MOOSE/Moose Development/Moose/Tasking/Task_Cargo_Dispatcher.lua
2018-05-23 13:51:47 +02:00

620 lines
26 KiB
Lua

--- **Tasking** - Creates and manages player TASK_CARGO tasks.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ### Contributions:
--
-- ===
--
-- @module Tasking.Task_Cargo_Dispatcher
do -- TASK_CARGO_DISPATCHER
--- TASK_CARGO_DISPATCHER class.
-- @type TASK_CARGO_DISPATCHER
-- @extends Tasking.Task_Manager#TASK_MANAGER
-- @field TASK_CARGO_DISPATCHER.CSAR CSAR
--- @type TASK_CARGO_DISPATCHER.CSAR
-- @field Wrapper.Unit#UNIT PilotUnit
-- @field Tasking.Task#TASK Task
--- # TASK_CARGO_DISPATCHER class, extends @{Task_Manager#TASK_MANAGER}
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia1.JPG)
--
-- The @{#TASK_CARGO_DISPATCHER} class implements the dynamic dispatching of cargo tasks.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia3.JPG)
--
-- The EWR will detect units, will group them, and will dispatch @{Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.
-- Find a summary below describing for which situation a task type is created:
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia9.JPG)
--
-- * **CSAR Task**: Is created when a fiendly pilot has ejected from a plane, and needs to be rescued (sometimes behind enemy lines).
--
-- ## 1. TASK\_A2A\_DISPATCHER constructor:
--
-- The @{#TASK_CARGO_DISPATCHER.New}() method creates a new TASK\_A2A\_DISPATCHER instance.
--
-- ### 1.1. Define or set the **Mission**:
--
-- Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.
--
-- local HQ = GROUP:FindByName( "HQ", "Bravo" )
-- local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
-- local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )
--
-- Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission.
-- Create the MISSION object, and hook it under the command center.
--
-- ### 1.2. Build a set of the groups seated by human players:
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia6.JPG)
--
-- A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.
--
-- local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()
--
-- The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission.
-- Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.
--
-- ### 1.3. Define the **EWR network**:
--
-- As part of the TASK\_A2A\_DISPATCHER constructor, an EWR network must be given as the third parameter.
-- An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia5.JPG)
--
-- Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units.
-- These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US).
-- Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar.
-- The position of these units is very important as they need to provide enough coverage
-- to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia7.JPG)
--
-- Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates.
-- For example if they are a long way forward and can detect enemy planes on the ground and taking off
-- they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition.
-- Having the radars further back will mean a slower escalation because fewer targets will be detected and
-- therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map.
-- It all depends on what the desired effect is.
--
-- EWR networks are **dynamically constructed**, that is, they form part of the @{Functional#DETECTION_BASE} object that is given as the input parameter of the TASK\_A2A\_DISPATCHER class.
-- By defining in a **smart way the names or name prefixes of the groups** with EWR capable units, these groups will be **automatically added or deleted** from the EWR network,
-- increasing or decreasing the radar coverage of the Early Warning System.
--
-- See the following example to setup an EWR network containing EWR stations and AWACS.
--
-- local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()
--
-- local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
-- EWRDetection:SetFriendliesRange( 10000 )
-- EWRDetection:SetRefreshTimeInterval(30)
--
-- -- Setup the A2A dispatcher, and initialize it.
-- A2ADispatcher = TASK_CARGO_DISPATCHER:New( Mission, AttackGroups, EWRDetection )
--
-- The above example creates a SET_GROUP instance, and stores this in the variable (object) **EWRSet**.
-- **EWRSet** is then being configured to filter all active groups with a group name starting with **EWR** to be included in the Set.
-- **EWRSet** is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set.
-- Then a new **EWRDetection** object is created from the class DETECTION_AREAS. A grouping radius of 6000 is choosen, which is 6km.
-- The **EWRDetection** object is then passed to the @{#TASK_CARGO_DISPATCHER.New}() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.
--
-- ### 2. Define the detected **target grouping radius**:
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia8.JPG)
--
-- The target grouping radius is a property of the Detection object, that was passed to the AI\_A2A\_DISPATCHER object, but can be changed.
-- The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation.
-- Fast planes like in the 80s, need a larger radius than WWII planes.
-- Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.
--
-- Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate
-- group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!
--
-- ## 3. Set the **Engage radius**:
--
-- Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.
--
-- ![Banner Image](..\Presentations\TASK_CARGO_DISPATCHER\Dia11.JPG)
--
-- So, if there is a target area detected and reported,
-- then any friendlies that are airborne near this target area,
-- will be commanded to (re-)engage that target when available (if no other tasks were commanded).
-- For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target,
-- will be considered to receive the command to engage that target area.
-- You need to evaluate the value of this parameter carefully.
-- If too small, more intercept missions may be triggered upon detected target areas.
-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
--
-- ## 4. Set **Scoring** and **Messages**:
--
-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
-- when the player reaches certain achievements in the task.
--
-- The prototype to handle the **Assign** event needs to be developed as follows:
--
-- TaskDispatcher = TASK_CARGO_DISPATCHER:New( ... )
--
-- --- @param #TaskDispatcher self
-- -- @param #string From Contains the name of the state from where the Event was triggered.
-- -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
-- -- @param #string To Contains the name of the state that will be transitioned to.
-- -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
-- -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
-- -- @param #string PlayerName The name of the Player that joined the TaskUnit.
-- function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
-- Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
-- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
-- end
--
-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object.
-- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
-- So, this method will be called only **ONCE** when a player joins a unit in scope of the task.
--
-- The TASK class implements various methods to additional **set scoring** for player achievements:
--
-- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task.
-- Examples of **task progress** can be destroying units, arriving at zones etc.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
-- This means the **task has been successfully completed**.
--
-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
-- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
--
-- @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" )
--- 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 )
-- For CSAR missions, we process the event when a pilot ejects.
self:HandleEvent( EVENTS.Ejection )
return self
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
local CSARTaskName = self:AddCSARTask( self.CSARTaskName, CSARCoordinate, CSARHeading, CSARCountry, self.CSARBriefing )
self:SetCSARDeployZones( CSARTaskName, self.CSARDeployZones )
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#Country 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( 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( 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
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 TaskName (optional) The name of the transport task.
-- @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.
-- @return #TASK_CARGO_DISPATCHER
-- @usage
--
-- -- Add a Transport task to transport cargo of different types to a Transport Deployment Zone.
function TASK_CARGO_DISPATCHER:AddTransportTask( TaskName, SetCargo, Briefing )
self.TransportCount = self.TransportCount + 1
local TaskName = string.format( ( TaskName or "Transport" ) .. ".%03d", self.TransportCount )
self.Transport[TaskName] = {}
self.Transport[TaskName].SetCargo = SetCargo
self.Transport[TaskName].Briefing = Briefing
self.Transport[TaskName].Task = nil
return TaskName
end
--- Add a Transport task to transport cargo from fixed locations to a deployment zone.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TaskName (optional) The name of the transport task.
-- @return Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT
function TASK_CARGO_DISPATCHER:GetTransportTask( TaskName )
self:ManageTasks()
return self.Transport[TaskName] and self.Transport[TaskName].Task
end
--- Define one deploy zone for the Transport tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TaskName (optional) The name of the Transport task.
-- @param TransportDeployZone A Transport deploy zone.
-- @return #TASK_CARGO_DISPATCHER
function TASK_CARGO_DISPATCHER:SetTransportDeployZone( TaskName, TransportDeployZone )
if self.Transport[TaskName] then
self.Transport[TaskName].DeployZones = { TransportDeployZone }
else
error( "TaskName does not exist" )
end
return self
end
--- Define the deploy zones for the Transport tasks.
-- @param #TASK_CARGO_DISPATCHER self
-- @param #string TaskName (optional) The name of the Transport task.
-- @param TransportDeployZones A list of the Transport deploy zones.
-- @return #TASK_CARGO_DISPATCHER
--
function TASK_CARGO_DISPATCHER:SetTransportDeployZones( TaskName, TransportDeployZones )
if self.Transport[TaskName] then
self.Transport[TaskName].DeployZones = TransportDeployZones
else
error( "TaskName does not exist" )
end
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
-- @return #boolean Return true if you want the task assigning to continue... false will cancel the loop.
function TASK_CARGO_DISPATCHER:ManageTasks()
self:F()
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 )
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
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 )
Mission:AddTask( Transport.Task )
TaskReport:Add( TransportName )
if Transport.DeployZones then
Transport.Task:SetDeployZones( Transport.DeployZones or {} )
else
Transport.Task:SetDeployZones( self.DefaultDeployZones or {} )
end
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
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 ~= "" 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