MOOSE/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua
Frank 52e66ae969 Broken Links
- 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.
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- Fixed wrong indent of "Developer Note" in various classes
2023-10-31 13:33:45 +01:00

920 lines
40 KiB
Lua

--- **Tasking** - Creates and manages player TASK_CARGO tasks.
--
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
--
-- * As setup by the mission designer.
-- * Dynamically create CSAR missions (when a pilot is downed as part of a downed plane).
-- * Dynamically spawn new cargo and create cargo taskings!
--
--
--
-- **Specific features:**
--
-- * Creates a task to transport @{Cargo.Cargo} to and between deployment zones.
-- * Derived from the TASK_CARGO class, which is derived from the TASK class.
-- * Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled.
-- * Co-operation tasking, so a player joins a group of players executing the same task.
--
--
-- **A complete task menu system to allow players to:**
--
-- * Join the task, abort the task.
-- * Mark the task location on the map.
-- * Provide details of the target.
-- * Route to the cargo.
-- * Route to the deploy zones.
-- * Load/Unload cargo.
-- * Board/Unboard cargo.
-- * Slingload cargo.
-- * Display the task briefing.
--
--
-- **A complete mission menu system to allow players to:**
--
-- * Join a task, abort the task.
-- * Display task reports.
-- * Display mission statistics.
-- * Mark the task locations on the map.
-- * Provide details of the targets.
-- * Display the mission briefing.
-- * Provide status updates as retrieved from the command center.
-- * Automatically assign a random task as part of a mission.
-- * Manually assign a specific task as part of a mission.
--
--
-- **A settings system, using the settings menu:**
--
-- * Tweak the duration of the display of messages.
-- * Switch between metric and imperial measurement system.
-- * Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
-- * Different settings modes for A2G and A2A operations.
-- * Various other options.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
-- ===
--
-- @module Tasking.Task_Cargo_Dispatcher
-- @image Task_Cargo_Dispatcher.JPG
do -- TASK_CARGO_DISPATCHER
--- TASK_CARGO_DISPATCHER class.
-- @type TASK_CARGO_DISPATCHER
-- @extends Tasking.Task_Manager#TASK_MANAGER
-- @field TASK_CARGO_DISPATCHER.CSAR CSAR
-- @field Core.Set#SET_ZONE SetZonesCSAR
--- @type TASK_CARGO_DISPATCHER.CSAR
-- @field Wrapper.Unit#UNIT PilotUnit
-- @field Tasking.Task#TASK Task
--- Implements the dynamic dispatching of cargo tasks.
--
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task.
--
-- There are currently **two types of tasks** that can be constructed:
--
-- * A **normal cargo transport** task, which tasks humans to transport cargo from a location towards a deploy zone.
-- * A **CSAR** cargo transport task. CSAR tasks are **automatically generated** when a friendly (AI) plane is downed and the friendly pilot ejects...
-- You as a player (the helo pilot) can go out in the battlefield, fly behind enemy lines, and rescue the pilot (back to a deploy zone).
--
-- Let's explore **step by step** how to setup the task cargo dispatcher.
--
-- # 1. Setup a mission environment.
--
-- It is easy, as it works just like any other task setup, so setup a command center and a mission.
--
-- ## 1.1. Create a command center.
--
-- First you need to create a command center using the @{Tasking.CommandCenter#COMMANDCENTER.New}() constructor.
--
-- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" ) -- Create the CommandCenter.
--
-- ## 1.2. Create a mission.
--
-- Tasks work in a mission, which groups these tasks to achieve a joint mission goal.
-- A command center can govern multiple missions.
-- Create a new mission, using the @{Tasking.Mission#MISSION.New}() constructor.
--
-- -- Declare the Mission for the Command Center.
-- local Mission = MISSION
-- :New( CommandCenter,
-- "Overlord",
-- "High",
-- "Transport the cargo.",
-- coalition.side.RED
-- )
--
--
-- # 2. Dispatch a **transport cargo** task.
--
-- So, now that we have a command center and a mission, we now create the transport task.
-- We create the transport task using the @{#TASK_CARGO_DISPATCHER.AddTransportTask}() constructor.
--
-- ## 2.1. Create the cargo in the mission.
--
-- Because a transport task will not generate the cargo itself, you'll need to create it first.
--
-- -- Here we define the "cargo set", which is a collection of cargo objects.
-- -- The cargo set will be the input for the cargo transportation task.
-- -- So a transportation object is handling a cargo set, which is automatically updated when new cargo is added/deleted.
-- local WorkmaterialsCargoSet = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
--
-- -- Now we add cargo into the battle scene.
-- local PilotGroup = GROUP:FindByName( "Engineers" )
--
-- -- CARGO_GROUP can be used to setup cargo with a GROUP object underneath.
-- -- We name the type of this group "Workmaterials", so that this cargo group will be included within the WorkmaterialsCargoSet.
-- -- Note that the name of the cargo is "Engineer Team 1".
-- local CargoGroup = CARGO_GROUP:New( PilotGroup, "Workmaterials", "Engineer Team 1", 500 )
--
-- What is also needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopters to retrieve the pilot, that can be manned by players.
-- -- The name of these helicopter groups containing one client begins with "Transport", as modelled within the mission editor.
-- local PilotGroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
--
-- ## 2.2. Setup the cargo transport task.
--
-- First, we need to create a TASK_CARGO_DISPATCHER object.
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, PilotGroupSet )
--
-- So, the variable `TaskDispatcher` will contain the object of class TASK_CARGO_DISPATCHER, which will allow you to dispatch cargo transport tasks:
--
-- * for mission `Mission`.
-- * for the group set `PilotGroupSet`.
--
-- Now that we have `TaskDispatcher` object, we can now **create the TransportTask**, using the @{#TASK_CARGO_DISPATCHER.AddTransportTask}() method!
--
-- local TransportTask = TaskDispatcher:AddTransportTask(
-- "Transport workmaterials",
-- WorkmaterialsCargoSet,
-- "Transport the workers, engineers and the equipment near the Workplace." )
--
-- As a result of this code, the `TransportTask` (returned) variable will contain an object of @{#TASK_CARGO_TRANSPORT}!
-- We pass to the method the title of the task, and the `WorkmaterialsCargoSet`, which is the set of cargo groups to be transported!
-- This object can also be used to setup additional things, or to control this specific task with special actions.
--
-- And you're done! As you can see, it is a bit of work, but the reward is great.
-- And, because all this is done using program interfaces, you can build a mission with a **dynamic cargo transport task mechanism** yourself!
-- Based on events happening within your mission, you can use the above methods to create new cargo, and setup a new task for cargo transportation to a group of players!
--
--
-- # 3. Dispatch CSAR tasks.
--
-- CSAR tasks can be dynamically created when a friendly pilot ejects, or can be created manually.
-- We'll explore both options.
--
-- ## 3.1. CSAR task dynamic creation.
--
-- Because there is an "event" in a running simulation that creates CSAR tasks, the method @{#TASK_CARGO_DISPATCHER.StartCSARTasks}() will create automatically:
--
-- 1. a new downed pilot at the location where the plane was shot
-- 2. declare that pilot as cargo
-- 3. creates a CSAR task automatically to retrieve that pilot
-- 4. requires deploy zones to be specified where to transport the downed pilot to, in order to complete that task.
--
-- You create a CSAR task dynamically in a very easy way:
--
-- TaskDispatcher:StartCSARTasks(
-- "CSAR",
-- { ZONE_UNIT:New( "Hospital", STATIC:FindByName( "Hospital" ), 100 ) },
-- "One of our pilots has ejected. Go out to Search and Rescue our pilot!\n" ..
-- "Use the radio menu to let the command center assist you with the CSAR tasking."
-- )
--
-- The method @{#TASK_CARGO_DISPATCHER.StopCSARTasks}() will automatically stop with the creation of CSAR tasks when friendly pilots eject.
--
-- **Remarks:**
--
-- * the ZONE_UNIT can also be a ZONE, or a ZONE_POLYGON object, or any other ZONE_ object!
-- * you can declare the array of zones in another variable, or course!
--
--
-- ## 3.2. CSAR task manual creation.
--
-- We create the CSAR task using the @{#TASK_CARGO_DISPATCHER.AddCSARTask}() constructor.
--
-- The method will create a new CSAR task, and will generate the pilots cargo itself, at the specified coordinate.
--
-- What is first needed, is to have a set of @{Core.Group}s defined that contains the clients of the players.
--
-- -- Allocate the Transport, which are the helicopter to retrieve the pilot, that can be manned by players.
-- local GroupSet = SET_GROUP:New():FilterPrefixes( "Transport" ):FilterStart()
--
-- We need to create a TASK_CARGO_DISPATCHER object.
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, GroupSet )
--
-- So, the variable `TaskDispatcher` will contain the object of class TASK_CARGO_DISPATCHER, which will allow you to dispatch cargo CSAR tasks:
--
-- * for mission `Mission`.
-- * for the group of players (pilots) captured within the `GroupSet` (those groups with a name starting with `"Transport"`).
--
-- Now that we have a PilotsCargoSet and a GroupSet, we can now create the CSAR task manually.
--
-- -- Declare the CSAR task.
-- local CSARTask = TaskDispatcher:AddCSARTask(
-- "CSAR Task",
-- Coordinate,
-- 270,
-- "Bring the pilot back!"
-- )
--
-- As a result of this code, the `CSARTask` (returned) variable will contain an object of @{#TASK_CARGO_CSAR}!
-- We pass to the method the title of the task, and the `WorkmaterialsCargoSet`, which is the set of cargo groups to be transported!
-- This object can also be used to setup additional things, or to control this specific task with special actions.
-- Note that when you declare a CSAR task manually, you'll still need to specify a deployment zone!
--
-- # 4. Setup the deploy zone(s).
--
-- The task cargo dispatcher also foresees methods to setup the deployment zones to where the cargo needs to be transported!
--
-- There are two levels on which deployment zones can be configured:
--
-- * Default deploy zones: The TASK_CARGO_DISPATCHER object can have default deployment zones, which will apply over all tasks active in the task dispatcher.
-- * Task specific deploy zones: The TASK_CARGO_DISPATCHER object can have specific deployment zones which apply to a specific task only!
--
-- Note that for Task specific deployment zones, there are separate deployment zone creation methods per task type!
--
-- ## 4.1. Setup default deploy zones.
--
-- Use the @{#TASK_CARGO_DISPATCHER.SetDefaultDeployZone}() to setup one deployment zone, and @{#TASK_CARGO_DISPATCHER.SetDefaultDeployZones}() to setup multiple default deployment zones in one call.
--
-- ## 4.2. Setup task specific deploy zones for a **transport task**.
--
-- Use the @{#TASK_CARGO_DISPATCHER.SetTransportDeployZone}() to setup one deployment zone, and @{#TASK_CARGO_DISPATCHER.SetTransportDeployZones}() to setup multiple default deployment zones in one call.
--
-- ## 4.3. Setup task specific deploy zones for a **CSAR task**.
--
-- Use the @{#TASK_CARGO_DISPATCHER.SetCSARDeployZone}() to setup one deployment zone, and @{#TASK_CARGO_DISPATCHER.SetCSARDeployZones}() to setup multiple default deployment zones in one call.
--
-- ## 4.4. **CSAR ejection zones**.
--
-- Setup a set of zones where the pilots will only eject and a task is created for CSAR. When such a set of zones is given, any ejection outside those zones will not result in a pilot created for CSAR!
--
-- Use the @{#TASK_CARGO_DISPATCHER.SetCSARZones}() to setup the set of zones.
--
-- ## 4.5. **CSAR ejection maximum**.
--
-- Setup how many pilots will eject the maximum. This to avoid an overload of CSAR tasks being created :-) The default is endless CSAR tasks.
--
-- Use the @{#TASK_CARGO_DISPATCHER.SetMaxCSAR}() to setup the maximum of pilots that will eject for CSAR.
--
--
-- # 5) Handle cargo task events.
--
-- When a player is picking up and deploying cargo using his carrier, events are generated by the dispatcher. These events can be captured and tailored with your own code.
--
-- In order to properly capture the events and avoid mistakes using the documentation, it is advised that you execute the following actions:
--
-- * **Copy / Paste** the code section into your script.
-- * **Change** the CLASS literal to the task object name you have in your script.
-- * Within the function, you can now **write your own code**!
-- * **IntelliSense** will recognize the type of the variables provided by the function. Note: the From, Event and To variables can be safely ignored,
-- but you need to declare them as they are automatically provided by the event handling system of MOOSE.
--
-- You can send messages or fire off any other events within the code section. The sky is the limit!
--
-- First, we need to create a TASK_CARGO_DISPATCHER object.
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, PilotGroupSet )
--
-- Second, we create a new cargo transport task for the transportation of workmaterials.
--
-- TaskDispatcher:AddTransportTask(
-- "Transport workmaterials",
-- WorkmaterialsCargoSet,
-- "Transport the workers, engineers and the equipment near the Workplace." )
--
-- Note that we don't really need to keep the resulting task, it is kept internally also in the dispatcher.
--
-- Using the `TaskDispatcher` object, we can now cpature the CargoPickedUp and CargoDeployed events.
--
-- ## 5.1) Handle the **CargoPickedUp** event.
--
-- Find below an example how to tailor the **CargoPickedUp** event, generated by the `TaskDispatcher`:
--
-- function TaskDispatcher:OnAfterCargoPickedUp( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo )
--
-- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has picked up cargo for task " .. Task:GetName() .. ".", MESSAGE.Type.Information ):ToAll()
--
-- end
--
-- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has picked up a cargo object in the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
-- --- CargoPickedUp event handler OnAfter for CLASS.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Tasking.Task_Cargo#TASK_CARGO Task The cargo task for which the cargo has been picked up. Note that this will be a derived TAKS_CARGO object!
-- -- @param #string TaskPrefix The prefix of the task that was provided when the task was created.
-- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has picked up the cargo.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been picked up. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object!
-- function CLASS:OnAfterCargoPickedUp( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo )
--
-- -- Write here your own code.
--
-- end
--
--
-- ## 5.2) Handle the **CargoDeployed** event.
--
-- Find below an example how to tailor the **CargoDeployed** event, generated by the `TaskDispatcher`:
--
-- function WorkplaceTask:OnAfterCargoDeployed( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo, DeployZone )
--
-- MESSAGE:NewType( "Unit " .. TaskUnit:GetName().. " has deployed cargo at zone " .. DeployZone:GetName() .. " for task " .. Task:GetName() .. ".", MESSAGE.Type.Information ):ToAll()
--
-- Helos[ math.random(1,#Helos) ]:Spawn()
-- EnemyHelos[ math.random(1,#EnemyHelos) ]:Spawn()
-- end
--
-- If you want to code your own event handler, use this code fragment to tailor the event when a player carrier has deployed a cargo object from the CarrierGroup.
-- You can use this event handler to post messages to players, or provide status updates etc.
--
--
-- --- CargoDeployed event handler OnAfter for CLASS.
-- -- @param #CLASS self
-- -- @param #string From A string that contains the "*from state name*" when the event was triggered.
-- -- @param #string Event A string that contains the "*event name*" when the event was triggered.
-- -- @param #string To A string that contains the "*to state name*" when the event was triggered.
-- -- @param Tasking.Task_Cargo#TASK_CARGO Task The cargo task for which the cargo has been deployed. Note that this will be a derived TAKS_CARGO object!
-- -- @param #string TaskPrefix The prefix of the task that was provided when the task was created.
-- -- @param Wrapper.Unit#UNIT TaskUnit The unit (client) of the player that has deployed the cargo.
-- -- @param Cargo.Cargo#CARGO Cargo The cargo object that has been deployed. Note that this can be a CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD object!
-- -- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- function CLASS:OnAfterCargoDeployed( From, Event, To, Task, TaskPrefix, TaskUnit, Cargo, DeployZone )
--
-- -- Write here your own code.
--
-- end
--
--
--
-- @field #TASK_CARGO_DISPATCHER
TASK_CARGO_DISPATCHER = {
ClassName = "TASK_CARGO_DISPATCHER",
Mission = nil,
Tasks = {},
CSAR = {},
CSARSpawned = 0,
Transport = {},
TransportCount = 0,
}
--- TASK_CARGO_DISPATCHER constructor.
-- @param #TASK_CARGO_DISPATCHER self
-- @param Tasking.Mission#MISSION Mission The mission for which the task dispatching is done.
-- @param Core.Set#SET_GROUP SetGroup The set of groups that can join the tasks within the mission.
-- @return #TASK_CARGO_DISPATCHER self
function TASK_CARGO_DISPATCHER:New( Mission, SetGroup )
-- Inherits from DETECTION_MANAGER
local self = BASE:Inherit( self, TASK_MANAGER:New( SetGroup ) ) -- #TASK_CARGO_DISPATCHER
self.Mission = Mission
self:AddTransition( "Started", "Assign", "Started" )
self:AddTransition( "Started", "CargoPickedUp", "Started" )
self:AddTransition( "Started", "CargoDeployed", "Started" )
--- OnAfter Transition Handler for Event Assign.
-- @function [parent=#TASK_CARGO_DISPATCHER] OnAfterAssign
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_A2A#TASK_A2A Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
self:SetCSARRadius()
self:__StartTasks( 5 )
self.MaxCSAR = nil
self.CountCSAR = 0
-- For CSAR missions, we process the event when a pilot ejects.
self:HandleEvent( EVENTS.Ejection )
return self
end
--- Sets the set of zones were pilots will only be spawned (eject) when the planes crash.
-- Note that because this is a set of zones, the MD can create the zones dynamically within his mission!
-- Just provide a set of zones, see usage, but find the tactical situation here:
--
-- ![CSAR Zones](../Tasking/CSAR_Zones.JPG)
--
-- @param #TASK_CARGO_DISPATCHER self
-- @param Core.Set#SET_ZONE SetZonesCSAR The set of zones where pilots will only be spawned for CSAR when they eject.
-- @usage
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups )
--
-- -- Use this call to pass the set of zones.
-- -- Note that you can create the set of zones inline, because the FilterOnce method (and other SET_ZONE methods return self).
-- -- So here the zones can be created as normal trigger zones (MOOSE creates a collection of ZONE objects when teh mission starts of all trigger zones).
-- -- Just name them as CSAR zones here.
-- TaskDispatcher:SetCSARZones( SET_ZONE:New():FilterPrefixes("CSAR"):FilterOnce() )
--
function TASK_CARGO_DISPATCHER:SetCSARZones( SetZonesCSAR )
self.SetZonesCSAR = SetZonesCSAR
end
--- Sets the maximum of pilots that will be spawned (eject) when the planes crash.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #number MaxCSAR The maximum of pilots that will eject for CSAR.
-- @usage
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups )
--
-- -- Use this call to the maximum of CSAR to 10.
-- TaskDispatcher:SetMaxCSAR( 10 )
--
function TASK_CARGO_DISPATCHER:SetMaxCSAR( MaxCSAR )
self.MaxCSAR = MaxCSAR
end
--- Handle the event when a pilot ejects.
-- @param #TASK_CARGO_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function TASK_CARGO_DISPATCHER:OnEventEjection( EventData )
self:F( { EventData = EventData } )
if self.CSARTasks == true then
local CSARCoordinate = EventData.IniUnit:GetCoordinate()
local CSARCoalition = EventData.IniUnit:GetCoalition()
local CSARCountry = EventData.IniUnit:GetCountry()
local CSARHeading = EventData.IniUnit:GetHeading()
-- Only add a CSAR task if the coalition of the mission is equal to the coalition of the ejected unit.
if CSARCoalition == self.Mission:GetCommandCenter():GetCoalition() then
-- And only add if the eject is in one of the zones, if defined.
if not self.SetZonesCSAR or ( self.SetZonesCSAR and self.SetZonesCSAR:IsCoordinateInZone( CSARCoordinate ) ) then
-- And only if the maximum of pilots is not reached that ejected!
if not self.MaxCSAR or ( self.MaxCSAR and self.CountCSAR < self.MaxCSAR ) then
local CSARTaskName = self:AddCSARTask( self.CSARTaskName, CSARCoordinate, CSARHeading, CSARCountry, self.CSARBriefing )
self:SetCSARDeployZones( CSARTaskName, self.CSARDeployZones )
self.CountCSAR = self.CountCSAR + 1
end
end
end
end
return self
end
--- Define one default deploy zone for all the cargo tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param DefaultDeployZone A default deploy zone.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetDefaultDeployZone( DefaultDeployZone )
self.DefaultDeployZones = { DefaultDeployZone }
return self
end
--- Define the deploy zones for all the cargo tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param DefaultDeployZones A list of the deploy zones.
-- @return #TASK_CARGO_DISPATCHER
--
function TASK_CARGO_DISPATCHER:SetDefaultDeployZones( DefaultDeployZones )
self.DefaultDeployZones = DefaultDeployZones
return self
end
--- Start the generation of CSAR tasks to retrieve a downed pilots.
-- You need to specify a task briefing, a task name, default deployment zone(s).
-- This method can only be used once!
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string CSARTaskName The CSAR task name.
-- @param #string CSARDeployZones The zones to where the CSAR deployment should be directed.
-- @param #string CSARBriefing The briefing of the CSAR tasks.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:StartCSARTasks( CSARTaskName, CSARDeployZones, CSARBriefing)
if not self.CSARTasks then
self.CSARTasks = true
self.CSARTaskName = CSARTaskName
self.CSARDeployZones = CSARDeployZones
self.CSARBriefing = CSARBriefing
else
error( "TASK_CARGO_DISPATCHER: The generation of CSAR tasks has already started." )
end
return self
end
--- Stop the generation of CSAR tasks to retrieve a downed pilots.
-- @param #TASK_CARGO_DISPATCHER self
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:StopCSARTasks()
if self.CSARTasks then
self.CSARTasks = nil
self.CSARTaskName = nil
self.CSARDeployZones = nil
self.CSARBriefing = nil
else
error( "TASK_CARGO_DISPATCHER: The generation of CSAR tasks was not yet started." )
end
return self
end
--- Add a CSAR task to retrieve a downed pilot.
-- You need to specify a coordinate from where the pilot will be spawned to be rescued.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string CSARTaskPrefix (optional) The prefix of the CSAR task.
-- @param Core.Point#COORDINATE CSARCoordinate The coordinate where a downed pilot will be spawned.
-- @param #number CSARHeading The heading of the pilot in degrees.
-- @param #DCSCountry CSARCountry The country ID of the pilot that will be spawned.
-- @param #string CSARBriefing The briefing of the CSAR task.
-- @return #string The CSAR Task Name as a string. The Task Name is the main key and is shown in the task list of the Mission Tasking menu.
-- @usage
--
-- -- Add a CSAR task to rescue a downed pilot from within a coordinate.
-- local Coordinate = PlaneUnit:GetPointVec2()
-- TaskA2ADispatcher:AddCSARTask( "CSAR Task", Coordinate )
--
-- -- Add a CSAR task to rescue a downed pilot from within a coordinate of country RUSSIA, which is pointing to the west (270°).
-- local Coordinate = PlaneUnit:GetPointVec2()
-- TaskA2ADispatcher:AddCSARTask( "CSAR Task", Coordinate, 270, Country.RUSSIA )
--
function TASK_CARGO_DISPATCHER:AddCSARTask( CSARTaskPrefix, CSARCoordinate, CSARHeading, CSARCountry, CSARBriefing )
local CSARCoalition = self.Mission:GetCommandCenter():GetCoalition()
CSARHeading = CSARHeading or 0
CSARCountry = CSARCountry or self.Mission:GetCommandCenter():GetCountry()
self.CSARSpawned = self.CSARSpawned + 1
local CSARTaskName = string.format( ( CSARTaskPrefix or "CSAR" ) .. ".%03d", self.CSARSpawned )
-- Create the CSAR Pilot SPAWN object.
-- Let us create the Template for the replacement Pilot :-)
local Template = {
["visible"] = false,
["hidden"] = false,
["task"] = "Ground Nothing",
["name"] = string.format( "CSAR Pilot#%03d", self.CSARSpawned ),
["x"] = CSARCoordinate.x,
["y"] = CSARCoordinate.z,
["units"] =
{
[1] =
{
["type"] = ( CSARCoalition == coalition.side.BLUE ) and "Soldier M4" or "Infantry AK",
["name"] = string.format( "CSAR Pilot#%03d-01", self.CSARSpawned ),
["skill"] = "Excellent",
["playerCanDrive"] = false,
["x"] = CSARCoordinate.x,
["y"] = CSARCoordinate.z,
["heading"] = CSARHeading,
}, -- end of [1]
}, -- end of ["units"]
}
local CSARGroup = GROUP:NewTemplate( Template, CSARCoalition, Group.Category.GROUND, CSARCountry )
self.CSAR[CSARTaskName] = {}
self.CSAR[CSARTaskName].PilotGroup = CSARGroup
self.CSAR[CSARTaskName].Briefing = CSARBriefing
self.CSAR[CSARTaskName].Task = nil
self.CSAR[CSARTaskName].TaskPrefix = CSARTaskPrefix
return CSARTaskName
end
--- Define the radius to when a CSAR task will be generated for any downed pilot within range of the nearest CSAR airbase.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #number CSARRadius (Optional, Default = 50000) The radius in meters to decide whether a CSAR needs to be created.
-- @return #TASK_CARGO_DISPATCHER
-- @usage
--
-- -- Set 20km as the radius to CSAR any downed pilot within range of the nearest CSAR airbase.
-- TaskA2ADispatcher:SetEngageRadius( 20000 )
--
-- -- Set 50km as the radius to to CSAR any downed pilot within range of the nearest CSAR airbase.
-- TaskA2ADispatcher:SetEngageRadius() -- 50000 is the default value.
--
function TASK_CARGO_DISPATCHER:SetCSARRadius( CSARRadius )
self.CSARRadius = CSARRadius or 50000
return self
end
--- Define one deploy zone for the CSAR tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string CSARTaskName (optional) The name of the CSAR task.
-- @param CSARDeployZone A CSAR deploy zone.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetCSARDeployZone( CSARTaskName, CSARDeployZone )
if CSARTaskName then
self.CSAR[CSARTaskName].DeployZones = { CSARDeployZone }
end
return self
end
--- Define the deploy zones for the CSAR tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string CSARTaskName (optional) The name of the CSAR task.
-- @param CSARDeployZones A list of the CSAR deploy zones.
-- @return #TASK_CARGO_DISPATCHER
--
function TASK_CARGO_DISPATCHER:SetCSARDeployZones( CSARTaskName, CSARDeployZones )
if CSARTaskName and self.CSAR[CSARTaskName] then
self.CSAR[CSARTaskName].DeployZones = CSARDeployZones
end
return self
end
--- Add a Transport task to transport cargo from fixed locations to a deployment zone.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TaskPrefix (optional) The prefix of the transport task.
-- This prefix will be appended with a . + a number of 3 digits.
-- If no TaskPrefix is given, then "Transport" will be used as the prefix.
-- @param Core.SetCargo#SET_CARGO SetCargo The SetCargo to be transported.
-- @param #string Briefing The briefing of the task transport to be shown to the player.
-- @param #boolean Silent If true don't send a message that a new task is available.
-- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT
-- @usage
--
-- -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone.
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
--
-- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
-- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
-- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
-- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
-- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
-- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
--
-- -- Here we add the task. We name the task "Build a Workplace".
-- -- We provide the CargoSetWorkmaterials, and a briefing as the 2nd and 3rd parameter.
-- -- The :AddTransportTask() returns a Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object, which we keep as a reference for further actions.
-- -- The WorkplaceTask holds the created and returned Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT object.
-- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
--
-- -- Here we set a TransportDeployZone. We use the WorkplaceTask as the reference, and provide a ZONE object.
-- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
--
function TASK_CARGO_DISPATCHER:AddTransportTask( TaskPrefix, SetCargo, Briefing, Silent )
self.TransportCount = self.TransportCount + 1
local verbose = Silent or false
local TaskName = string.format( ( TaskPrefix or "Transport" ) .. ".%03d", self.TransportCount )
self.Transport[TaskName] = {}
self.Transport[TaskName].SetCargo = SetCargo
self.Transport[TaskName].Briefing = Briefing
self.Transport[TaskName].Task = nil
self.Transport[TaskName].TaskPrefix = TaskPrefix
self:ManageTasks(verbose)
return self.Transport[TaskName] and self.Transport[TaskName].Task
end
--- Define one deploy zone for the Transport tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT Task The name of the Transport task.
-- @param TransportDeployZone A Transport deploy zone.
-- @return #TASK_CARGO_DISPATCHER
-- @usage
--
--
function TASK_CARGO_DISPATCHER:SetTransportDeployZone( Task, TransportDeployZone )
if self.Transport[Task.TaskName] then
self.Transport[Task.TaskName].DeployZones = { TransportDeployZone }
else
error( "Task does not exist" )
end
self:ManageTasks()
return self
end
--- Define the deploy zones for the Transport tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT Task The name of the Transport task.
-- @param TransportDeployZones A list of the Transport deploy zones.
-- @return #TASK_CARGO_DISPATCHER
--
function TASK_CARGO_DISPATCHER:SetTransportDeployZones( Task, TransportDeployZones )
if self.Transport[Task.TaskName] then
self.Transport[Task.TaskName].DeployZones = TransportDeployZones
else
error( "Task does not exist" )
end
self:ManageTasks()
return self
end
--- Evaluates of a CSAR task needs to be started.
-- @param #TASK_CARGO_DISPATCHER self
-- @return Core.Set#SET_CARGO The SetCargo to be rescued.
-- @return #nil If there is no CSAR task required.
function TASK_CARGO_DISPATCHER:EvaluateCSAR( CSARUnit )
local CSARCargo = CARGO_GROUP:New( CSARUnit, "Pilot", CSARUnit:GetName(), 80, 1500, 10 )
local SetCargo = SET_CARGO:New()
SetCargo:AddCargosByName( CSARUnit:GetName() )
SetCargo:Flush(self)
return SetCargo
end
--- Assigns tasks to the @{Core.Set#SET_GROUP}.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #boolean Silent Announce new task (nil/false) or not (true).
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_CARGO_DISPATCHER:ManageTasks(Silent)
self:F()
local verbose = Silent and true
local AreaMsg = {}
local TaskMsg = {}
local ChangeMsg = {}
local Mission = self.Mission
if Mission:IsIDLE() or Mission:IsENGAGED() then
local TaskReport = REPORT:New()
-- Checking the task queue for the dispatcher, and removing any obsolete task!
for TaskIndex, TaskData in pairs( self.Tasks ) do
local Task = TaskData -- Tasking.Task#TASK
if Task:IsStatePlanned() then
-- Here we need to check if the pilot is still existing.
-- local DetectedItem = Detection:GetDetectedItemByIndex( TaskIndex )
-- if not DetectedItem then
-- local TaskText = Task:GetName()
-- for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
-- Mission:GetCommandCenter():MessageToGroup( string.format( "Obsolete A2A task %s for %s removed.", TaskText, Mission:GetShortText() ), TaskGroup )
-- end
-- Task = self:RemoveTask( TaskIndex )
-- end
end
end
-- Now that all obsolete tasks are removed, loop through the CSAR pilots.
for CSARName, CSAR in pairs( self.CSAR ) do
if not CSAR.Task then
-- New CSAR Task
local SetCargo = self:EvaluateCSAR( CSAR.PilotGroup )
CSAR.Task = TASK_CARGO_CSAR:New( Mission, self.SetGroup, CSARName, SetCargo, CSAR.Briefing )
CSAR.Task.TaskPrefix = CSAR.TaskPrefix -- We keep the TaskPrefix for further reference!
Mission:AddTask( CSAR.Task )
TaskReport:Add( CSARName )
if CSAR.DeployZones then
CSAR.Task:SetDeployZones( CSAR.DeployZones or {} )
else
CSAR.Task:SetDeployZones( self.DefaultDeployZones or {} )
end
-- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher.
function CSAR.Task.OnAfterCargoPickedUp( Task, From, Event, To, TaskUnit, Cargo )
self:CargoPickedUp( Task, Task.TaskPrefix, TaskUnit, Cargo )
end
-- Now broadcast the onafterCargoDeployed event to the Task Cargo Dispatcher.
function CSAR.Task.OnAfterCargoDeployed( Task, From, Event, To, TaskUnit, Cargo, DeployZone )
self:CargoDeployed( Task, Task.TaskPrefix, TaskUnit, Cargo, DeployZone )
end
end
end
-- Now that all obsolete tasks are removed, loop through the Transport tasks.
for TransportName, Transport in pairs( self.Transport ) do
if not Transport.Task then
-- New Transport Task
Transport.Task = TASK_CARGO_TRANSPORT:New( Mission, self.SetGroup, TransportName, Transport.SetCargo, Transport.Briefing )
Transport.Task.TaskPrefix = Transport.TaskPrefix -- We keep the TaskPrefix for further reference!
Mission:AddTask( Transport.Task )
TaskReport:Add( TransportName )
function Transport.Task.OnEnterSuccess( Task, From, Event, To )
self:Success( Task )
end
function Transport.Task.OnEnterCancelled( Task, From, Event, To )
self:Cancelled( Task )
end
function Transport.Task.OnEnterFailed( Task, From, Event, To )
self:Failed( Task )
end
function Transport.Task.OnEnterAborted( Task, From, Event, To )
self:Aborted( Task )
end
-- Now broadcast the onafterCargoPickedUp event to the Task Cargo Dispatcher.
function Transport.Task.OnAfterCargoPickedUp( Task, From, Event, To, TaskUnit, Cargo )
self:CargoPickedUp( Task, Task.TaskPrefix, TaskUnit, Cargo )
end
-- Now broadcast the onafterCargoDeployed event to the Task Cargo Dispatcher.
function Transport.Task.OnAfterCargoDeployed( Task, From, Event, To, TaskUnit, Cargo, DeployZone )
self:CargoDeployed( Task, Task.TaskPrefix, TaskUnit, Cargo, DeployZone )
end
end
if Transport.DeployZones then
Transport.Task:SetDeployZones( Transport.DeployZones or {} )
else
Transport.Task:SetDeployZones( self.DefaultDeployZones or {} )
end
end
-- TODO set menus using the HQ coordinator
Mission:GetCommandCenter():SetMenu()
local TaskText = TaskReport:Text(", ")
for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do
if ( not Mission:IsGroupAssigned(TaskGroup) ) and TaskText ~= "" and not verbose then
Mission:GetCommandCenter():MessageToGroup( string.format( "%s has tasks %s. Subscribe to a task using the radio menu.", Mission:GetShortText(), TaskText ), TaskGroup )
end
end
end
return true
end
end