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- AI_A2A_Gci Removed reference to SetEngageZone - Fixed link to #AI_A2G_SEAD.SetEngageRange #2025 - AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more. - AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now. - AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029 - SETTINGS Fixed link to Message #2021 - Fixed wrong indent of "Developer Note" in various classes
821 lines
32 KiB
Lua
821 lines
32 KiB
Lua
--- **Tasking** - A command center governs multiple missions, and takes care of the reporting and communications.
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--
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-- **Features:**
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--
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-- * Govern multiple missions.
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-- * Communicate to coalitions, groups.
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-- * Assign tasks.
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-- * Manage the menus.
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-- * Manage reference zones.
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--
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-- ===
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--
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-- ### Author: **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 Tasking.CommandCenter
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-- @image Task_Command_Center.JPG
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--- The COMMANDCENTER class
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-- @type COMMANDCENTER
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-- @field Wrapper.Group#GROUP HQ
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-- @field DCS#coalition CommandCenterCoalition
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-- @list<Tasking.Mission#MISSION> Missions
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-- @extends Core.Base#BASE
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--- Governs multiple missions, the tasking and the reporting.
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--
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-- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow.
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-- It can assign a random task to a player when requested.
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-- The commandcenter provides the facilitites to communicate between human players online, executing a task.
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--
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-- ## 1. Create a command center object.
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--
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-- * @{#COMMANDCENTER.New}(): Creates a new COMMANDCENTER object.
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--
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-- ## 2. Command center mission management.
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--
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-- Command centers manage missions. These can be added, removed and provides means to retrieve missions.
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-- These methods are heavily used by the task dispatcher classes.
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--
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-- * @{#COMMANDCENTER.AddMission}(): Adds a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.RemoveMission}(): Removes a mission to the commandcenter control.
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-- * @{#COMMANDCENTER.GetMissions}(): Retrieves the missions table controlled by the commandcenter.
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--
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-- ## 3. Communication management between players.
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--
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-- Command center provide means of communication between players.
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-- Because a command center is a central object governing multiple missions,
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-- there are several levels at which communication needs to be done.
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-- Within MOOSE, communication is facilitated using the message system within the DCS simulator.
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--
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-- Messages can be sent between players at various levels:
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--
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-- - On a global level, to all players.
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-- - On a coalition level, only to the players belonging to the same coalition.
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-- - On a group level, to the players belonging to the same group.
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--
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-- Messages can be sent to **all players** by the command center using the method @{Tasking.CommandCenter#COMMANDCENTER.MessageToAll}().
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--
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-- To send messages to **the coalition of the command center**, there are two methods available:
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--
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-- - Use the method @{Tasking.CommandCenter#COMMANDCENTER.MessageToCoalition}() to send a specific message to the coalition, with a given message display duration.
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-- - You can send a specific type of message using the method @{Tasking.CommandCenter#COMMANDCENTER.MessageTypeToCoalition}().
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-- This will send a message of a specific type to the coalition, and as a result its display duration will be flexible according the message display time selection by the human player.
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--
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-- To send messages **to the group** of human players, there are also two methods available:
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--
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-- - Use the method @{Tasking.CommandCenter#COMMANDCENTER.MessageToGroup}() to send a specific message to a group, with a given message display duration.
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-- - You can send a specific type of message using the method @{Tasking.CommandCenter#COMMANDCENTER.MessageTypeToGroup}().
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-- This will send a message of a specific type to the group, and as a result its display duration will be flexible according the message display time selection by the human player .
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--
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-- Messages are considered to be sometimes disturbing for human players, therefore, the settings menu provides the means to activate or deactivate messages.
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-- For more information on the message types and display timings that can be selected and configured using the menu, refer to the @{Core.Settings} menu description.
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--
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-- ## 4. Command center detailed methods.
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--
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-- Various methods are added to manage command centers.
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--
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-- ### 4.1. Naming and description.
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--
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-- There are 3 methods that can be used to retrieve the description of a command center:
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--
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-- - Use the method @{Tasking.CommandCenter#COMMANDCENTER.GetName}() to retrieve the name of the command center.
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-- This is the name given as part of the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor.
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-- The returned name using this method, is not to be used for message communication.
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--
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-- A textual description can be retrieved that provides the command center name to be used within message communication:
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--
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-- - @{Tasking.CommandCenter#COMMANDCENTER.GetShortText}() returns the command center name as `CC [CommandCenterName]`.
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-- - @{Tasking.CommandCenter#COMMANDCENTER.GetText}() returns the command center name as `Command Center [CommandCenterName]`.
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--
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-- ### 4.2. The coalition of the command center.
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--
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-- The method @{Tasking.CommandCenter#COMMANDCENTER.GetCoalition}() returns the coalition of the command center.
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-- The return value is an enumeration of the type @{DCS#coalition.side}, which contains the RED, BLUE and NEUTRAL coalition.
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--
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-- ### 4.3. The command center is a real object.
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--
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-- The command center must be represented by a live object within the DCS simulator. As a result, the command center
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-- can be a @{Wrapper.Unit}, a @{Wrapper.Group}, an @{Wrapper.Airbase} or a @{Wrapper.Static} object.
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--
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-- Using the method @{Tasking.CommandCenter#COMMANDCENTER.GetPositionable}() you retrieve the polymorphic positionable object representing
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-- the command center, but just be aware that you should be able to use the representable object derivation methods.
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--
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-- ### 5. Command center reports.
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--
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-- Because a command center giverns multiple missions, there are several reports available that are generated by command centers.
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-- These reports are generated using the following methods:
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--
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-- - @{Tasking.CommandCenter#COMMANDCENTER.ReportSummary}(): Creates a summary report of all missions governed by the command center.
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-- - @{Tasking.CommandCenter#COMMANDCENTER.ReportDetails}(): Creates a detailed report of all missions governed by the command center.
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-- - @{Tasking.CommandCenter#COMMANDCENTER.ReportMissionPlayers}(): Creates a report listing the players active at the missions governed by the command center.
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--
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-- ## 6. Reference Zones.
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--
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-- Command Centers may be aware of certain Reference Zones within the battleground. These Reference Zones can refer to
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-- known areas, recognizable buildings or sites, or any other point of interest.
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-- Command Centers will use these Reference Zones to help pilots with defining coordinates in terms of navigation
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-- during the WWII era.
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-- The Reference Zones are related to the WWII mode that the Command Center will operate in.
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-- Use the method @{#COMMANDCENTER.SetModeWWII}() to set the mode of communication to the WWII mode.
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--
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-- In WWII mode, the Command Center will receive detected targets, and will select for each target the closest
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-- nearby Reference Zone. This allows pilots to navigate easier through the battle field readying for combat.
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--
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the point is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- The COMMANDCENTER class contains a method to indicate which trigger zones need to be used as Reference Zones.
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-- This is done by using the method @{#COMMANDCENTER.SetReferenceZones}().
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-- For the moment, only one Reference Zone class can be specified, but in the future, more classes will become possible.
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--
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-- ## 7. Tasks.
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--
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-- ### 7.1. Automatically assign tasks.
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--
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-- One of the most important roles of the command center is the management of tasks.
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-- The command center can assign automatically tasks to the players using the @{Tasking.CommandCenter#COMMANDCENTER.SetAutoAssignTasks}() method.
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-- When this method is used with a parameter true; the command center will scan at regular intervals which players in a slot are not having a task assigned.
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-- For those players; the tasking is enabled to assign automatically a task.
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-- An Assign Menu will be accessible for the player under the command center menu, to configure the automatic tasking to switched on or off.
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--
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-- ### 7.2. Automatically accept assigned tasks.
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--
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-- When a task is assigned; the mission designer can decide if players are immediately assigned to the task; or they can accept/reject the assigned task.
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-- Use the method @{Tasking.CommandCenter#COMMANDCENTER.SetAutoAcceptTasks}() to configure this behaviour.
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-- If the tasks are not automatically accepted; the player will receive a message that he needs to access the command center menu and
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-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
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-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
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--
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--
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-- # Developer Note
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--
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-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
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-- Therefore, this class is considered to be deprecated
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--
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-- @field #COMMANDCENTER
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COMMANDCENTER = {
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ClassName = "COMMANDCENTER",
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CommandCenterName = "",
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CommandCenterCoalition = nil,
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CommandCenterPositionable = nil,
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Name = "",
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ReferencePoints = {},
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ReferenceNames = {},
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CommunicationMode = "80",
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}
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--- @type COMMANDCENTER.AutoAssignMethods
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COMMANDCENTER.AutoAssignMethods = {
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["Random"] = 1,
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["Distance"] = 2,
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["Priority"] = 3,
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}
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--- The constructor takes an IDENTIFIABLE as the HQ command center.
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-- @param #COMMANDCENTER self
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-- @param Wrapper.Positionable#POSITIONABLE CommandCenterPositionable
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-- @param #string CommandCenterName
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-- @return #COMMANDCENTER
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function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
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local self = BASE:Inherit( self, BASE:New() ) -- #COMMANDCENTER
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self.CommandCenterPositionable = CommandCenterPositionable
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self.CommandCenterName = CommandCenterName or CommandCenterPositionable:GetName()
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self.CommandCenterCoalition = CommandCenterPositionable:GetCoalition()
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self.Missions = {}
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self:SetAutoAssignTasks( false )
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self:SetAutoAcceptTasks( true )
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self:SetAutoAssignMethod( COMMANDCENTER.AutoAssignMethods.Distance )
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self:SetFlashStatus( false )
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self:SetMessageDuration(10)
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self:HandleEvent( EVENTS.Birth,
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--- @param #COMMANDCENTER self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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if EventData.IniObjectCategory == 1 then
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local EventGroup = GROUP:Find( EventData.IniDCSGroup )
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--self:E( { CommandCenter = self:GetName(), EventGroup = EventGroup:GetName(), HasGroup = self:HasGroup( EventGroup ), EventData = EventData } )
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if EventGroup and EventGroup:IsAlive() and self:HasGroup( EventGroup ) then
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local CommandCenterMenu = MENU_GROUP:New( EventGroup, self:GetText() )
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local MenuReporting = MENU_GROUP:New( EventGroup, "Missions Reports", CommandCenterMenu )
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local MenuMissionsSummary = MENU_GROUP_COMMAND:New( EventGroup, "Missions Status Report", MenuReporting, self.ReportSummary, self, EventGroup )
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local MenuMissionsDetails = MENU_GROUP_COMMAND:New( EventGroup, "Missions Players Report", MenuReporting, self.ReportMissionsPlayers, self, EventGroup )
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--self:ReportSummary( EventGroup )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
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Mission:JoinUnit( PlayerUnit, PlayerGroup )
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end
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self:SetMenu()
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end
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end
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end
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)
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-- -- When a player enters a client or a unit, the CommandCenter will check for each Mission and each Task in the Mission if the player has things to do.
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-- -- For these elements, it will=
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-- -- - Set the correct menu.
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-- -- - Assign the PlayerUnit to the Task if required.
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-- -- - Send a message to the other players in the group that this player has joined.
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-- self:HandleEvent( EVENTS.PlayerEnterUnit,
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-- --- @param #COMMANDCENTER self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function( self, EventData )
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-- local PlayerUnit = EventData.IniUnit
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-- for MissionID, Mission in pairs( self:GetMissions() ) do
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-- local Mission = Mission -- Tasking.Mission#MISSION
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-- local PlayerGroup = EventData.IniGroup -- The GROUP object should be filled!
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-- Mission:JoinUnit( PlayerUnit, PlayerGroup )
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-- end
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-- self:SetMenu()
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-- end
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-- )
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-- Handle when a player leaves a slot and goes back to spectators ...
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-- The PlayerUnit will be UnAssigned from the Task.
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-- When there is no Unit left running the Task, the Task goes into Abort...
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self:HandleEvent( EVENTS.MissionEnd,
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--- @param #TASK self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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Mission:Stop()
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end
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end
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)
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-- Handle when a player leaves a slot and goes back to spectators ...
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-- The PlayerUnit will be UnAssigned from the Task.
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-- When there is no Unit left running the Task, the Task goes into Abort...
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self:HandleEvent( EVENTS.PlayerLeaveUnit,
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--- @param #TASK self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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if Mission:IsENGAGED() then
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Mission:AbortUnit( PlayerUnit )
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end
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end
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end
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)
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-- Handle when a player crashes ...
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-- The PlayerUnit will be UnAssigned from the Task.
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-- When there is no Unit left running the Task, the Task goes into Abort...
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self:HandleEvent( EVENTS.Crash,
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--- @param #TASK self
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-- @param Core.Event#EVENTDATA EventData
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function( self, EventData )
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local PlayerUnit = EventData.IniUnit
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for MissionID, Mission in pairs( self:GetMissions() ) do
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local Mission = Mission -- Tasking.Mission#MISSION
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if Mission:IsENGAGED() then
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Mission:CrashUnit( PlayerUnit )
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end
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end
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end
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)
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self:SetMenu()
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_SETTINGS:SetSystemMenu( CommandCenterPositionable )
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self:SetCommandMenu()
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return self
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end
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--- Gets the name of the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return #string
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function COMMANDCENTER:GetName()
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return self.CommandCenterName
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end
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--- Gets the text string of the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return #string
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function COMMANDCENTER:GetText()
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return "Command Center [" .. self.CommandCenterName .. "]"
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end
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--- Gets the short text string of the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return #string
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function COMMANDCENTER:GetShortText()
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return "CC [" .. self.CommandCenterName .. "]"
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end
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--- Gets the coalition of the command center.
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-- @param #COMMANDCENTER self
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-- @return DCScoalition#coalition
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function COMMANDCENTER:GetCoalition()
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return self.CommandCenterCoalition
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end
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--- Gets the POSITIONABLE of the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return Wrapper.Positionable#POSITIONABLE
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function COMMANDCENTER:GetPositionable()
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return self.CommandCenterPositionable
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end
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--- Get the Missions governed by the HQ command center.
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-- @param #COMMANDCENTER self
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-- @return #list<Tasking.Mission#MISSION>
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function COMMANDCENTER:GetMissions()
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return self.Missions or {}
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end
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--- Add a MISSION to be governed by the HQ command center.
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-- @param #COMMANDCENTER self
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-- @param Tasking.Mission#MISSION Mission
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-- @return Tasking.Mission#MISSION
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function COMMANDCENTER:AddMission( Mission )
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self.Missions[Mission] = Mission
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return Mission
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end
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--- Removes a MISSION to be governed by the HQ command center.
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-- The given Mission is not nilified.
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-- @param #COMMANDCENTER self
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-- @param Tasking.Mission#MISSION Mission
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-- @return Tasking.Mission#MISSION
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function COMMANDCENTER:RemoveMission( Mission )
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self.Missions[Mission] = nil
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return Mission
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end
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--- Set special Reference Zones known by the Command Center to guide airborne pilots during WWII.
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--
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-- These Reference Zones are normal trigger zones, with a special naming.
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-- The Reference Zones need to be set by the Mission Designer in the Mission Editor.
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-- Reference Zones are set by normal trigger zones. One can color the zones in a specific color,
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-- and the radius of the zones doesn't matter, only the center of the zone is important. Place the center of these Reference Zones at
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-- specific scenery objects or points of interest (like cities, rivers, hills, crossing etc).
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-- The trigger zones indicating a Reference Zone need to follow a specific syntax.
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-- The name of each trigger zone expressing a Reference Zone need to start with a classification name of the object,
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-- followed by a #, followed by a symbolic name of the Reference Zone.
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-- A few examples:
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--
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-- * A church at Tskinvali would be indicated as: *Church#Tskinvali*
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-- * A train station near Kobuleti would be indicated as: *Station#Kobuleti*
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--
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-- Taking the above example, this is how this method would be used:
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--
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-- CC:SetReferenceZones( "Church" )
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-- CC:SetReferenceZones( "Station" )
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--
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--
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-- @param #COMMANDCENTER self
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-- @param #string ReferenceZonePrefix The name before the #-mark indicating the class of the Reference Zones.
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetReferenceZones( ReferenceZonePrefix )
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local MatchPattern = "(.*)#(.*)"
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self:F( { MatchPattern = MatchPattern } )
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for ReferenceZoneName in pairs( _DATABASE.ZONENAMES ) do
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local ZoneName, ReferenceName = string.match( ReferenceZoneName, MatchPattern )
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self:F( { ZoneName = ZoneName, ReferenceName = ReferenceName } )
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if ZoneName and ReferenceName and ZoneName == ReferenceZonePrefix then
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self.ReferencePoints[ReferenceZoneName] = ZONE:New( ReferenceZoneName )
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self.ReferenceNames[ReferenceZoneName] = ReferenceName
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end
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end
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return self
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end
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--- Set the commandcenter operations in WWII mode
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-- This will disable LL, MGRS, BRA, BULLS navigatin messages sent by the Command Center,
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-- and will be replaced by a navigation using Reference Zones.
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-- It will also disable the settings at the settings menu for these.
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-- @param #COMMANDCENTER self
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-- @return #COMMANDCENTER
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function COMMANDCENTER:SetModeWWII()
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self.CommunicationMode = "WWII"
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return self
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end
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--- Returns if the commandcenter operations is in WWII mode
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-- @param #COMMANDCENTER self
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-- @return #boolean true if in WWII mode.
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function COMMANDCENTER:IsModeWWII()
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return self.CommunicationMode == "WWII"
|
|
end
|
|
|
|
|
|
|
|
|
|
--- Sets the menu structure of the Missions governed by the HQ command center.
|
|
-- @param #COMMANDCENTER self
|
|
function COMMANDCENTER:SetMenu()
|
|
self:F2()
|
|
|
|
local MenuTime = timer.getTime()
|
|
for MissionID, Mission in pairs( self:GetMissions() or {} ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
Mission:SetMenu( MenuTime )
|
|
end
|
|
|
|
for MissionID, Mission in pairs( self:GetMissions() or {} ) do
|
|
Mission = Mission -- Tasking.Mission#MISSION
|
|
Mission:RemoveMenu( MenuTime )
|
|
end
|
|
|
|
end
|
|
|
|
--- Gets the commandcenter menu structure governed by the HQ command center.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param Wrapper.Group#Group TaskGroup Task Group.
|
|
-- @return Core.Menu#MENU_COALITION
|
|
function COMMANDCENTER:GetMenu( TaskGroup )
|
|
|
|
local MenuTime = timer.getTime()
|
|
|
|
self.CommandCenterMenus = self.CommandCenterMenus or {}
|
|
local CommandCenterMenu
|
|
|
|
local CommandCenterText = self:GetText()
|
|
CommandCenterMenu = MENU_GROUP:New( TaskGroup, CommandCenterText ):SetTime(MenuTime)
|
|
self.CommandCenterMenus[TaskGroup] = CommandCenterMenu
|
|
|
|
if self.AutoAssignTasks == false then
|
|
local AssignTaskMenu = MENU_GROUP_COMMAND:New( TaskGroup, "Assign Task", CommandCenterMenu, self.AssignTask, self, TaskGroup ):SetTime(MenuTime):SetTag("AutoTask")
|
|
end
|
|
CommandCenterMenu:Remove( MenuTime, "AutoTask" )
|
|
|
|
return self.CommandCenterMenus[TaskGroup]
|
|
end
|
|
|
|
|
|
--- Assigns a random task to a TaskGroup.
|
|
-- @param #COMMANDCENTER self
|
|
-- @return #COMMANDCENTER
|
|
function COMMANDCENTER:AssignTask( TaskGroup )
|
|
|
|
local Tasks = {}
|
|
local AssignPriority = 99999999
|
|
local AutoAssignMethod = self.AutoAssignMethod
|
|
|
|
for MissionID, Mission in pairs( self:GetMissions() ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
local MissionTasks = Mission:GetGroupTasks( TaskGroup )
|
|
for MissionTaskName, MissionTask in pairs( MissionTasks or {} ) do
|
|
local MissionTask = MissionTask -- Tasking.Task#TASK
|
|
if MissionTask:IsStatePlanned() or MissionTask:IsStateReplanned() or MissionTask:IsStateAssigned() then
|
|
local TaskPriority = MissionTask:GetAutoAssignPriority( self.AutoAssignMethod, self, TaskGroup )
|
|
if TaskPriority < AssignPriority then
|
|
AssignPriority = TaskPriority
|
|
Tasks = {}
|
|
end
|
|
if TaskPriority == AssignPriority then
|
|
Tasks[#Tasks+1] = MissionTask
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local Task = Tasks[ math.random( 1, #Tasks ) ] -- Tasking.Task#TASK
|
|
|
|
if Task then
|
|
|
|
self:T( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority )
|
|
|
|
if not self.AutoAcceptTasks == true then
|
|
Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) )
|
|
end
|
|
|
|
Task:AssignToGroup( TaskGroup )
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Sets the menu of the command center.
|
|
-- This command is called within the :New() method.
|
|
-- @param #COMMANDCENTER self
|
|
function COMMANDCENTER:SetCommandMenu()
|
|
|
|
local MenuTime = timer.getTime()
|
|
|
|
if self.CommandCenterPositionable and self.CommandCenterPositionable:IsInstanceOf(GROUP) then
|
|
local CommandCenterText = self:GetText()
|
|
local CommandCenterMenu = MENU_GROUP:New( self.CommandCenterPositionable, CommandCenterText ):SetTime(MenuTime)
|
|
|
|
if self.AutoAssignTasks == false then
|
|
local AutoAssignTaskMenu = MENU_GROUP_COMMAND:New( self.CommandCenterPositionable, "Assign Task On", CommandCenterMenu, self.SetAutoAssignTasks, self, true ):SetTime(MenuTime):SetTag("AutoTask")
|
|
else
|
|
local AutoAssignTaskMenu = MENU_GROUP_COMMAND:New( self.CommandCenterPositionable, "Assign Task Off", CommandCenterMenu, self.SetAutoAssignTasks, self, false ):SetTime(MenuTime):SetTag("AutoTask")
|
|
end
|
|
CommandCenterMenu:Remove( MenuTime, "AutoTask" )
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--- Automatically assigns tasks to all TaskGroups.
|
|
-- One of the most important roles of the command center is the management of tasks.
|
|
-- When this method is used with a parameter true; the command center will scan at regular intervals which players in a slot are not having a task assigned.
|
|
-- For those players; the tasking is enabled to assign automatically a task.
|
|
-- An Assign Menu will be accessible for the player under the command center menu, to configure the automatic tasking to switched on or off.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #boolean AutoAssign true for ON and false or nil for OFF.
|
|
function COMMANDCENTER:SetAutoAssignTasks( AutoAssign )
|
|
|
|
self.AutoAssignTasks = AutoAssign or false
|
|
|
|
if self.AutoAssignTasks == true then
|
|
self.autoAssignTasksScheduleID=self:ScheduleRepeat( 10, 30, 0, nil, self.AssignTasks, self )
|
|
else
|
|
self:ScheduleStop()
|
|
-- FF this is not the schedule ID
|
|
--self:ScheduleStop( self.AssignTasks )
|
|
end
|
|
|
|
end
|
|
|
|
--- Automatically accept tasks for all TaskGroups.
|
|
-- When a task is assigned; the mission designer can decide if players are immediately assigned to the task; or they can accept/reject the assigned task.
|
|
-- If the tasks are not automatically accepted; the player will receive a message that he needs to access the command center menu and
|
|
-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
|
|
-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #boolean AutoAccept true for ON and false or nil for OFF.
|
|
function COMMANDCENTER:SetAutoAcceptTasks( AutoAccept )
|
|
|
|
self.AutoAcceptTasks = AutoAccept or false
|
|
|
|
end
|
|
|
|
|
|
--- Define the method to be used to assign automatically a task from the available tasks in the mission.
|
|
-- There are 3 types of methods that can be applied for the moment:
|
|
--
|
|
-- 1. Random - assigns a random task in the mission to the player.
|
|
-- 2. Distance - assigns a task based on a distance evaluation from the player. The closest are to be assigned first.
|
|
-- 3. Priority - assigns a task based on the priority as defined by the mission designer, using the SetTaskPriority parameter.
|
|
--
|
|
-- The different task classes implement the logic to determine the priority of automatic task assignment to a player, depending on one of the above methods.
|
|
-- The method @{Tasking.Task#TASK.GetAutoAssignPriority} calculate the priority of the tasks to be assigned.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #COMMANDCENTER.AutoAssignMethods AutoAssignMethod A selection of an assign method from the COMMANDCENTER.AutoAssignMethods enumeration.
|
|
function COMMANDCENTER:SetAutoAssignMethod( AutoAssignMethod )
|
|
|
|
self.AutoAssignMethod = AutoAssignMethod or COMMANDCENTER.AutoAssignMethods.Random
|
|
|
|
end
|
|
|
|
--- Automatically assigns tasks to all TaskGroups.
|
|
-- @param #COMMANDCENTER self
|
|
function COMMANDCENTER:AssignTasks()
|
|
|
|
local GroupSet = self:AddGroups()
|
|
|
|
for GroupID, TaskGroup in pairs( GroupSet:GetSet() ) do
|
|
local TaskGroup = TaskGroup -- Wrapper.Group#GROUP
|
|
|
|
if TaskGroup:IsAlive() then
|
|
self:GetMenu( TaskGroup )
|
|
|
|
if self:IsGroupAssigned( TaskGroup ) then
|
|
else
|
|
-- Only groups with planes or helicopters will receive automatic tasks.
|
|
-- TODO Workaround DCS-BUG-3 - https://github.com/FlightControl-Master/MOOSE/issues/696
|
|
if TaskGroup:IsAir() then
|
|
self:AssignTask( TaskGroup )
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
|
|
--- Get all the Groups active within the command center.
|
|
-- @param #COMMANDCENTER self
|
|
-- @return Core.Set#SET_GROUP The set of groups active within the command center.
|
|
function COMMANDCENTER:AddGroups()
|
|
|
|
local GroupSet = SET_GROUP:New()
|
|
|
|
for MissionID, Mission in pairs( self.Missions ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
GroupSet = Mission:AddGroups( GroupSet )
|
|
end
|
|
|
|
return GroupSet
|
|
end
|
|
|
|
|
|
--- Checks of the TaskGroup has a Task.
|
|
-- @param #COMMANDCENTER self
|
|
-- @return #boolean When true, the TaskGroup has a Task, otherwise the returned value will be false.
|
|
function COMMANDCENTER:IsGroupAssigned( TaskGroup )
|
|
|
|
local Assigned = false
|
|
|
|
for MissionID, Mission in pairs( self.Missions ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
if Mission:IsGroupAssigned( TaskGroup ) then
|
|
Assigned = true
|
|
break
|
|
end
|
|
end
|
|
|
|
return Assigned
|
|
end
|
|
|
|
|
|
--- Checks of the command center has the given MissionGroup.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param Wrapper.Group#GROUP MissionGroup The group active within one of the missions governed by the command center.
|
|
-- @return #boolean
|
|
function COMMANDCENTER:HasGroup( MissionGroup )
|
|
|
|
local Has = false
|
|
|
|
for MissionID, Mission in pairs( self.Missions ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
if Mission:HasGroup( MissionGroup ) then
|
|
Has = true
|
|
break
|
|
end
|
|
end
|
|
|
|
return Has
|
|
end
|
|
|
|
--- Let the command center send a Message to all players.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #string Message The message text.
|
|
function COMMANDCENTER:MessageToAll( Message )
|
|
|
|
self:GetPositionable():MessageToAll( Message, self.MessageDuration, self:GetName() )
|
|
|
|
end
|
|
|
|
--- Let the command center send a message to the MessageGroup.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #string Message The message text.
|
|
-- @param Wrapper.Group#GROUP MessageGroup The group to receive the message.
|
|
function COMMANDCENTER:MessageToGroup( Message, MessageGroup )
|
|
|
|
self:GetPositionable():MessageToGroup( Message, self.MessageDuration, MessageGroup, self:GetShortText() )
|
|
|
|
end
|
|
|
|
--- Let the command center send a message to the MessageGroup.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #string Message The message text.
|
|
-- @param Wrapper.Group#GROUP MessageGroup The group to receive the message.
|
|
-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
|
|
function COMMANDCENTER:MessageTypeToGroup( Message, MessageGroup, MessageType )
|
|
|
|
self:GetPositionable():MessageTypeToGroup( Message, MessageType, MessageGroup, self:GetShortText() )
|
|
|
|
end
|
|
|
|
--- Let the command center send a message to the coalition of the command center.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #string Message The message text.
|
|
function COMMANDCENTER:MessageToCoalition( Message )
|
|
|
|
local CCCoalition = self:GetPositionable():GetCoalition()
|
|
--TODO: Fix coalition bug!
|
|
|
|
self:GetPositionable():MessageToCoalition( Message, self.MessageDuration, CCCoalition, self:GetShortText() )
|
|
|
|
end
|
|
|
|
|
|
--- Let the command center send a message of a specified type to the coalition of the command center.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param #string Message The message text.
|
|
-- @param Core.Message#MESSAGE.MessageType MessageType The type of the message, resulting in automatic time duration and prefix of the message.
|
|
function COMMANDCENTER:MessageTypeToCoalition( Message, MessageType )
|
|
|
|
local CCCoalition = self:GetPositionable():GetCoalition()
|
|
--TODO: Fix coalition bug!
|
|
|
|
self:GetPositionable():MessageTypeToCoalition( Message, MessageType, CCCoalition, self:GetShortText() )
|
|
|
|
end
|
|
|
|
|
|
--- Let the command center send a report of the status of all missions to a group.
|
|
-- Each Mission is listed, with an indication how many Tasks are still to be completed.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param Wrapper.Group#GROUP ReportGroup The group to receive the report.
|
|
function COMMANDCENTER:ReportSummary( ReportGroup )
|
|
self:F( ReportGroup )
|
|
|
|
local Report = REPORT:New()
|
|
|
|
-- List the name of the mission.
|
|
local Name = self:GetName()
|
|
Report:Add( string.format( '%s - Report Summary Missions', Name ) )
|
|
|
|
for MissionID, Mission in pairs( self.Missions ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
Report:Add( " - " .. Mission:ReportSummary( ReportGroup ) )
|
|
end
|
|
|
|
self:MessageToGroup( Report:Text(), ReportGroup )
|
|
end
|
|
|
|
--- Let the command center send a report of the players of all missions to a group.
|
|
-- Each Mission is listed, with an indication how many Tasks are still to be completed.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param Wrapper.Group#GROUP ReportGroup The group to receive the report.
|
|
function COMMANDCENTER:ReportMissionsPlayers( ReportGroup )
|
|
self:F( ReportGroup )
|
|
|
|
local Report = REPORT:New()
|
|
|
|
Report:Add( "Players active in all missions." )
|
|
|
|
for MissionID, MissionData in pairs( self.Missions ) do
|
|
local Mission = MissionData -- Tasking.Mission#MISSION
|
|
Report:Add( " - " .. Mission:ReportPlayersPerTask(ReportGroup) )
|
|
end
|
|
|
|
self:MessageToGroup( Report:Text(), ReportGroup )
|
|
end
|
|
|
|
--- Let the command center send a report of the status of a task to a group.
|
|
-- Report the details of a Mission, listing the Mission, and all the Task details.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param Wrapper.Group#GROUP ReportGroup The group to receive the report.
|
|
-- @param Tasking.Task#TASK Task The task to be reported.
|
|
function COMMANDCENTER:ReportDetails( ReportGroup, Task )
|
|
self:F( ReportGroup )
|
|
|
|
local Report = REPORT:New()
|
|
|
|
for MissionID, Mission in pairs( self.Missions ) do
|
|
local Mission = Mission -- Tasking.Mission#MISSION
|
|
Report:Add( " - " .. Mission:ReportDetails() )
|
|
end
|
|
|
|
self:MessageToGroup( Report:Text(), ReportGroup )
|
|
end
|
|
|
|
|
|
--- Let the command center flash a report of the status of the subscribed task to a group.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param Flash #boolean
|
|
function COMMANDCENTER:SetFlashStatus( Flash )
|
|
self:F()
|
|
|
|
self.FlashStatus = Flash and true
|
|
end
|
|
|
|
--- Duration a command center message is shown.
|
|
-- @param #COMMANDCENTER self
|
|
-- @param seconds #number
|
|
function COMMANDCENTER:SetMessageDuration(seconds)
|
|
self:F()
|
|
|
|
self.MessageDuration = 10 or seconds
|
|
end
|