status "<MissionStatus>"
-- - Task Types: <TaskType>, <TaskType>
-- - <xx> Planned Tasks (xp)
-- - <xx> Assigned Tasks(xp)
-- - <xx> Success Tasks (xp)
-- - <xx> Hold Tasks (xp)
-- - <xx> Cancelled Tasks (xp)
-- - <xx> Aborted Tasks (xp)
-- - <xx> Failed Tasks (xp)
--
-- @param #MISSION self
-- @return #string
function MISSION:ReportStatus()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
local TaskTypes = self:GetTaskTypes()
Report:Add( string.format( " - Task Types: %s", table.concat(TaskTypes, ", " ) ) )
local TaskStatusList = { "Planned", "Assigned", "Success", "Hold", "Cancelled", "Aborted", "Failed" }
for TaskStatusID, TaskStatus in pairs( TaskStatusList ) do
local TaskCount = 0
local TaskPlayerCount = 0
-- Determine how many tasks are remaining.
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:Is( TaskStatus ) then
TaskCount = TaskCount + 1
TaskPlayerCount = TaskPlayerCount + Task:GetPlayerCount()
end
end
if TaskCount > 0 then
Report:Add( string.format( " - %02d %s Tasks (%dp)", TaskCount, TaskStatus, TaskPlayerCount ) )
end
end
return Report:Text()
end
--- Create a player report of the Mission.
-- This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.
--
-- Mission "<MissionName>" - Status "<MissionStatus>"
-- - Player "<PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
-- - Player <PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
-- - ..
--
-- @param #MISSION self
-- @return #string
function MISSION:ReportPlayers()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
local PlayerList = {}
-- Determine how many tasks are remaining.
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
local PlayerNames = Task:GetPlayerNames()
for PlayerID, PlayerName in pairs( PlayerNames ) do
PlayerList[PlayerName] = Task:GetName()
end
end
for PlayerName, TaskName in pairs( PlayerList ) do
Report:Add( string.format( ' - Player (%s): Task "%s"', PlayerName, TaskName ) )
end
return Report:Text()
end
--- Create a summary report of the Mission (one line).
-- @param #MISSION self
-- @return #string
function MISSION:ReportSummary()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
Report:Add( "Mission " .. Name .. " - " .. Status .. " - " .. TasksRemaining .. " tasks remaining." )
-- Determine how many tasks are remaining.
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( "- " .. Task:ReportSummary() )
end
return Report:Text()
end
--- Create a overview report of the Mission (multiple lines).
-- @param #MISSION self
-- @return #string
function MISSION:ReportOverview( TaskStatus )
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
local TasksRemaining = self:GetTasksRemaining()
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
if Task:Is( TaskStatus ) then
Report:Add( "\n - " .. Task:ReportOverview() )
end
end
return Report:Text()
end
--- Create a detailed report of the Mission, listing all the details of the Task.
-- @param #MISSION self
-- @return #string
function MISSION:ReportDetails()
local Report = REPORT:New()
-- List the name of the mission.
local Name = self:GetName()
-- Determine the status of the mission.
local Status = self:GetState()
Report:Add( string.format( '%s - Status "%s"', Name, Status ) )
-- Determine how many tasks are remaining.
local TasksRemaining = 0
for TaskID, Task in pairs( self:GetTasks() ) do
local Task = Task -- Tasking.Task#TASK
Report:Add( Task:ReportDetails() )
end
return Report:Text()
end
--- Get all the TASKs from the Mission. This function is useful in GoalFunctions.
-- @return {TASK,...} Structure of TASKS with the @{TASK} number as the key.
-- @usage
-- -- Get Tasks from the Mission.
-- Tasks = Mission:GetTasks()
-- env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )
function MISSION:GetTasks()
return self.Tasks
end
--- @param #MISSION self
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuReportSummary( ReportGroup )
local Report = self:ReportSummary()
self:GetCommandCenter():MessageToGroup( Report, ReportGroup )
end
--- @param #MISSION self
-- @param #string TaskStatus The status
-- @param Wrapper.Group#GROUP ReportGroup
function MISSION:MenuReportOverview( ReportGroup, TaskStatus )
local Report = self:ReportOverview( TaskStatus )
self:GetCommandCenter():MessageToGroup( Report, ReportGroup )
end