MOOSE/docs/Documentation/Task_A2A_Dispatcher.html
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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>
<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>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>
</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>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>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>
<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>
<p>Other task types will follow...</p>
<h1>TASK<em>A2A</em>DISPATCHER constructor:</h1>
<hr/>
<p>The <a href="##(TASK_A2A_DISPATCHER).New">TASK<em>A2A</em>DISPATCHER.New</a>() method creates a new TASK<em>A2A</em>DISPATCHER instance.</p>
</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>
</div>
</div>
</body>
</html>