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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
655 lines
26 KiB
Lua
655 lines
26 KiB
Lua
--- **Tasking** - The TASK_A2A models tasks for players in Air to Air engagements.
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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.Task_A2A
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-- @image MOOSE.JPG
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do -- TASK_A2A
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--- The TASK_A2A class
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-- @type TASK_A2A
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-- @field Core.Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- Defines Air To Air tasks for a @{Core.Set} of Target Units,
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-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
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-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The A2A task is planned.
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-- * **Assigned**: The A2A task is assigned to a @{Wrapper.Group#GROUP}.
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-- * **Success**: The A2A task is successfully completed.
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-- * **Failed**: The A2A task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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-- # 1) Set the scoring of achievements in an A2A attack.
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--
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-- Scoring or penalties can be given in the following circumstances:
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--
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-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
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-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
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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 #TASK_A2A
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TASK_A2A = {
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ClassName = "TASK_A2A"
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}
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--- Instantiates a new TASK_A2A.
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-- @param #TASK_A2A self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetAttack The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT UnitSetTargets
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-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
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-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
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-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
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-- @return #TASK_A2A self
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function TASK_A2A:New( Mission, SetAttack, TaskName, TargetSetUnit, TaskType, TaskBriefing )
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local self = BASE:Inherit( self, TASK:New( Mission, SetAttack, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2A
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self:F()
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self.TargetSetUnit = TargetSetUnit
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self.TaskType = TaskType
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local Fsm = self:GetUnitProcess()
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Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
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Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
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Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
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Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
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Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
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Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
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Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
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-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
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-- Fsm:AddTransition( "Accounted", "Success", "Success" )
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Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
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Fsm:AddTransition( "Failed", "Fail", "Failed" )
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #TASK_CARGO Task
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function Fsm:OnLeaveAssigned( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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self:SelectAction()
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.RendezVousSetUnit
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if Task:GetRendezVousZone( TaskUnit ) then
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self:__RouteToRendezVousZone( 0.1 )
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else
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if Task:GetRendezVousCoordinate( TaskUnit ) then
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self:__RouteToRendezVousPoint( 0.1 )
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else
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self:__ArriveAtRendezVous( 0.1 )
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end
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2A Task
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function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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self:__Engage( 0.1 )
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2A Task
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function Fsm:onafterEngage( TaskUnit, Task )
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self:F( { self } )
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self:__Account( 0.1 )
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self:__RouteToTarget( 0.1 )
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self:__RouteToTargets( -10 )
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToTarget( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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if Task:GetTargetZone( TaskUnit ) then
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self:__RouteToTargetZone( 0.1 )
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else
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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local Coordinate = TargetUnit:GetPointVec3()
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self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetAlt(), Coordinate:GetZ() } )
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Task:SetTargetCoordinate( Coordinate, TaskUnit )
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end
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self:__RouteToTargetPoint( 0.1 )
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2A#TASK_A2A Task
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function Fsm:onafterRouteToTargets( TaskUnit, Task )
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self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
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end
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self:__RouteToTargets( -10 )
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end
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return self
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end
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--- @param #TASK_A2A self
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-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
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function TASK_A2A:SetTargetSetUnit( TargetSetUnit )
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self.TargetSetUnit = TargetSetUnit
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end
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--- @param #TASK_A2A self
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function TASK_A2A:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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end
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--- @param #TASK_A2A self
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-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
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ActRouteRendezVous:SetRange( RendezVousRange )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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function TASK_A2A:GetRendezVousCoordinate( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
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end
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--- @param #TASK_A2A self
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-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetRendezVousZone( RendezVousZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteRendezVous:SetZone( RendezVousZone )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
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function TASK_A2A:GetRendezVousZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteRendezVous:GetZone()
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end
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--- @param #TASK_A2A self
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-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetTargetCoordinate( TargetCoordinate, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteTarget:SetCoordinate( TargetCoordinate )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
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function TASK_A2A:GetTargetCoordinate( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteTarget:GetCoordinate()
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end
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--- @param #TASK_A2A self
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-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2A:SetTargetZone( TargetZone, Altitude, Heading, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteTarget:SetZone( TargetZone, Altitude, Heading )
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end
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--- @param #TASK_A2A self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
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function TASK_A2A:GetTargetZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteTarget:GetZone()
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end
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function TASK_A2A:SetGoalTotal()
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self.GoalTotal = self.TargetSetUnit:Count()
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end
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function TASK_A2A:GetGoalTotal()
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return self.GoalTotal
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end
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--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
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-- @param #TASK_A2A self
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function TASK_A2A:ReportOrder( ReportGroup )
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self:UpdateTaskInfo( self.DetectedItem )
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local Coordinate = self.TaskInfo:GetData( "Coordinate" )
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local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
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return Distance
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end
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--- This method checks every 10 seconds if the goal has been reached of the task.
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-- @param #TASK_A2A self
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function TASK_A2A:onafterGoal( TaskUnit, From, Event, To )
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local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
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if TargetSetUnit:Count() == 0 then
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self:Success()
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end
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self:__Goal( -10 )
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end
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--- @param #TASK_A2A self
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function TASK_A2A:UpdateTaskInfo( DetectedItem )
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if self:IsStatePlanned() or self:IsStateAssigned() then
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local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
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self.TaskInfo:AddTaskName( 0, "MSOD" )
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self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
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local ThreatLevel, ThreatText
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if DetectedItem then
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ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem )
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else
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ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
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end
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self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
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if self.Detection then
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local DetectedItemsCount = self.TargetSetUnit:Count()
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local ReportTypes = REPORT:New()
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local TargetTypes = {}
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for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
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local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
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if not TargetTypes[TargetType] then
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TargetTypes[TargetType] = TargetType
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ReportTypes:Add( TargetType )
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end
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end
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self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
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self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
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else
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local DetectedItemsCount = self.TargetSetUnit:Count()
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local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
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self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
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self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
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end
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end
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end
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--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
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-- @param #TASK_A2A self
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-- @param #number AutoAssignMethod The method to be applied to the task.
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-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
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-- @param Wrapper.Group#GROUP TaskGroup The player group.
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function TASK_A2A:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
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if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
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return math.random( 1, 9 )
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elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
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local Coordinate = self.TaskInfo:GetData( "Coordinate" )
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local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
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return math.floor( Distance )
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elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
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return 1
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end
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return 0
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end
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end
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do -- TASK_A2A_INTERCEPT
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--- The TASK_A2A_INTERCEPT class
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-- @type TASK_A2A_INTERCEPT
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-- @field Core.Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- Defines an intercept task for a human player to be executed.
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-- When enemy planes need to be intercepted by human players, use this task type to urge the players to get out there!
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--
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-- The TASK_A2A_INTERCEPT is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create intercept tasks
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-- based on detected airborne enemy targets intruding friendly airspace.
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--
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-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is intercepting the targets.
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-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
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--
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-- @field #TASK_A2A_INTERCEPT
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TASK_A2A_INTERCEPT = {
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ClassName = "TASK_A2A_INTERCEPT"
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}
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--- Instantiates a new TASK_A2A_INTERCEPT.
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-- @param #TASK_A2A_INTERCEPT self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_A2A_INTERCEPT
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function TASK_A2A_INTERCEPT:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "INTERCEPT", TaskBriefing ) ) -- #TASK_A2A_INTERCEPT
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self:F()
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Mission:AddTask( self )
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self:SetBriefing( TaskBriefing or "Intercept incoming intruders.\n" )
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return self
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end
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--- Set a score when a target in scope of the A2A attack, has been destroyed.
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-- @param #TASK_A2A_INTERCEPT self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points to be granted when task process has been achieved.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_INTERCEPT
|
|
function TASK_A2A_INTERCEPT:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
|
-- @param #TASK_A2A_INTERCEPT self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_INTERCEPT
|
|
function TASK_A2A_INTERCEPT:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a penalty when the A2A attack has failed.
|
|
-- @param #TASK_A2A_INTERCEPT self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Penalty The penalty in points, must be a negative value!
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_INTERCEPT
|
|
function TASK_A2A_INTERCEPT:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
|
self:F( { PlayerName, Penalty, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty )
|
|
|
|
return self
|
|
end
|
|
|
|
end
|
|
|
|
do -- TASK_A2A_SWEEP
|
|
|
|
--- The TASK_A2A_SWEEP class
|
|
-- @type TASK_A2A_SWEEP
|
|
-- @field Core.Set#SET_UNIT TargetSetUnit
|
|
-- @extends Tasking.Task#TASK
|
|
|
|
--- Defines a sweep task for a human player to be executed.
|
|
-- A sweep task needs to be given when targets were detected but somehow the detection was lost.
|
|
-- Most likely, these enemy planes are hidden in the mountains or are flying under radar.
|
|
-- These enemy planes need to be sweeped by human players, and use this task type to urge the players to get out there and find those enemy fighters.
|
|
--
|
|
-- The TASK_A2A_SWEEP is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create sweep tasks
|
|
-- based on detected airborne enemy targets intruding friendly airspace, for which the detection has been lost for more than 60 seconds.
|
|
--
|
|
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is sweeping the targets.
|
|
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
|
--
|
|
-- @field #TASK_A2A_SWEEP
|
|
TASK_A2A_SWEEP = {
|
|
ClassName = "TASK_A2A_SWEEP"
|
|
}
|
|
|
|
--- Instantiates a new TASK_A2A_SWEEP.
|
|
-- @param #TASK_A2A_SWEEP self
|
|
-- @param Tasking.Mission#MISSION Mission
|
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
|
-- @param #string TaskName The name of the Task.
|
|
-- @param Core.Set#SET_UNIT TargetSetUnit
|
|
-- @param #string TaskBriefing The briefing of the task.
|
|
-- @return #TASK_A2A_SWEEP self
|
|
function TASK_A2A_SWEEP:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "SWEEP", TaskBriefing ) ) -- #TASK_A2A_SWEEP
|
|
self:F()
|
|
|
|
Mission:AddTask( self )
|
|
|
|
self:SetBriefing( TaskBriefing or "Perform a fighter sweep. Incoming intruders were detected and could be hiding at the location.\n" )
|
|
|
|
return self
|
|
end
|
|
|
|
--- @param #TASK_A2A_SWEEP self
|
|
function TASK_A2A_SWEEP:onafterGoal( TaskUnit, From, Event, To )
|
|
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
|
|
|
|
if TargetSetUnit:Count() == 0 then
|
|
self:Success()
|
|
end
|
|
|
|
self:__Goal( -10 )
|
|
end
|
|
|
|
--- Set a score when a target in scope of the A2A attack, has been destroyed.
|
|
-- @param #TASK_A2A_SWEEP self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points to be granted when task process has been achieved.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_SWEEP
|
|
function TASK_A2A_SWEEP:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
|
-- @param #TASK_A2A_SWEEP self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_SWEEP
|
|
function TASK_A2A_SWEEP:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a penalty when the A2A attack has failed.
|
|
-- @param #TASK_A2A_SWEEP self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Penalty The penalty in points, must be a negative value!
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_SWEEP
|
|
function TASK_A2A_SWEEP:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
|
self:F( { PlayerName, Penalty, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty )
|
|
|
|
return self
|
|
end
|
|
|
|
end
|
|
|
|
do -- TASK_A2A_ENGAGE
|
|
|
|
--- The TASK_A2A_ENGAGE class
|
|
-- @type TASK_A2A_ENGAGE
|
|
-- @field Core.Set#SET_UNIT TargetSetUnit
|
|
-- @extends Tasking.Task#TASK
|
|
|
|
--- Defines an engage task for a human player to be executed.
|
|
-- When enemy planes are close to human players, use this task type is used urge the players to get out there!
|
|
--
|
|
-- The TASK_A2A_ENGAGE is used by the @{Tasking.Task_A2A_Dispatcher#TASK_A2A_DISPATCHER} to automatically create engage tasks
|
|
-- based on detected airborne enemy targets intruding friendly airspace.
|
|
--
|
|
-- The task is defined for a @{Tasking.Mission#MISSION}, where a friendly @{Core.Set#SET_GROUP} consisting of GROUPs with one human players each, is engaging the targets.
|
|
-- The task is given a name and a briefing, that is used in the menu structure and in the reporting.
|
|
--
|
|
-- @field #TASK_A2A_ENGAGE
|
|
TASK_A2A_ENGAGE = {
|
|
ClassName = "TASK_A2A_ENGAGE"
|
|
}
|
|
|
|
--- Instantiates a new TASK_A2A_ENGAGE.
|
|
-- @param #TASK_A2A_ENGAGE self
|
|
-- @param Tasking.Mission#MISSION Mission
|
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
|
-- @param #string TaskName The name of the Task.
|
|
-- @param Core.Set#SET_UNIT TargetSetUnit
|
|
-- @param #string TaskBriefing The briefing of the task.
|
|
-- @return #TASK_A2A_ENGAGE self
|
|
function TASK_A2A_ENGAGE:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK_A2A:New( Mission, SetGroup, TaskName, TargetSetUnit, "ENGAGE", TaskBriefing ) ) -- #TASK_A2A_ENGAGE
|
|
self:F()
|
|
|
|
Mission:AddTask( self )
|
|
|
|
self:SetBriefing( TaskBriefing or "Bogeys are nearby! Players close by are ordered to ENGAGE the intruders!\n" )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
|
-- @param #TASK_A2A_ENGAGE self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points to be granted when task process has been achieved.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_ENGAGE
|
|
function TASK_A2A_ENGAGE:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
|
-- @param #TASK_A2A_ENGAGE self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_ENGAGE
|
|
function TASK_A2A_ENGAGE:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a penalty when the A2A attack has failed.
|
|
-- @param #TASK_A2A_ENGAGE self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Penalty The penalty in points, must be a negative value!
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2A_ENGAGE
|
|
function TASK_A2A_ENGAGE:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
|
self:F( { PlayerName, Penalty, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty )
|
|
|
|
return self
|
|
end
|
|
|
|
end
|
|
|