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https://github.com/FlightControl-Master/MOOSE.git
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* DESIGNATE: Messages not appearing correctly and crashing the logic is fixed. (due to a stupid typo). * TASK_A2G: Tasking is fixed. Status menus are now displayed properly. Also when the task is planned. * MENU_COMMAND: I found now why DCS is displayer "error in error handler" sometimes when a menu was selected. The error handler is DCS is bugged, so made my own one.
404 lines
17 KiB
Lua
404 lines
17 KiB
Lua
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets.
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--
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-- ====
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- ====
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--
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-- @module Task_A2G_Dispatcher
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do -- TASK_A2G_DISPATCHER
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--- TASK_A2G_DISPATCHER class.
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-- @type TASK_A2G_DISPATCHER
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-- @field Set#SET_GROUP SetGroup The groups to which the FAC will report to.
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-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
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-- @field Tasking.Mission#MISSION Mission
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-- @extends Tasking.DetectionManager#DETECTION_MANAGER
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--- # TASK_A2G_DISPATCHE} class, extends @{#DETECTION_MANAGER}
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--
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-- The TASK_A2G_DISPATCHER class implements the dynamic dispatching of tasks upon groups of detected units determined a @{Set} of FAC (groups).
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-- The FAC will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
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-- Find a summary below describing for which situation a task type is created:
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--
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-- * **CAS Task**: Is created when there are enemy ground units within range of the FAC, while there are friendly units in the FAC perimeter.
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-- * **BAI Task**: Is created when there are enemy ground units within range of the FAC, while there are NO other friendly units within the FAC perimeter.
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-- * **SEAD Task**: Is created when there are enemy ground units wihtin range of the FAC, with air search radars.
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--
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-- Other task types will follow...
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--
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-- ## TASK_A2G_DISPATCHER constructor
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--
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-- The @{#TASK_A2G_DISPATCHER.New}() method creates a new TASK_A2G_DISPATCHER instance.
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--
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-- @field #TASK_A2G_DISPATCHER
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TASK_A2G_DISPATCHER = {
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ClassName = "TASK_A2G_DISPATCHER",
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Mission = nil,
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Detection = nil,
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Tasks = {},
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}
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--- TASK_A2G_DISPATCHER constructor.
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-- @param #TASK_A2G_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
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-- @param Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
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-- @param Functional.Detection#DETECTION_BASE Detection The detection results that are used to dynamically assign new tasks to human players.
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-- @return #TASK_A2G_DISPATCHER self
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function TASK_A2G_DISPATCHER:New( Mission, SetGroup, Detection )
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-- Inherits from DETECTION_MANAGER
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local self = BASE:Inherit( self, DETECTION_MANAGER:New( SetGroup, Detection ) ) -- #TASK_A2G_DISPATCHER
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self.Detection = Detection
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self.Mission = Mission
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self.Detection:FilterCategories( Unit.Category.GROUND_UNIT, Unit.Category.SHIP )
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self.Detection:FilterFriendliesCategory( Unit.Category.GROUND_UNIT )
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self:AddTransition( "Started", "Assign", "Started" )
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--- OnAfter Transition Handler for Event Assign.
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-- @function [parent=#TASK_A2G_DISPATCHER] OnAfterAssign
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-- @param #TASK_A2G_DISPATCHER self
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-- @param #string From The From State string.
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-- @param #string Event The Event string.
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-- @param #string To The To State string.
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-- @param Tasking.Task_A2G#TASK_A2G Task
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #string PlayerName
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self:__Start( 5 )
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return self
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end
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--- Creates a SEAD task when there are targets for it.
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-- @param #TASK_A2G_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
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-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2G_DISPATCHER:EvaluateSEAD( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Determine if the set has radar targets. If it does, construct a SEAD task.
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local RadarCount = DetectedSet:HasSEAD()
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if RadarCount > 0 then
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-- Here we're doing something advanced... We're copying the DetectedSet, but making a new Set only with SEADable Radar units in it.
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterHasSEAD()
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates a CAS task when there are targets for it.
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-- @param #TASK_A2G_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
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-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2G_DISPATCHER:EvaluateCAS( DetectedItem )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Determine if the set has radar targets. If it does, construct a SEAD task.
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local GroundUnitCount = DetectedSet:HasGroundUnits()
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local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem )
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local RadarCount = DetectedSet:HasSEAD()
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if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == true then
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-- Copy the Set
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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--- Creates a BAI task when there are targets for it.
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-- @param #TASK_A2G_DISPATCHER self
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-- @param Functional.Detection#DETECTION_AREAS.DetectedItem DetectedItem
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-- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units.
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-- @return #nil If there are no targets to be set.
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function TASK_A2G_DISPATCHER:EvaluateBAI( DetectedItem, FriendlyCoalition )
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self:F( { DetectedItem.ItemID } )
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local DetectedSet = DetectedItem.Set
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local DetectedZone = DetectedItem.Zone
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-- Determine if the set has radar targets. If it does, construct a SEAD task.
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local GroundUnitCount = DetectedSet:HasGroundUnits()
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local FriendliesNearBy = self.Detection:IsFriendliesNearBy( DetectedItem )
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local RadarCount = DetectedSet:HasSEAD()
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if RadarCount == 0 and GroundUnitCount > 0 and FriendliesNearBy == false then
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-- Copy the Set
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local TargetSetUnit = SET_UNIT:New()
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TargetSetUnit:SetDatabase( DetectedSet )
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TargetSetUnit:FilterOnce() -- Filter but don't do any events!!! Elements are added manually upon each detection.
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return TargetSetUnit
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end
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return nil
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end
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function TASK_A2G_DISPATCHER:RemoveTask( TaskIndex )
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self.Mission:RemoveTask( self.Tasks[TaskIndex] )
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self.Tasks[TaskIndex] = nil
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end
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--- Evaluates the removal of the Task from the Mission.
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-- Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".
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-- @param #TASK_A2G_DISPATCHER self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Tasking.Task#TASK Task
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-- @param #boolean DetectedItemID
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-- @param #boolean DetectedItemChange
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-- @return Tasking.Task#TASK
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function TASK_A2G_DISPATCHER:EvaluateRemoveTask( Mission, Task, TaskIndex, DetectedItemChanged )
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if Task then
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if ( Task:IsStatePlanned() and DetectedItemChanged == true ) or Task:IsStateCancelled() then
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--self:E( "Removing Tasking: " .. Task:GetTaskName() )
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self:RemoveTask( TaskIndex )
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end
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end
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return Task
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end
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--- Assigns tasks in relation to the detected items to the @{Set#SET_GROUP}.
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-- @param #TASK_A2G_DISPATCHER self
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-- @param Functional.Detection#DETECTION_BASE Detection The detection created by the @{Detection#DETECTION_BASE} derived object.
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-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
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function TASK_A2G_DISPATCHER:ProcessDetected( Detection )
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self:E()
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local AreaMsg = {}
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local TaskMsg = {}
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local ChangeMsg = {}
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local Mission = self.Mission
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if Mission:IsIDLE() or Mission:IsENGAGED() then
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local TaskReport = REPORT:New()
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-- Checking the task queue for the dispatcher, and removing any obsolete task!
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for TaskIndex, TaskData in pairs( self.Tasks ) do
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local Task = TaskData -- Tasking.Task#TASK
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if Task:IsStatePlanned() then
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local DetectedItem = Detection:GetDetectedItem( TaskIndex )
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if not DetectedItem then
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local TaskText = Task:GetName()
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for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
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Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2G task %s for %s removed.", TaskText, Mission:GetName() ), TaskGroup )
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end
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Task = self:RemoveTask( TaskIndex )
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Mission:RemoveTask( Task )
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self.Tasks[TaskIndex] = nil
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end
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end
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end
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--- First we need to the detected targets.
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for DetectedItemID, DetectedItem in pairs( Detection:GetDetectedItems() ) do
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local DetectedItem = DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem
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local DetectedSet = DetectedItem.Set -- Core.Set#SET_UNIT
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local DetectedZone = DetectedItem.Zone
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--self:E( { "Targets in DetectedItem", DetectedItem.ItemID, DetectedSet:Count(), tostring( DetectedItem ) } )
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--DetectedSet:Flush()
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local DetectedItemID = DetectedItem.ID
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local TaskIndex = DetectedItem.Index
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local DetectedItemChanged = DetectedItem.Changed
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self:E( { DetectedItemChanged = DetectedItemChanged, DetectedItemID = DetectedItemID, TaskIndex = TaskIndex } )
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local Task = self.Tasks[TaskIndex] -- Tasking.Task_A2G#TASK_A2G
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if Task then
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-- If there is a Task and the task was assigned, then we check if the task was changed ... If it was, we need to reevaluate the targets.
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if Task:IsStateAssigned() then
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if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
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local TargetsReport = REPORT:New()
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local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
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if TargetSetUnit then
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if Task:IsInstanceOf( TASK_A2G_SEAD ) then
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Task:SetTargetSetUnit( TargetSetUnit )
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Task:UpdateTaskInfo()
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TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
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else
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Task:Cancel()
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end
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else
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local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
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if TargetSetUnit then
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if Task:IsInstanceOf( TASK_A2G_CAS ) then
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Task:SetTargetSetUnit( TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:UpdateTaskInfo()
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TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
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else
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Task:Cancel()
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Task = self:RemoveTask( TaskIndex )
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end
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else
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local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed...
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if TargetSetUnit then
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if Task:IsInstanceOf( TASK_A2G_BAI ) then
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Task:SetTargetSetUnit( TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:UpdateTaskInfo()
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TargetsReport:Add( Detection:GetChangeText( DetectedItem ) )
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else
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Task:Cancel()
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Task = self:RemoveTask( TaskIndex )
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end
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end
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end
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end
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-- Now we send to each group the changes, if any.
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for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
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local TargetsText = TargetsReport:Text(", ")
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if ( Mission:IsGroupAssigned(TaskGroup) ) and TargetsText ~= "" then
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Mission:GetCommandCenter():MessageToGroup( string.format( "Task %s has change of targets:\n %s", Task:GetName(), TargetsText ), TaskGroup )
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end
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end
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end
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end
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end
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if Task then
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if Task:IsStatePlanned() then
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if DetectedItemChanged == true then -- The detection has changed, thus a new TargetSet is to be evaluated and set
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if Task:IsInstanceOf( TASK_A2G_SEAD ) then
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local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
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if TargetSetUnit then
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Task:SetTargetSetUnit( TargetSetUnit )
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Task:UpdateTaskInfo()
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else
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Task:Cancel()
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Task = self:RemoveTask( TaskIndex )
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end
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else
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if Task:IsInstanceOf( TASK_A2G_CAS ) then
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local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
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if TargetSetUnit then
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Task:SetTargetSetUnit( TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:UpdateTaskInfo()
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else
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Task:Cancel()
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Task = self:RemoveTask( TaskIndex )
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end
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else
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if Task:IsInstanceOf( TASK_A2G_BAI ) then
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local TargetSetUnit = self:EvaluateBAI( DetectedItem ) -- Returns a SetUnit if there are targets to be BAIed...
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if TargetSetUnit then
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Task:SetTargetSetUnit( TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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Task:UpdateTaskInfo()
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else
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Task:Cancel()
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Task = self:RemoveTask( TaskIndex )
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end
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else
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Task:Cancel()
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Task = self:RemoveTask( TaskIndex )
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end
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end
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end
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end
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end
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end
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-- Evaluate SEAD
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if not Task then
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local TargetSetUnit = self:EvaluateSEAD( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
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if TargetSetUnit then
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Task = TASK_A2G_SEAD:New( Mission, self.SetGroup, string.format( "SEAD.%03d", DetectedItemID ), TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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end
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-- Evaluate CAS
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if not Task then
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local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be CASed...
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if TargetSetUnit then
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Task = TASK_A2G_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", DetectedItemID ), TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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end
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-- Evaluate BAI
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if not Task then
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local TargetSetUnit = self:EvaluateBAI( DetectedItem, self.Mission:GetCommandCenter():GetPositionable():GetCoalition() ) -- Returns a SetUnit if there are targets to be BAIed...
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if TargetSetUnit then
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Task = TASK_A2G_BAI:New( Mission, self.SetGroup, string.format( "BAI.%03d", DetectedItemID ), TargetSetUnit )
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Task:SetDetection( Detection, TaskIndex )
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end
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end
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end
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if Task then
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self.Tasks[TaskIndex] = Task
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Task:SetTargetZone( DetectedZone )
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Task:SetDispatcher( self )
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Task:UpdateTaskInfo()
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Mission:AddTask( Task )
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TaskReport:Add( Task:GetName() )
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else
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self:E("This should not happen")
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end
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end
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-- OK, so the tasking has been done, now delete the changes reported for the area.
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Detection:AcceptChanges( DetectedItem )
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end
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-- TODO set menus using the HQ coordinator
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Mission:GetCommandCenter():SetMenu()
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local TaskText = TaskReport:Text(", ")
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for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
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if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" then
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Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetName(), TaskText ), TaskGroup )
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end
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end
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end
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return true
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end
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end |