MOOSE/Moose Development/Moose/Ops/PlayerTask.lua
Applevangelist 79e99dcb38 #PLAYERTASK
* Added `GetTarget()`
2022-12-20 16:05:50 +01:00

3957 lines
149 KiB
Lua

--- **Ops** - PlayerTask (mission) for Players.
--
-- ## Main Features:
--
-- * Simplifies defining and executing Player tasks
-- * FSM events when a mission is added, done, successful or failed, replanned
-- * Ready to use SRS and localization
-- * Mission locations can be smoked, flared, illuminated and marked on the map
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20PlayerTask).
--
-- ===
--
-- ### Author: **Applevangelist**
-- ### Special thanks to: Streakeagle
--
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg
-- @date Last Update December 2022
do
-------------------------------------------------------------------------------------------------------------------
-- PLAYERTASK
-- TODO: PLAYERTASK
-------------------------------------------------------------------------------------------------------------------
--- PLAYERTASK class.
-- @type PLAYERTASK
-- @field #string ClassName Name of the class.
-- @field #boolean verbose Switch verbosity.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number PlayerTaskNr (Globally unique) Number of the task.
-- @field Ops.Auftrag#AUFTRAG.Type Type The type of the task
-- @field Ops.Target#TARGET Target The target for this Task
-- @field Utilities.FiFo#FIFO Clients FiFo of Wrapper.Client#CLIENT planes executing this task
-- @field #boolean Repeat
-- @field #number repeats
-- @field #number RepeatNo
-- @field Wrapper.Marker#MARKER TargetMarker
-- @field #number SmokeColor
-- @field #number FlareColor
-- @field #table conditionSuccess = {},
-- @field #table conditionFailure = {},
-- @field Ops.PlayerTask#PLAYERTASKCONTROLLER TaskController
-- @field #number timestamp
-- @field #number lastsmoketime
-- @field #number coalition
-- @field #string Freetext
-- @field #string FreetextTTS
-- @field #string TaskSubType
-- @field #table NextTaskSuccess
-- @field #table NextTaskFailure
-- @field #string FinalState
-- @field #string TypeName
-- @extends Core.Fsm#FSM
--- Global PlayerTaskNr counter
_PlayerTaskNr = 0
---
-- @field #PLAYERTASK
PLAYERTASK = {
ClassName = "PLAYERTASK",
verbose = false,
lid = nil,
PlayerTaskNr = nil,
Type = nil,
TTSType = nil,
Target = nil,
Clients = nil,
Repeat = false,
repeats = 0,
RepeatNo = 1,
TargetMarker = nil,
SmokeColor = nil,
FlareColor = nil,
conditionSuccess = {},
conditionFailure = {},
TaskController = nil,
timestamp = 0,
lastsmoketime = 0,
Freetext = nil,
FreetextTTS = nil,
TaskSubType = nil,
NextTaskSuccess = {},
NextTaskFailure = {},
FinalState = "none",
}
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASK.version="0.1.11"
--- Generic task condition.
-- @type PLAYERTASK.Condition
-- @field #function func Callback function to check for a condition. Should return a #boolean.
-- @field #table arg Optional arguments passed to the condition callback function.
--- Constructor
-- @param #PLAYERTASK self
-- @param Ops.Auftrag#AUFTRAG.Type Type Type of this task
-- @param Ops.Target#TARGET Target Target for this task
-- @param #boolean Repeat Repeat this task if true (default = false)
-- @param #number Times Repeat on failure this many times if Repeat is true (default = 1)
-- @param #string TTSType TTS friendly task type name
-- @return #PLAYERTASK self
function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #PLAYERTASK
self.Type = Type
self.Repeat = false
self.repeats = 0
self.RepeatNo = 1
self.Clients = FIFO:New() -- Utilities.FiFo#FIFO
self.TargetMarker = nil -- Wrapper.Marker#MARKER
self.SmokeColor = SMOKECOLOR.Red
self.conditionSuccess = {}
self.conditionFailure = {}
self.TaskController = nil -- Ops.PlayerTask#PLAYERTASKCONTROLLER
self.timestamp = timer.getAbsTime()
self.TTSType = TTSType or "close air support"
self.lastsmoketime = 0
if Repeat then
self.Repeat = true
self.RepeatNo = Times or 1
end
_PlayerTaskNr = _PlayerTaskNr + 1
self.PlayerTaskNr = _PlayerTaskNr
self.lid=string.format("PlayerTask #%d %s | ", self.PlayerTaskNr, tostring(self.Type))
if Target and Target.ClassName and Target.ClassName == "TARGET" then
self.Target = Target
elseif Target and Target.ClassName then
self.Target = TARGET:New(Target)
else
self:E(self.lid.."*** NO VALID TARGET!")
return self
end
self:T(self.lid.."Created.")
-- FMS start state is PLANNED.
self:SetStartState("Planned")
-- PLANNED --> REQUESTED --> EXECUTING --> DONE
self:AddTransition("*", "Planned", "Planned") -- Task is in planning stage.
self:AddTransition("*", "Requested", "Requested") -- Task clients have been requested to join.
self:AddTransition("*", "ClientAdded", "*") -- Client has been added to the task
self:AddTransition("*", "ClientRemoved", "*") -- Client has been added to the task
self:AddTransition("*", "Executing", "Executing") -- First client is executing the Task.
self:AddTransition("*", "Done", "Done") -- All clients have reported that Task is done.
self:AddTransition("*", "Cancel", "Done") -- Command to cancel the Task.
self:AddTransition("*", "Success", "Done")
self:AddTransition("*", "ClientAborted", "*")
self:AddTransition("*", "Failed", "Failed") -- Done or repeat --> PLANNED
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Status(-5)
return self
---
-- Pseudo Functions
---
--- On After "Planned" event. Task has been planned.
-- @function [parent=#PLAYERTASK] OnAfterPlanned
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Requested" event. Task has been Requested.
-- @function [parent=#PLAYERTASK] OnAfterRequested
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "ClientAdded" event. Client has been added to the task.
-- @function [parent=#PLAYERTASK] OnAfterClientAdded
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Client#CLIENT Client
--- On After "ClientRemoved" event. Client has been removed from the task.
-- @function [parent=#PLAYERTASK] OnAfterClientRemoved
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Executing" event. Task is executed by the 1st client.
-- @function [parent=#PLAYERTASK] OnAfterExecuting
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Done" event. Task is done.
-- @function [parent=#PLAYERTASK] OnAfterDone
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Cancel" event. Task has been cancelled.
-- @function [parent=#PLAYERTASK] OnAfterCancel
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Planned" event. Task has been planned.
-- @function [parent=#PLAYERTASK] OnAfterPilotPlanned
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Success" event. Task has been a success.
-- @function [parent=#PLAYERTASK] OnAfterSuccess
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "ClientAborted" event. A client has aborted the task.
-- @function [parent=#PLAYERTASK] OnAfterClientAborted
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Failed" event. Task has been a failure.
-- @function [parent=#PLAYERTASK] OnAfterFailed
-- @param #PLAYERTASK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
end
--- [Internal] Add a PLAYERTASKCONTROLLER for this task
-- @param #PLAYERTASK self
-- @param Ops.PlayerTask#PLAYERTASKCONTROLLER Controller
-- @return #PLAYERTASK self
function PLAYERTASK:_SetController(Controller)
self:T(self.lid.."_SetController")
self.TaskController = Controller
return self
end
--- [User] Set a coalition side for this task
-- @param #PLAYERTASK self
-- @param #number Coalition Coaltion side to add, e.g. coalition.side.BLUE
-- @return #PLAYERTASK self
function PLAYERTASK:SetCoalition(Coalition)
self:T(self.lid.."SetCoalition")
self.coalition = Coalition or coalition.side.BLUE
return self
end
--- [User] Get the coalition side for this task
-- @param #PLAYERTASK self
-- @return #number Coalition Coaltion side, e.g. coalition.side.BLUE, or nil if not set
function PLAYERTASK:GetCoalition()
self:T(self.lid.."GetCoalition")
return self.coalition
end
--- [User] Get the Ops.Target#TARGET object for this task
-- @param #PLAYERTASK self
-- @return Ops.Target#TARGET Target
function PLAYERTASK:GetTarget()
self:T(self.lid.."GetTarget")
return self.Target
end
--- [USER] Add a free text description to this task.
-- @param #PLAYERTASK self
-- @param #string Text
-- @return #PLAYERTASK self
function PLAYERTASK:AddFreetext(Text)
self:T(self.lid.."AddFreetext")
self.Freetext = Text
return self
end
--- [USER] Query if a task has free text description.
-- @param #PLAYERTASK self
-- @return #PLAYERTASK self
function PLAYERTASK:HasFreetext()
self:T(self.lid.."HasFreetext")
return self.Freetext ~= nil and true or false
end
--- [USER] Query if a task has free text TTS description.
-- @param #PLAYERTASK self
-- @return #PLAYERTASK self
function PLAYERTASK:HasFreetextTTS()
self:T(self.lid.."HasFreetextTTS")
return self.FreetextTTS ~= nil and true or false
end
--- [USER] Set a task sub type description to this task.
-- @param #PLAYERTASK self
-- @param #string Type
-- @return #PLAYERTASK self
function PLAYERTASK:SetSubType(Type)
self:T(self.lid.."AddSubType")
self.TaskSubType = Type
return self
end
--- [USER] Get task sub type description from this task.
-- @param #PLAYERTASK self
-- @return #string Type or nil
function PLAYERTASK:GetSubType()
self:T(self.lid.."GetSubType")
return self.TaskSubType
end
--- [USER] Get the free text description from this task.
-- @param #PLAYERTASK self
-- @return #string Text
function PLAYERTASK:GetFreetext()
self:T(self.lid.."GetFreetext")
return self.Freetext or self.FreetextTTS or "No Details"
end
--- [USER] Add a free text description for TTS to this task.
-- @param #PLAYERTASK self
-- @param #string TextTTS
-- @return #PLAYERTASK self
function PLAYERTASK:AddFreetextTTS(TextTTS)
self:T(self.lid.."AddFreetextTTS")
self.FreetextTTS = TextTTS
return self
end
--- [USER] Get the free text TTS description from this task.
-- @param #PLAYERTASK self
-- @return #string Text
function PLAYERTASK:GetFreetextTTS()
self:T(self.lid.."GetFreetextTTS")
return self.FreetextTTS or self.Freetext or "No Details"
end
--- [USER] Add a short free text description for the menu entry of this task.
-- @param #PLAYERTASK self
-- @param #string Text
-- @return #PLAYERTASK self
function PLAYERTASK:SetMenuName(Text)
self:T(self.lid.."SetMenuName")
self.Target.name = Text
return self
end
--- [USER] Add a task to be assigned to same clients when task was a success.
-- @param #PLAYERTASK self
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASK self
function PLAYERTASK:AddNextTaskAfterSuccess(Task)
self:T(self.lid.."AddNextTaskAfterSuccess")
table.insert(self.NextTaskSuccess,Task)
return self
end
--- [USER] Add a task to be assigned to same clients when task was a failure.
-- @param #PLAYERTASK self
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASK self
function PLAYERTASK:AddNextTaskAfterFailure(Task)
self:T(self.lid.."AddNextTaskAfterFailure")
table.insert(self.NextTaskFailure,Task)
return self
end
--- [User] Check if task is done
-- @param #PLAYERTASK self
-- @return #boolean done
function PLAYERTASK:IsDone()
self:T(self.lid.."IsDone?")
local IsDone = false
local state = self:GetState()
if state == "Done" or state == "Stopped" then
IsDone = true
end
return IsDone
end
--- [User] Get client names assigned as table of #strings
-- @param #PLAYERTASK self
-- @return #table clients
-- @return #number clientcount
function PLAYERTASK:GetClients()
self:T(self.lid.."GetClients")
local clientlist = self.Clients:GetIDStackSorted() or {}
local count = self.Clients:Count()
return clientlist, count
end
--- [User] Get #CLIENT objects assigned as table
-- @param #PLAYERTASK self
-- @return #table clients
-- @return #number clientcount
function PLAYERTASK:GetClientObjects()
self:T(self.lid.."GetClientObjects")
local clientlist = self.Clients:GetDataTable() or {}
local count = self.Clients:Count()
return clientlist, count
end
--- [User] Count clients
-- @param #PLAYERTASK self
-- @return #number clientcount
function PLAYERTASK:CountClients()
self:T(self.lid.."CountClients")
return self.Clients:Count()
end
--- [User] Check if a player name is assigned to this task
-- @param #PLAYERTASK self
-- @param #string Name
-- @return #boolean HasName
function PLAYERTASK:HasPlayerName(Name)
self:T(self.lid.."HasPlayerName?")
return self.Clients:HasUniqueID(Name)
end
--- [User] Add a client to this task
-- @param #PLAYERTASK self
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASK self
function PLAYERTASK:AddClient(Client)
self:T(self.lid.."AddClient")
local name = Client:GetPlayerName()
if not self.Clients:HasUniqueID(name) then
self.Clients:Push(Client,name)
self:__ClientAdded(-2,Client)
end
return self
end
--- [User] Remove a client from this task
-- @param #PLAYERTASK self
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASK self
function PLAYERTASK:RemoveClient(Client)
self:T(self.lid.."RemoveClient")
local name = Client:GetPlayerName()
if self.Clients:HasUniqueID(name) then
self.Clients:PullByID(name)
if self.verbose then
self.Clients:Flush()
end
self:__ClientRemoved(-2,Client)
if self.Clients:Count() == 0 then
self:__Failed(-1)
end
end
return self
end
--- [User] Client has aborted task this task
-- @param #PLAYERTASK self
-- @param Wrapper.Client#CLIENT Client (optional)
-- @return #PLAYERTASK self
function PLAYERTASK:ClientAbort(Client)
self:T(self.lid.."ClientAbort")
if Client and Client:IsAlive() then
self:RemoveClient(Client)
self:__ClientAborted(-1,Client)
return self
else
-- no client given, abort whole task if no one else is assigned
if self.Clients:Count() == 0 then
-- return to planned state if repeat
self:__Failed(-1)
end
end
return self
end
--- [User] Create target mark on F10 map
-- @param #PLAYERTASK self
-- @param #string Text (optional) Text to show on the marker
-- @param #number Coalition (optional) Coalition this marker is for. Default = All.
-- @param #boolean ReadOnly (optional) Make target marker read-only. Default = false.
-- @return #PLAYERTASK self
function PLAYERTASK:MarkTargetOnF10Map(Text,Coalition,ReadOnly)
self:T(self.lid.."MarkTargetOnF10Map")
if self.Target then
local coordinate = self.Target:GetCoordinate()
if coordinate then
if self.TargetMarker then
-- Marker exists, delete one first
self.TargetMarker:Remove()
end
local text = Text or "Target of "..self.lid
self.TargetMarker = MARKER:New(coordinate,text)
if ReadOnly then
self.TargetMarker:ReadOnly()
end
if Coalition then
self.TargetMarker:ToCoalition(Coalition)
else
self.TargetMarker:ToAll()
end
end
end
return self
end
--- [User] Smoke Target
-- @param #PLAYERTASK self
-- @param #number Color, defaults to SMOKECOLOR.Red
-- @return #PLAYERTASK self
function PLAYERTASK:SmokeTarget(Color)
self:T(self.lid.."SmokeTarget")
local color = Color or SMOKECOLOR.Red
if not self.lastsmoketime then self.lastsmoketime = 0 end
local TDiff = timer.getAbsTime() - self.lastsmoketime
if self.Target and TDiff > 299 then
local coordinate = self.Target:GetAverageCoordinate()
if coordinate then
coordinate:Smoke(color)
self.lastsmoketime = timer.getAbsTime()
end
end
return self
end
--- [User] Flare Target
-- @param #PLAYERTASK self
-- @param #number Color, defaults to FLARECOLOR.Red
-- @return #PLAYERTASK self
function PLAYERTASK:FlareTarget(Color)
self:T(self.lid.."SmokeTarget")
local color = Color or FLARECOLOR.Red
if self.Target then
local coordinate = self.Target:GetAverageCoordinate()
if coordinate then
coordinate:Flare(color,0)
end
end
return self
end
--- [User] Illuminate Target Area
-- @param #PLAYERTASK self
-- @param #number Power Power of illumination bomb in Candela. Default 1000 cd.
-- @param #number Height Height above target used to release the bomb, default 150m.
-- @return #PLAYERTASK self
function PLAYERTASK:IlluminateTarget(Power,Height)
self:T(self.lid.."IlluminateTarget")
local Power = Power or 1000
local Height = Height or 150
if self.Target then
local coordinate = self.Target:GetAverageCoordinate()
if coordinate then
local bcoord = COORDINATE:NewFromVec2( coordinate:GetVec2(), Height )
bcoord:IlluminationBomb(Power)
end
end
return self
end
-- success / failure function addion courtesy @FunkyFranky.
--- [User] Add success condition.
-- @param #PLAYERTASK self
-- @param #function ConditionFunction If this function returns `true`, the mission is cancelled.
-- @param ... Condition function arguments if any.
-- @return #PLAYERTASK self
function PLAYERTASK:AddConditionSuccess(ConditionFunction, ...)
local condition={} --#PLAYERTASK.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionSuccess, condition)
return self
end
--- [User] Add failure condition.
-- @param #PLAYERTASK self
-- @param #function ConditionFunction If this function returns `true`, the task is cancelled.
-- @param ... Condition function arguments if any.
-- @return #PLAYERTASK self
function PLAYERTASK:AddConditionFailure(ConditionFunction, ...)
local condition={} --#PLAYERTASK.Condition
condition.func=ConditionFunction
condition.arg={}
if arg then
condition.arg=arg
end
table.insert(self.conditionFailure, condition)
return self
end
--- [Internal] Check if any of the given conditions is true.
-- @param #PLAYERTASK self
-- @param #table Conditions Table of conditions.
-- @return #boolean If true, at least one condition is true.
function PLAYERTASK:_EvalConditionsAny(Conditions)
-- Any stop condition must be true.
for _,_condition in pairs(Conditions or {}) do
local condition=_condition --#AUFTRAG.Condition
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any true will return true.
if istrue then
return true
end
end
-- No condition was true.
return false
end
--- [Internal] On after status call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterStatus(From, Event, To)
self:T({From, Event, To})
self:T(self.lid.."onafterStatus")
local status = self:GetState()
-- Check Target status
local targetdead = false
if self.Type ~= AUFTRAG.Type.CTLD and self.Type ~= AUFTRAG.Type.CSAR then
if self.Target:IsDead() or self.Target:IsDestroyed() or self.Target:CountTargets() == 0 then
targetdead = true
self:__Success(-2)
status = "Success"
return self
end
end
if status == "Executing" then
-- Check Clients alive
local clientsalive = false
local ClientTable = self.Clients:GetDataTable()
for _,_client in pairs(ClientTable) do
local client = _client -- Wrapper.Client#CLIENT
if client:IsAlive() then
clientsalive=true -- one or more clients alive
end
end
-- Failed?
if status == "Executing" and (not clientsalive) and (not targetdead) then
self:__Failed(-2)
status = "Failed"
end
-- Any success condition true?
local successCondition=self:_EvalConditionsAny(self.conditionSuccess)
-- Any failure condition true?
local failureCondition=self:_EvalConditionsAny(self.conditionFailure)
if failureCondition and status ~= "Failed" then
self:__Failed(-2)
status = "Failed"
elseif successCondition then
self:__Success(-2)
status = "Success"
end
if self.verbose then
self:I(self.lid.."Target dead: "..tostring(targetdead).." | Clients alive: " .. tostring(clientsalive))
end
end
-- Continue if we are not done
if status ~= "Done" then
self:__Status(-20)
else
self:__Stop(-1)
end
return self
end
--- [Internal] On after planned call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterPlanned(From, Event, To)
self:T({From, Event, To})
self.timestamp = timer.getAbsTime()
return self
end
--- [Internal] On after requested call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterRequested(From, Event, To)
self:T({From, Event, To})
self.timestamp = timer.getAbsTime()
return self
end
--- [Internal] On after executing call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterExecuting(From, Event, To)
self:T({From, Event, To})
self.timestamp = timer.getAbsTime()
return self
end
--- [Internal] On after status call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterStop(From, Event, To)
self:T({From, Event, To})
self.timestamp = timer.getAbsTime()
return self
end
--- [Internal] On after client added call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASK self
function PLAYERTASK:onafterClientAdded(From, Event, To, Client)
self:T({From, Event, To})
if Client and self.verbose then
local text = string.format("Player %s joined task %03d!",Client:GetPlayerName() or "Generic",self.PlayerTaskNr)
self:T(self.lid..text)
end
self.timestamp = timer.getAbsTime()
return self
end
--- [Internal] On after done call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterDone(From, Event, To)
self:T({From, Event, To})
if self.TaskController then
self.TaskController:__TaskDone(-1,self)
end
self.timestamp = timer.getAbsTime()
self:__Stop(-1)
return self
end
--- [Internal] On after cancel call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterCancel(From, Event, To)
self:T({From, Event, To})
if self.TaskController then
self.TaskController:__TaskCancelled(-1,self)
end
self.timestamp = timer.getAbsTime()
self.FinalState = "Cancel"
self:__Done(-1)
return self
end
--- [Internal] On after success call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterSuccess(From, Event, To)
self:T({From, Event, To})
if self.TaskController then
self.TaskController:__TaskSuccess(-1,self)
end
if self.TargetMarker then
self.TargetMarker:Remove()
end
self.timestamp = timer.getAbsTime()
self.FinalState = "Success"
self:__Done(-1)
return self
end
--- [Internal] On after failed call
-- @param #PLAYERTASK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASK self
function PLAYERTASK:onafterFailed(From, Event, To)
self:T({From, Event, To})
self.repeats = self.repeats + 1
-- repeat on failed?
if self.Repeat and (self.repeats <= self.RepeatNo) then
if self.TaskController then
self.TaskController:__TaskRepeatOnFailed(-1,self)
end
self:__Planned(-1)
return self
else
if self.TargetMarker then
self.TargetMarker:Remove()
end
self.FinalState = "Failed"
self:__Done(-1)
end
self.timestamp = timer.getAbsTime()
return self
end
-------------------------------------------------------------------------------------------------------------------
-- END PLAYERTASK
-------------------------------------------------------------------------------------------------------------------
end
do
-------------------------------------------------------------------------------------------------------------------
-- PLAYERTASKCONTROLLER
-- TODO: PLAYERTASKCONTROLLER
-- DONE Playername customized
-- DONE Coalition-level screen info to SET based
-- DONE Flash directions
-- DONE less rebuilds menu, Task info menu available after join
-- DONE Limit menu entries
-- DONE Integrated basic CTLD tasks
-- DONE Integrate basic CSAR tasks
-------------------------------------------------------------------------------------------------------------------
--- PLAYERTASKCONTROLLER class.
-- @type PLAYERTASKCONTROLLER
-- @field #string ClassName Name of the class.
-- @field #boolean verbose Switch verbosity.
-- @field #string lid Class id string for output to DCS log file.
-- @field Utilities.FiFo#FIFO TargetQueue
-- @field Utilities.FiFo#FIFO TaskQueue
-- @field Utilities.FiFo#FIFO TasksPerPlayer
-- @field Utilities.FiFo#FIFO PrecisionTasks
-- @field Core.Set#SET_CLIENT ClientSet
-- @field #string ClientFilter
-- @field #string Name
-- @field #string Type
-- @field #boolean UseGroupNames
-- @field #table PlayerMenu
-- @field #boolean usecluster
-- @field #number ClusterRadius
-- @field #string MenuName
-- @field #boolean NoScreenOutput
-- @field #number TargetRadius
-- @field #boolean UseWhiteList
-- @field #table WhiteList
-- @field #boolean UseBlackList
-- @field #table BlackList
-- @field Core.TextAndSound#TEXTANDSOUND gettext
-- @field #string locale
-- @field #boolean precisionbombing
-- @field Ops.FlightGroup#FLIGHTGROUP LasingDrone
-- @field Core.MarkerOps_BASE#MARKEROPS_BASE MarkerOps
-- @field #boolean taskinfomenu
-- @field #boolean MarkerReadOnly
-- @field #table FlashPlayer List of player who switched Flashing Direction Info on
-- @field #boolean AllowFlash Flashing directions for players allowed
-- @field #number menuitemlimit
-- @field #boolean activehasinfomenu
-- @field #number holdmenutime
-- @field #table customcallsigns
-- @field #boolean ShortCallsign
-- @field #boolean Keepnumber
-- @field #table CallsignTranslations
-- @field #table PlayerFlashMenu
-- @field #table PlayerJoinMenu
-- @field #table PlayerInfoMenu
-- @field #boolean noflaresmokemenu
-- @field #boolean TransmitOnlyWithPlayers
-- @field #boolean buddylasing
-- @field Ops.PlayerRecce#PLAYERRECCE PlayerRecce
-- @field #number Coalition
-- @field Core.Menu#MENU_MISSION MenuParent
-- @field #boolean ShowMagnetic Also show magnetic angles
-- @field #boolean InfoHasCoordinate
-- @field #boolean InfoHasLLDDM
-- @field #table PlayerMenuTag
-- @field #boolean UseTypeNames
-- @extends Core.Fsm#FSM
---
--
-- *It is our attitude at the beginning of a difficult task which, more than anything else, which will affect its successful outcome.* (William James)
--
-- ===
--
-- # PLAYERTASKCONTROLLER
--
-- * Simplifies defining, executing and controlling of Player tasks
-- * FSM events when a mission is added, done, successful or failed, replanned
-- * Ready to use SRS and localization
-- * Mission locations can be smoked, flared and marked on the map
--
-- ## 1 Overview
--
-- PLAYERTASKCONTROLLER is used to auto-create (optional) and control tasks for players. It can be set up as Air-to-Ground (A2G, main focus), Air-to-Ship (A2S) or Air-to-Air (A2A) controller.
-- For the latter task type, also have a look at the @{Ops.Awacs#AWACS} class which allows for more complex scenarios.
-- One task at a time can be joined by the player from the F10 menu. A task can be joined by multiple players. Once joined, task information is available via the F10 menu, the task location
-- can be marked on the map and for A2G/S targets, the target can be marked with smoke and flares.
--
-- For the mission designer, tasks can be auto-created by means of detection with the integrated @{Ops.Intel#INTEL} class setup, or be manually added to the task queue.
--
-- ## 2 Task Types
--
-- Targets can be of types GROUP, SET\_GROUP, UNIT, SET\_UNIT, STATIC, SET\_STATIC, SET\_SCENERY, AIRBASE, ZONE or COORDINATE. The system will auto-create tasks for players from these targets.
-- Tasks are created as @{Ops.PlayerTask#PLAYERTASK} objects, which leverage @{Ops.Target#TARGET} for the management of the actual target. The system creates these task types
-- from the target objects:
--
-- * A2A - AUFTRAG.Type.INTERCEPT
-- * A2S - AUFTRAG.Type.ANTISHIP
-- * A2G - AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.SEAD, AUFTRAG.Type.BOMBING, AUFTRAG.Type.PRECISIONBOMBING, AUFTRAG.Type.BOMBRUNWAY
-- * A2GS - A2S and A2G combined
--
-- Task types are derived from @{Ops.Auftrag#AUFTRAG}:
--
-- * CAS - Close air support, created to attack ground units, where friendly ground units are around the location in a bespoke radius (default: 500m/1km diameter)
-- * BAI - Battlefield air interdiction, same as above, but no friendlies around
-- * SEAD - Same as CAS, but the enemy ground units field AAA, SAM or EWR units
-- * Bombing - Against static targets
-- * Precision Bombing - (if enabled) Laser-guided bombing, against **static targets** and **high-value (non-SAM) ground targets (MBTs etc)**
-- * Bomb Runway - Against Airbase runways (in effect, drop bombs over the runway)
-- * ZONE and COORDINATE - Targets will be scanned for GROUND or STATIC enemy units and tasks created from these
-- * Intercept - Any airborne targets, if the controller is of type "A2A"
-- * Anti-Ship - Any ship targets, if the controller is of type "A2S"
-- * CTLD - Combat transport and logistics deployment
-- * CSAR - Combat search and rescue
--
-- ## 3 Task repetition
--
-- On failure, tasks will be replanned by default for a maximum of 5 times.
--
-- ## 4 SETTINGS, SRS and language options (localization)
--
-- The system can optionally communicate to players via SRS. Also localization is available, both "en" and "de" has been build in already.
-- Player and global @{Core.Settings#SETTINGS} for coordinates will be observed.
--
-- ## 5 Setup
--
-- A basic setup is very simple:
--
-- -- Settings - we want players to have a settings menu, be on imperial measures, and get directions as BR
-- _SETTINGS:SetPlayerMenuOn()
-- _SETTINGS:SetImperial()
-- _SETTINGS:SetA2G_BR()
--
-- -- Set up the A2G task controller for the blue side named "82nd Airborne"
-- local taskmanager = PLAYERTASKCONTROLLER:New("82nd Airborne",coalition.side.BLUE,PLAYERTASKCONTROLLER.Type.A2G)
--
-- -- set locale to English
-- taskmanager:SetLocale("en")
--
-- -- Set up detection with grup names *containing* "Blue Recce", these will add targets to our controller via detection. Can be e.g. a drone.
-- taskmanager:SetupIntel("Blue Recce")
--
-- -- Add a single Recce group name "Blue Humvee"
-- taskmanager:AddAgent(GROUP:FindByName("Blue Humvee"))
--
-- -- Set the callsign for SRS and Menu name to be "Groundhog"
-- taskmanager:SetMenuName("Groundhog")
--
-- -- Add accept- and reject-zones for detection
-- -- Accept zones are handy to limit e.g. the engagement to a certain zone. The example is a round, mission editor created zone named "AcceptZone"
-- taskmanager:AddAcceptZone(ZONE:New("AcceptZone"))
--
-- -- Reject zones are handy to create borders. The example is a ZONE_POLYGON, created in the mission editor, late activated with waypoints,
-- -- named "AcceptZone#ZONE_POLYGON"
-- taskmanager:AddRejectZone(ZONE:FindByName("RejectZone"))
--
-- -- Set up using SRS for messaging
-- local hereSRSPath = "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- local hereSRSPort = 5002
-- -- local hereSRSGoogle = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourkey.json"
-- taskmanager:SetSRS({130,255},{radio.modulation.AM,radio.modulation.AM},hereSRSPath,"female","en-GB",hereSRSPort,"Microsoft Hazel Desktop",0.7,hereSRSGoogle)
--
-- -- Controller will announce itself under these broadcast frequencies, handy to use cold-start frequencies here of your aircraft
-- taskmanager:SetSRSBroadcast({127.5,305},{radio.modulation.AM,radio.modulation.AM})
--
-- -- Example: Manually add an AIRBASE as a target
-- taskmanager:AddTarget(AIRBASE:FindByName(AIRBASE.Caucasus.Senaki_Kolkhi))
--
-- -- Example: Manually add a COORDINATE as a target
-- taskmanager:AddTarget(GROUP:FindByName("Scout Coordinate"):GetCoordinate())
--
-- -- Set a whitelist for tasks, e.g. skip SEAD tasks
-- taskmanager:SetTaskWhiteList({AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.BOMBING, AUFTRAG.Type.BOMBRUNWAY})
--
-- -- Set target radius
-- taskmanager:SetTargetRadius(1000)
--
-- ## 6 Localization
--
-- Localization for English and German texts are build-in. Default setting is English. Change with @{#PLAYERTASKCONTROLLER.SetLocale}()
--
-- ### 6.1 Adding Localization
--
-- A list of fields to be defined follows below. **Note** that in some cases `string.format()` is used to format texts for screen and SRS.
-- Hence, the `%d`, `%s` and `%f` special characters need to appear in the exact same amount and order of appearance in the localized text or it will create errors.
-- To add a localization, the following texts need to be translated and set in your mission script **before** @{#PLAYERTASKCONTROLLER.New}():
--
-- PLAYERTASKCONTROLLER.Messages = {
-- EN = {
-- TASKABORT = "Task aborted!",
-- NOACTIVETASK = "No active task!",
-- FREQUENCIES = "frequencies ",
-- FREQUENCY = "frequency %.3f",
-- BROADCAST = "%s, %s, switch to %s for task assignment!",
-- CASTTS = "close air support",
-- SEADTTS = "suppress air defense",
-- BOMBTTS = "bombing",
-- PRECBOMBTTS = "precision bombing",
-- BAITTS = "battle field air interdiction",
-- ANTISHIPTTS = "anti-ship",
-- INTERCEPTTS = "intercept",
-- BOMBRUNWAYTTS = "bomb runway",
-- HAVEACTIVETASK = "You already have one active task! Complete it first!",
-- PILOTJOINEDTASK = "%s, %s. You have been assigned %s task %03d",
-- TASKNAME = "%s Task ID %03d",
-- TASKNAMETTS = "%s Task ID %03d",
-- THREATHIGH = "high",
-- THREATMEDIUM = "medium",
-- THREATLOW = "low",
-- THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s",
-- THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.",
-- MARKTASK = "%s, %s, copy, task %03d location marked on map!",
-- SMOKETASK = "%s, %s, copy, task %03d location smoked!",
-- FLARETASK = "%s, %s, copy, task %03d location illuminated!",
-- ABORTTASK = "All stations, %s, %s has aborted %s task %03d!",
-- UNKNOWN = "Unknown",
-- MENUTASKING = " Tasking ",
-- MENUACTIVE = "Active Task",
-- MENUINFO = "Info",
-- MENUMARK = "Mark on map",
-- MENUSMOKE = "Smoke",
-- MENUFLARE = "Flare",
-- MENUABORT = "Abort",
-- MENUJOIN = "Join Task",
-- MENUTASKINFO = Task Info",
-- MENUTASKNO = "TaskNo",
-- MENUNOTASKS = "Currently no tasks available.",
-- TASKCANCELLED = "Task #%03d %s is cancelled!",
-- TASKCANCELLEDTTS = "%s, task %03d %s is cancelled!",
-- TASKSUCCESS = "Task #%03d %s completed successfully!",
-- TASKSUCCESSTTS = "%s, task %03d %s completed successfully!",
-- TASKFAILED = "Task #%03d %s was a failure!",
-- TASKFAILEDTTS = "%s, task %03d %s was a failure!",
-- TASKFAILEDREPLAN = "Task #%03d %s was a failure! Replanning!",
-- TASKFAILEDREPLANTTS = "%s, task %03d %s was a failure! Replanning!",
-- TASKADDED = "%s has a new task %s available!",
-- PILOTS = "\nPilot(s): ",
-- PILOTSTTS = ". Pilot(s): ",
-- YES = "Yes",
-- NO = "No",
-- NONE = "None",
-- POINTEROVERTARGET = "%s, %s, pointer in reach for task %03d, lasing!",
-- POINTERTARGETREPORT = "\nPointer in reach: %s\nLasing: %s",
-- RECCETARGETREPORT = "\nRecce %s in reach: %s\nLasing: %s",
-- POINTERTARGETLASINGTTS = ". Pointer in reach and lasing.",
-- TARGET = "Target",
-- FLASHON = "%s - Flashing directions is now ON!",
-- FLASHOFF = "%s - Flashing directions is now OFF!",
-- FLASHMENU = "Flash Directions Switch",
-- BRIEFING = "Briefing",
-- TARGETLOCATION ="Target location",
-- COORDINATE = "Coordinate",
-- INFANTRY = "Infantry",
-- TECHNICAL = "Technical",
-- ARTILLERY = "Artillery",
-- TANKS = "Tanks",
-- AIRDEFENSE = "Airdefense",
-- SAM = "SAM",
-- GROUP = "Group",
-- },
--
-- e.g.
--
-- taskmanager.Messages = {
-- FR = {
-- TASKABORT = "Tâche abandonnée!",
-- NOACTIVETASK = "Aucune tâche active!",
-- FREQUENCIES = "fréquences ",
-- FREQUENCY = "fréquence %.3f",
-- BROADCAST = "%s, %s, passer au %s pour l'attribution des tâches!",
-- ...
-- TASKADDED = "%s a créé une nouvelle tâche %s",
-- PILOTS = "\nPilote(s): ",
-- PILOTSTTS = ". Pilote(s): ",
-- },
--
-- and then `taskmanager:SetLocale("fr")` **after** @{#PLAYERTASKCONTROLLER.New}() in your script.
--
-- If you just want to replace a **single text block** in the table, you can do this like so:
--
-- mycontroller.Messages.EN.NOACTIVETASK = "Choose a task first!"
-- mycontroller.Messages.FR.YES = "Oui"
--
-- ## 7 Events
--
-- The class comes with a number of FSM-based events that missions designers can use to shape their mission.
-- These are:
--
-- ### 7.1 TaskAdded.
--
-- The event is triggered when a new task is added to the controller. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskAdded}() to link into this event:
--
-- function taskmanager:OnAfterTaskAdded(From, Event, To, Task)
-- ... your code here ...
-- end
--
-- ### 7.2 TaskDone.
--
-- The event is triggered when a task has ended. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskDone}() to link into this event:
--
-- function taskmanager:OnAfterTaskDone(From, Event, To, Task)
-- ... your code here ...
-- end
--
-- ### 7.3 TaskCancelled.
--
-- The event is triggered when a task was cancelled manually. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskCancelled}()` to link into this event:
--
-- function taskmanager:OnAfterTaskCancelled(From, Event, To, Task)
-- ... your code here ...
-- end
--
-- ### 7.4 TaskSuccess.
--
-- The event is triggered when a task completed successfully. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskSuccess}() to link into this event:
--
-- function taskmanager:OnAfterTaskSuccess(From, Event, To, Task)
-- ... your code here ...
-- end
--
-- ### 7.5 TaskFailed.
--
-- The event is triggered when a task failed, no repeats. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskFailed}() to link into this event:
--
-- function taskmanager:OnAfterTaskFailed(From, Event, To, Task)
-- ... your code here ...
-- end
--
-- ### 7.6 TaskRepeatOnFailed.
--
-- The event is triggered when a task failed and is re-planned for execution. Use @{#PLAYERTASKCONTROLLER.OnAfterRepeatOnFailed}() to link into this event:
--
-- function taskmanager:OnAfterRepeatOnFailed(From, Event, To, Task)
-- ... your code here ...
-- end
--
-- ## 8 Using F10 map markers to create new targets
--
-- You can use F10 map markers to create new target points for player tasks.
-- Enable this option with e.g., setting the tag to be used to "TARGET":
--
-- taskmanager:EnableMarkerOps("TARGET")
--
-- Set a marker on the map and add the following text to create targets from it: "TARGET". This is effectively the same as adding a COORDINATE object as target.
-- The marker can be deleted any time.
--
-- ## 9 Discussion
--
-- If you have questions or suggestions, please visit the [MOOSE Discord](https://discord.gg/AeYAkHP) #ops-playertask channel.
--
--
-- @field #PLAYERTASKCONTROLLER
PLAYERTASKCONTROLLER = {
ClassName = "PLAYERTASKCONTROLLER",
verbose = false,
lid = nil,
TargetQueue = nil,
ClientSet = nil,
UseGroupNames = true,
PlayerMenu = {},
usecluster = false,
MenuName = nil,
ClusterRadius = 0.5,
NoScreenOutput = false,
TargetRadius = 500,
UseWhiteList = false,
WhiteList = {},
gettext = nil,
locale = "en",
precisionbombing = false,
taskinfomenu = false,
activehasinfomenu = false,
MarkerReadOnly = false,
customcallsigns = {},
ShortCallsign = true,
Keepnumber = false,
CallsignTranslations = nil,
PlayerFlashMenu = {},
PlayerJoinMenu = {},
PlayerInfoMenu = {},
PlayerMenuTag = {},
noflaresmokemenu = false,
TransmitOnlyWithPlayers = true,
buddylasing = false,
PlayerRecce = nil,
Coalition = nil,
MenuParent = nil,
ShowMagnetic = true,
InfoHasLLDDM = false,
InfoHasCoordinate = false,
UseTypeNames = false,
}
---
-- @type Type
-- @field #string A2A Air-to-Air Controller
-- @field #string A2G Air-to-Ground Controller
-- @field #string A2S Air-to-Ship Controller
-- @field #string A2GS Air-to-Ground-and-Ship Controller
PLAYERTASKCONTROLLER.Type = {
A2A = "Air-To-Air",
A2G = "Air-To-Ground",
A2S = "Air-To-Sea",
A2GS = "Air-To-Ground-Sea",
}
--- Define new AUFTRAG Types
AUFTRAG.Type.PRECISIONBOMBING = "Precision Bombing"
AUFTRAG.Type.CTLD = "Combat Transport"
AUFTRAG.Type.CSAR = "Combat Rescue"
---
-- @type SeadAttributes
-- @field #number SAM GROUP.Attribute.GROUND_SAM
-- @field #number AAA GROUP.Attribute.GROUND_AAA
-- @field #number EWR GROUP.Attribute.GROUND_EWR
PLAYERTASKCONTROLLER.SeadAttributes = {
SAM = GROUP.Attribute.GROUND_SAM,
AAA = GROUP.Attribute.GROUND_AAA,
EWR = GROUP.Attribute.GROUND_EWR,
}
---
-- @field Messages
PLAYERTASKCONTROLLER.Messages = {
EN = {
TASKABORT = "Task aborted!",
NOACTIVETASK = "No active task!",
FREQUENCIES = "frequencies ",
FREQUENCY = "frequency %.3f",
BROADCAST = "%s, %s, switch to %s for task assignment!",
CASTTS = "close air support",
SEADTTS = "suppress air defense",
BOMBTTS = "bombing",
PRECBOMBTTS = "precision bombing",
BAITTS = "battle field air interdiction",
ANTISHIPTTS = "anti-ship",
INTERCEPTTS = "intercept",
BOMBRUNWAYTTS = "bomb runway",
HAVEACTIVETASK = "You already have one active task! Complete it first!",
PILOTJOINEDTASK = "%s, %s. You have been assigned %s task %03d",
TASKNAME = "%s Task ID %03d",
TASKNAMETTS = "%s Task ID %03d",
THREATHIGH = "high",
THREATMEDIUM = "medium",
THREATLOW = "low",
THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s",
THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.",
MARKTASK = "%s, %s, copy, task %03d location marked on map!",
SMOKETASK = "%s, %s, copy, task %03d location smoked!",
FLARETASK = "%s, %s, copy, task %03d location illuminated!",
ABORTTASK = "All stations, %s, %s has aborted %s task %03d!",
UNKNOWN = "Unknown",
MENUTASKING = " Tasking ",
MENUACTIVE = "Active Task",
MENUINFO = "Info",
MENUMARK = "Mark on map",
MENUSMOKE = "Smoke",
MENUFLARE = "Flare",
MENUABORT = "Abort",
MENUJOIN = "Join Task",
MENUTASKINFO = "Task Info",
MENUTASKNO = "TaskNo",
MENUNOTASKS = "Currently no tasks available.",
TASKCANCELLED = "Task #%03d %s is cancelled!",
TASKCANCELLEDTTS = "%s, task %03d %s is cancelled!",
TASKSUCCESS = "Task #%03d %s completed successfully!",
TASKSUCCESSTTS = "%s, task %03d %s completed successfully!",
TASKFAILED = "Task #%03d %s was a failure!",
TASKFAILEDTTS = "%s, task %03d %s was a failure!",
TASKFAILEDREPLAN = "Task #%03d %s available for reassignment!",
TASKFAILEDREPLANTTS = "%s, task %03d %s vailable for reassignment!",
TASKADDED = "%s has a new %s task available!",
PILOTS = "\nPilot(s): ",
PILOTSTTS = ". Pilot(s): ",
YES = "Yes",
NO = "No",
NONE = "None",
POINTEROVERTARGET = "%s, %s, pointer in reach for task %03d, lasing!",
POINTERTARGETREPORT = "\nPointer in reach: %s\nLasing: %s",
RECCETARGETREPORT = "\nRecce %s in reach: %s\nLasing: %s",
POINTERTARGETLASINGTTS = ". Pointer in reach and lasing.",
TARGET = "Target",
FLASHON = "%s - Flashing directions is now ON!",
FLASHOFF = "%s - Flashing directions is now OFF!",
FLASHMENU = "Flash Directions Switch",
BRIEFING = "Briefing",
TARGETLOCATION ="Target location",
COORDINATE = "Coordinate",
INFANTRY = "Infantry",
TECHNICAL = "Technical",
ARTILLERY = "Artillery",
TANKS = "Tanks",
AIRDEFENSE = "Airdefense",
SAM = "SAM",
GROUP = "Group",
},
DE = {
TASKABORT = "Auftrag abgebrochen!",
NOACTIVETASK = "Kein aktiver Auftrag!",
FREQUENCIES = "Frequenzen ",
FREQUENCY = "Frequenz %.3f",
BROADCAST = "%s, %s, Radio %s für Aufgabenzuteilung!",
CASTTS = "Nahbereichsunterstützung",
SEADTTS = "Luftabwehr ausschalten",
BOMBTTS = "Bombardieren",
PRECBOMBTTS = "Präzisionsbombardieren",
BAITTS = "Luftunterstützung",
ANTISHIPTTS = "Anti-Schiff",
INTERCEPTTS = "Abfangen",
BOMBRUNWAYTTS = "Startbahn Bombardieren",
HAVEACTIVETASK = "Du hast einen aktiven Auftrag! Beende ihn zuerst!",
PILOTJOINEDTASK = "%s, %s hat Auftrag %s %03d angenommen",
TASKNAME = "%s Auftrag ID %03d",
TASKNAMETTS = "%s Auftrag ID %03d",
THREATHIGH = "hoch",
THREATMEDIUM = "mittel",
THREATLOW = "niedrig",
THREATTEXT = "%s\nGefahrstufe: %s\nZiele: %d\nKoord: %s",
THREATTEXTTTS = "%s, %s. Zielinformation zu %s. Gefahrstufe %s. Ziele %d. Zielposition %s.",
MARKTASK = "%s, %s, verstanden, Zielposition %03d auf der Karte markiert!",
SMOKETASK = "%s, %s, verstanden, Zielposition %03d mit Rauch markiert!",
FLARETASK = "%s, %s, verstanden, Zielposition %03d beleuchtet!",
ABORTTASK = "%s, an alle, %s hat Auftrag %s %03d abgebrochen!",
UNKNOWN = "Unbekannt",
MENUTASKING = " Aufträge ",
MENUACTIVE = "Aktiver Auftrag",
MENUINFO = "Information",
MENUMARK = "Kartenmarkierung",
MENUSMOKE = "Rauchgranate",
MENUFLARE = "Leuchtgranate",
MENUABORT = "Abbrechen",
MENUJOIN = "Auftrag annehmen",
MENUTASKINFO = "Auftrag Briefing",
MENUTASKNO = "AuftragsNr",
MENUNOTASKS = "Momentan keine Aufträge verfügbar.",
TASKCANCELLED = "Auftrag #%03d %s wurde beendet!",
TASKCANCELLEDTTS = "%s, Auftrag %03d %s wurde beendet!",
TASKSUCCESS = "Auftrag #%03d %s erfolgreich!",
TASKSUCCESSTTS = "%s, Auftrag %03d %s erfolgreich!",
TASKFAILED = "Auftrag #%03d %s gescheitert!",
TASKFAILEDTTS = "%s, Auftrag %03d %s gescheitert!",
TASKFAILEDREPLAN = "Auftrag #%03d %s gescheitert! Neuplanung!",
TASKFAILEDREPLANTTS = "%s, Auftrag %03d %s gescheitert! Neuplanung!",
TASKADDED = "%s hat einen neuen Auftrag %s erstellt!",
PILOTS = "\nPilot(en): ",
PILOTSTTS = ". Pilot(en): ",
YES = "Ja",
NO = "Nein",
NONE = "Keine",
POINTEROVERTARGET = "%s, %s, Marker im Zielbereich für %03d, Laser an!",
POINTERTARGETREPORT = "\nMarker im Zielbereich: %s\nLaser an: %s",
RECCETARGETREPORT = "\nSpäher % im Zielbereich: %s\nLasing: %s",
POINTERTARGETLASINGTTS = ". Marker im Zielbereich, Laser is an.",
TARGET = "Ziel",
FLASHON = "%s - Richtungsangaben einblenden ist EIN!",
FLASHOFF = "%s - Richtungsangaben einblenden ist AUS!",
FLASHMENU = "Richtungsangaben Schalter",
BRIEFING = "Briefing",
TARGETLOCATION ="Zielposition",
COORDINATE = "Koordinate",
INFANTRY = "Infantrie",
TECHNICAL = "Technische",
ARTILLERY = "Artillerie",
TANKS = "Panzer",
AIRDEFENSE = "Flak",
SAM = "Luftabwehr",
GROUP = "Einheit",
},
}
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.1.54"
--- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Name Name of this controller
-- @param #number Coalition of this controller, e.g. coalition.side.BLUE
-- @param #string Type Type of the tasks controlled, defaults to PLAYERTASKCONTROLLER.Type.A2G
-- @param #string ClientFilter (optional) Additional prefix filter for the SET_CLIENT. Can be handed as @{Core.Set#SET_CLIENT} also.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #PLAYERTASKCONTROLLER
self.Name = Name or "CentCom"
self.Coalition = Coalition or coalition.side.BLUE
self.CoalitionName = UTILS.GetCoalitionName(Coalition)
self.Type = Type or PLAYERTASKCONTROLLER.Type.A2G
self.usecluster = false
if self.Type == PLAYERTASKCONTROLLER.Type.A2A then
self.usecluster = true
end
self.ClusterRadius = 0.5
self.TargetRadius = 500
self.ClientFilter = ClientFilter or ""
self.TargetQueue = FIFO:New() -- Utilities.FiFo#FIFO
self.TaskQueue = FIFO:New() -- Utilities.FiFo#FIFO
self.TasksPerPlayer = FIFO:New() -- Utilities.FiFo#FIFO
self.PrecisionTasks = FIFO:New() -- Utilities.FiFo#FIFO
self.PlayerMenu = {} -- #table
self.FlashPlayer = {} -- #table
self.AllowFlash = false
self.lasttaskcount = 0
self.taskinfomenu = false
self.activehasinfomenu = false
self.MenuName = nil
self.menuitemlimit = 5
self.holdmenutime = 30
self.MarkerReadOnly = false
self.repeatonfailed = true
self.repeattimes = 5
self.UseGroupNames = true
self.customcallsigns = {}
self.ShortCallsign = true
self.Keepnumber = false
self.CallsignTranslations = nil
self.noflaresmokemenu = false
self.ShowMagnetic = true
self.UseTypeNames = false
local IsClientSet = false
if ClientFilter and type(ClientFilter) == "table" and ClientFilter.ClassName and ClientFilter.ClassName == "SET_CLIENT" then
-- we have a predefined SET_CLIENT
self.ClientSet = ClientFilter
IsClientSet = true
end
if ClientFilter and not IsClientSet then
self.ClientSet = SET_CLIENT:New():FilterCoalitions(string.lower(self.CoalitionName)):FilterActive(true):FilterPrefixes(ClientFilter):FilterStart()
elseif not IsClientSet then
self.ClientSet = SET_CLIENT:New():FilterCoalitions(string.lower(self.CoalitionName)):FilterActive(true):FilterStart()
end
self.lid=string.format("PlayerTaskController %s %s | ", self.Name, tostring(self.Type))
self:_InitLocalization()
-- FSM start state is STOPPED.
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "TaskAdded", "*")
self:AddTransition("*", "TaskDone", "*")
self:AddTransition("*", "TaskCancelled", "*")
self:AddTransition("*", "TaskSuccess", "*")
self:AddTransition("*", "TaskFailed", "*")
self:AddTransition("*", "TaskTargetSmoked", "*")
self:AddTransition("*", "TaskTargetFlared", "*")
self:AddTransition("*", "TaskTargetIlluminated", "*")
self:AddTransition("*", "TaskRepeatOnFailed", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(2)
local starttime = math.random(5,10)
self:__Status(starttime)
-- Player leaves
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:I(self.lid..self.version.." Started.")
return self
---
-- Pseudo Functions
---
--- On After "TaskAdded" event. Task has been added.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskAdded
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskDone" event. Task is done.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskDone
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskCancelled" event. Task has been cancelled.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskCancelled
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskFailed" event. Task has failed.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskFailed
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskSuccess" event. Task has been a success.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskSuccess
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskRepeatOnFailed" event. Task has failed and will be repeated.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskRepeatOnFailed
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskTargetSmoked" event. Task smoked.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskTargetSmoked
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskTargetFlared" event. Task flared.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskTargetFlared
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
--- On After "TaskTargetIlluminated" event. Task illuminated.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskTargetIlluminated
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
end
--- [Internal] Init localization
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_InitLocalization()
self:T(self.lid.."_InitLocalization")
self.gettext = TEXTANDSOUND:New("PLAYERTASKCONTROLLER","en") -- Core.TextAndSound#TEXTANDSOUND
self.locale = "en"
for locale,table in pairs(self.Messages) do
local Locale = string.lower(tostring(locale))
self:T("**** Adding locale: "..Locale)
for ID,Text in pairs(table) do
self:T(string.format('Adding ID %s',tostring(ID)))
self.gettext:AddEntry(Locale,tostring(ID),Text)
end
end
return self
end
--- [User] Show target menu entries of type names for GROUND targets (off by default!), e.g. "Tank Group..."
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetEnableUseTypeNames()
self:T(self.lid.."SetEnableUseTypeNames")
self.UseTypeNames = true
return self
end
--- [User] Do not show target menu entries of type names for GROUND targets
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetDisableUseTypeNames()
self:T(self.lid.."SetDisableUseTypeNames")
self.UseTypeNames = false
return self
end
--- [User] Set flash directions option for player (player based info)
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff Set to `true` to switch on and `false` to switch off. Default is OFF.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetAllowFlashDirection(OnOff)
self:T(self.lid.."SetAllowFlashDirection")
self.AllowFlash = OnOff
return self
end
--- [User] Do not show menu entries to smoke or flare targets
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetDisableSmokeFlareTask()
self:T(self.lid.."SetDisableSmokeFlareTask")
self.noflaresmokemenu = true
return self
end
--- [User] For SRS - Switch to only transmit if there are players on the server.
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean Switch If true, only send SRS if there are alive Players.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetTransmitOnlyWithPlayers(Switch)
self.TransmitOnlyWithPlayers = Switch
if self.SRSQueue then
self.SRSQueue:SetTransmitOnlyWithPlayers(Switch)
end
return self
end
--- [User] Show menu entries to smoke or flare targets (on by default!)
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetEnableSmokeFlareTask()
self:T(self.lid.."SetEnableSmokeFlareTask")
self.noflaresmokemenu = false
return self
end
--- [User] Show info text on screen with a coordinate info in any case (OFF by default)
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff Switch on = true or off = false
-- @param #boolean LLDDM Show LLDDM = true or LLDMS = false
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetInfoShowsCoordinate(OnOff,LLDDM)
self:T(self.lid.."SetInfoShowsCoordinate")
self.InfoHasCoordinate = OnOff
self.InfoHasLLDDM = LLDDM
return self
end
--- [User] Set callsign options for TTS output. See @{Wrapper.Group#GROUP.GetCustomCallSign}() on how to set customized callsigns.
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean ShortCallsign If true, only call out the major flight number
-- @param #boolean Keepnumber If true, keep the **customized callsign** in the #GROUP name for players as-is, no amendments or numbers.
-- @param #table CallsignTranslations (optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized
-- callsigns from playername or group name.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetCallSignOptions(ShortCallsign,Keepnumber,CallsignTranslations)
if not ShortCallsign or ShortCallsign == false then
self.ShortCallsign = false
else
self.ShortCallsign = true
end
self.Keepnumber = Keepnumber or false
self.CallsignTranslations = CallsignTranslations
return self
end
--- [Internal] Get text for text-to-speech.
-- Numbers are spaced out, e.g. "Heading 180" becomes "Heading 1 8 0 ".
-- @param #PLAYERTASKCONTROLLER self
-- @param #string text Original text.
-- @return #string Spoken text.
function PLAYERTASKCONTROLLER:_GetTextForSpeech(text)
self:T(self.lid.."_GetTextForSpeech")
-- Space out numbers.
text=string.gsub(text,"%d","%1 ")
-- get rid of leading or trailing spaces
text=string.gsub(text,"^%s*","")
text=string.gsub(text,"%s*$","")
text=string.gsub(text," "," ")
return text
end
--- [User] Set repetition options for tasks
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff Set to `true` to switch on and `false` to switch off (defaults to true)
-- @param #number Repeats Number of repeats (defaults to 5)
-- @return #PLAYERTASKCONTROLLER self
-- @usage `taskmanager:SetTaskRepetition(true, 5)`
function PLAYERTASKCONTROLLER:SetTaskRepetition(OnOff, Repeats)
self:T(self.lid.."SetTaskRepetition")
if OnOff then
self.repeatonfailed = true
self.repeattimes = Repeats or 5
else
self.repeatonfailed = false
self.repeattimes = Repeats or 5
end
return self
end
--- [Internal] Send message to SET_CLIENT of players
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Text the text to be send
-- @param #number Seconds (optional) Seconds to show, default 10
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_SendMessageToClients(Text,Seconds)
self:T(self.lid.."_SendMessageToClients")
local seconds = Seconds or 10
self.ClientSet:ForEachClient(
function (Client)
local m = MESSAGE:New(Text,seconds,"Tasking"):ToClient(Client)
end
)
return self
end
--- [User] Allow precision laser-guided bombing on statics and "high-value" ground units (MBT etc)
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FlightGroup (e.g. drone) to be used for lasing (one unit in one group only).
-- Can optionally be handed as Ops.ArmyGroup#ARMYGROUP - **Note** might not find an LOS spot or get lost on the way. Cannot island-hop.
-- @param #number LaserCode The lasercode to be used. Defaults to 1688.
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- -- Set up precision bombing, FlightGroup as lasing unit
-- local FlightGroup = FLIGHTGROUP:New("LasingUnit")
-- FlightGroup:Activate()
-- taskmanager:EnablePrecisionBombing(FlightGroup,1688)
--
-- -- Alternatively, set up precision bombing, ArmyGroup as lasing unit
-- local ArmyGroup = ARMYGROUP:New("LasingUnit")
-- ArmyGroup:SetDefaultROE(ENUMS.ROE.WeaponHold)
-- ArmyGroup:SetDefaultInvisible(true)
-- ArmyGroup:Activate()
-- taskmanager:EnablePrecisionBombing(ArmyGroup,1688)
--
function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode)
self:T(self.lid.."EnablePrecisionBombing")
if FlightGroup then
if FlightGroup.ClassName and (FlightGroup.ClassName == "FLIGHTGROUP" or FlightGroup.ClassName == "ARMYGROUP")then
-- ok we have a FG
self.LasingDrone = FlightGroup -- Ops.FlightGroup#FLIGHTGROUP FlightGroup
self.LasingDrone.playertask = {}
self.LasingDrone.playertask.busy = false
self.LasingDrone.playertask.id = 0
self.precisionbombing = true
self.LasingDrone:SetLaser(LaserCode)
self.LaserCode = LaserCode or 1688
self.LasingDroneTemplate = self.LasingDrone:_GetTemplate(true)
-- let it orbit the BullsEye if FG
if self.LasingDrone:IsFlightgroup() then
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( self.Coalition ))
local Orbit = AUFTRAG:NewORBIT_CIRCLE(BullsCoordinate,10000,120)
self.LasingDrone:AddMission(Orbit)
end
else
self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!")
end
else
self.autolase = nil
self.precisionbombing = false
end
return self
end
--- [User] Allow precision laser-guided bombing on statics and "high-value" ground units (MBT etc) with player units lasing.
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerRecce#PLAYERRECCE Recce (Optional) The PLAYERRECCE object governing the lasing players.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:EnableBuddyLasing(Recce)
self:T(self.lid.."EnableBuddyLasing")
self.buddylasing = true
self.PlayerRecce = Recce
return self
end
--- [User] Allow precision laser-guided bombing on statics and "high-value" ground units (MBT etc) with player units lasing.
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:DisableBuddyLasing()
self:T(self.lid.."DisableBuddyLasing")
self.buddylasing = false
return self
end
--- [User] Allow addition of targets with user F10 map markers.
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Tag (Optional) The tagname to use to identify commands, defaults to "TASK"
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- Enable the function like so:
-- mycontroller:EnableMarkerOps("TASK")
-- Then as a player in a client slot, you can add a map marker on the F10 map. Next edit the text
-- in the marker to make it identifiable, e.g
--
-- TASK Name=Tanks Sochi, Text=Destroy tank group located near Sochi!
--
-- Where **TASK** is the tag that tells the controller this mark is a target location (must).
-- **Name=** ended by a comma **,** tells the controller the supposed menu entry name (optional). No extra spaces! End with a comma!
-- **Text=** tells the controller the supposed free text task description (optional, only taken if **Name=** is present first). No extra spaces!
function PLAYERTASKCONTROLLER:EnableMarkerOps(Tag)
self:T(self.lid.."EnableMarkerOps")
local tag = Tag or "TASK"
local MarkerOps = MARKEROPS_BASE:New(tag,{"Name","Text"},true)
local function Handler(Keywords,Coord,Text)
if self.verbose then
local m = MESSAGE:New(string.format("Target added from marker at: %s", Coord:ToStringA2G(nil, nil, self.ShowMagnetic)),15,"INFO"):ToAll()
local m = MESSAGE:New(string.format("Text: %s", Text),15,"INFO"):ToAll()
end
local menuname = string.match(Text,"Name=(.+),")
local freetext = string.match(Text,"Text=(.+)")
if menuname then
Coord.menuname = menuname
if freetext then
Coord.freetext = freetext
end
end
self:AddTarget(Coord)
end
-- Event functions
function MarkerOps:OnAfterMarkAdded(From,Event,To,Text,Keywords,Coord)
Handler(Keywords,Coord,Text)
end
function MarkerOps:OnAfterMarkChanged(From,Event,To,Text,Keywords,Coord)
Handler(Keywords,Coord,Text)
end
self.MarkerOps = MarkerOps
return self
end
--- [Internal] Get player name
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Client#CLIENT Client
-- @return #string playername
-- @return #string ttsplayername
function PLAYERTASKCONTROLLER:_GetPlayerName(Client)
self:T(self.lid.."_GetPlayerName")
local playername = Client:GetPlayerName()
local ttsplayername = nil
if not self.customcallsigns[playername] then
local playergroup = Client:GetGroup()
ttsplayername = playergroup:GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations)
local newplayername = self:_GetTextForSpeech(ttsplayername)
self.customcallsigns[playername] = newplayername
ttsplayername = newplayername
else
ttsplayername = self.customcallsigns[playername]
end
return playername, ttsplayername
end
--- [User] Disable precision laser-guided bombing on statics and "high-value" ground units (MBT etc)
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:DisablePrecisionBombing(FlightGroup,LaserCode)
self:T(self.lid.."DisablePrecisionBombing")
self.autolase = nil
self.precisionbombing = false
return self
end
--- [User] Enable extra menu to show task detail information before joining
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:EnableTaskInfoMenu()
self:T(self.lid.."EnableTaskInfoMenu")
self.taskinfomenu = true
return self
end
--- [User] Disable extra menu to show task detail information before joining
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:DisableTaskInfoMenu()
self:T(self.lid.."DisableTaskInfoMenu")
self.taskinfomenu = false
return self
end
--- [User] Set menu build fine-tuning options
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean InfoMenu If `true` this option will allow to show the Task Info-Menu also when a player has an active task.
-- Since the menu isn't refreshed if a player holds an active task, the info in there might be stale.
-- @param #number ItemLimit Number of items per task type to show, default 5.
-- @param #number HoldTime Minimum number of seconds between menu refreshes (called every 30 secs) if a player has **no active task**.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
self:T(self.lid.."SetMenuOptions")
self.activehasinfomenu = InfoMenu or false
if self.activehasinfomenu then
self:EnableTaskInfoMenu()
end
self.menuitemlimit = ItemLimit or 5
self.holdmenutime = HoldTime or 30
return self
end
--- [User] Forbid F10 markers to be deleted by pilots. Note: Marker will auto-delete when the undelying task is done.
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetMarkerReadOnly()
self:T(self.lid.."SetMarkerReadOnly")
self.MarkerReadOnly = true
return self
end
--- [User] Allow F10 markers to be deleted by pilots. Note: Marker will auto-delete when the undelying task is done.
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetMarkerDeleteable()
self:T(self.lid.."SetMarkerDeleteable")
self.MarkerReadOnly = false
return self
end
--- [Internal] Event handling
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Event#EVENTDATA EventData
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_EventHandler(EventData)
self:T(self.lid.."_EventHandler: "..EventData.id)
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
if EventData.IniPlayerName then
self:T(self.lid.."Event for player: "..EventData.IniPlayerName)
if self.PlayerMenu[EventData.IniPlayerName] then
self.PlayerMenu[EventData.IniPlayerName]:Remove()
self.PlayerMenu[EventData.IniPlayerName] = nil
end
local text = ""
if self.TasksPerPlayer:HasUniqueID(EventData.IniPlayerName) then
local task = self.TasksPerPlayer:PullByID(EventData.IniPlayerName) -- Ops.PlayerTask#PLAYERTASK
local Client = _DATABASE:FindClient( EventData.IniPlayerName )
if Client then
task:RemoveClient(Client)
--text = "Task aborted!"
text = self.gettext:GetEntry("TASKABORT",self.locale)
end
else
--text = "No active task!"
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
self:T(self.lid..text)
end
elseif EventData.id == EVENTS.PlayerEnterAircraft and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup and self.UseSRS then
if self.ClientSet:IsNotInSet(CLIENT:FindByName(EventData.IniUnitName)) then
return self
end
self:T(self.lid.."Event for player: "..EventData.IniPlayerName)
local frequency = self.Frequency
local freqtext = ""
if type(frequency) == "table" then
freqtext = self.gettext:GetEntry("FREQUENCIES",self.locale)
freqtext = freqtext..table.concat(frequency,", ")
else
local freqt = self.gettext:GetEntry("FREQUENCY",self.locale)
freqtext = string.format(freqt,frequency)
end
local modulation = self.Modulation
if type(modulation) == "table" then modulation = modulation[1] end
modulation = UTILS.GetModulationName(modulation)
local switchtext = self.gettext:GetEntry("BROADCAST",self.locale)
local playername = EventData.IniPlayerName
if EventData.IniGroup then
-- personalized flight name in player naming
if self.customcallsigns[playername] then
self.customcallsigns[playername] = nil
end
playername = EventData.IniGroup:GetCustomCallSign(self.ShortCallsign,self.Keepnumber)
end
playername = self:_GetTextForSpeech(playername)
--local text = string.format("%s, %s, switch to %s for task assignment!",EventData.IniPlayerName,self.MenuName or self.Name,freqtext)
local text = string.format(switchtext,playername,self.MenuName or self.Name,freqtext)
self.SRSQueue:NewTransmission(text,nil,self.SRS,timer.getAbsTime()+60,2,{EventData.IniGroup},text,30,self.BCFrequency,self.BCModulation)
if EventData.IniUnitName then
self:_BuildMenus(CLIENT:FindByName(EventData.IniUnitName))
end
end
end
return self
end
--- [User] Set locale for localization. Defaults to "en"
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Locale The locale to use
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetLocale(Locale)
self:T(self.lid.."SetLocale")
self.locale = Locale or "en"
return self
end
--- [User] Switch screen output.
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff. Switch screen output off (true) or on (false)
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SuppressScreenOutput(OnOff)
self:T(self.lid.."SuppressScreenOutput")
self.NoScreenOutput = OnOff or false
return self
end
--- [User] Set target radius. Determines the zone radius to distinguish CAS from BAI tasks and to find enemies if the TARGET object is a COORDINATE.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Radius Radius to use in meters. Defaults to 500 meters.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetTargetRadius(Radius)
self:T(self.lid.."SetTargetRadius")
self.TargetRadius = Radius or 500
return self
end
--- [User] Set the cluster radius if you want to use target clusters rather than single group detection.
-- Note that for a controller type A2A target clustering is on by default. Also remember that the diameter of the resulting zone is double the radius.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Radius Target cluster radius in kilometers. Default is 0.5km.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetClusterRadius(Radius)
self:T(self.lid.."SetClusterRadius")
self.ClusterRadius = Radius or 0.5
self.usecluster = true
return self
end
--- [User] Manually cancel a specific task
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task The task to be cancelled
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:CancelTask(Task)
self:T(self.lid.."CancelTask")
Task:__Cancel(-1)
return self
end
--- [User] Switch usage of target names for menu entries on or off
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff If true, set to on (default), if nil or false, set to off
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SwitchUseGroupNames(OnOff)
self:T(self.lid.."SwitchUseGroupNames")
if OnOff then
self.UseGroupNames = true
else
self.UseGroupNames = false
end
return self
end
--- [User] Switch showing additional magnetic angles
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff If true, set to on (default), if nil or false, set to off
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SwitchMagenticAngles(OnOff)
self:T(self.lid.."SwitchMagenticAngles")
if OnOff then
self.ShowMagnetic = true
else
self.ShowMagnetic = false
end
return self
end
--- [Internal] Get task types for the menu
-- @param #PLAYERTASKCONTROLLER self
-- @return #table TaskTypes
function PLAYERTASKCONTROLLER:_GetAvailableTaskTypes()
self:T(self.lid.."_GetAvailableTaskTypes")
local tasktypes = {}
self.TaskQueue:ForEach(
function (Task)
local task = Task -- Ops.PlayerTask#PLAYERTASK
local type = Task.Type
tasktypes[type] = {}
end
)
return tasktypes
end
--- [Internal] Get task per type for the menu
-- @param #PLAYERTASKCONTROLLER self
-- @return #table TasksPerTypes
function PLAYERTASKCONTROLLER:_GetTasksPerType()
self:T(self.lid.."_GetTasksPerType")
local tasktypes = self:_GetAvailableTaskTypes()
--self:T({tasktypes})
-- Sort tasks per threat level first
local datatable = self.TaskQueue:GetDataTable()
local threattable = {}
for _,_task in pairs(datatable) do
local task = _task -- Ops.PlayerTask#PLAYERTASK
local threat = task.Target:GetThreatLevelMax()
if not task:IsDone() then
threattable[#threattable+1]={task=task,threat=threat}
end
end
table.sort(threattable, function (k1, k2) return k1.threat > k2.threat end )
for _id,_data in pairs(threattable) do
local threat=_data.threat
local task = _data.task -- Ops.PlayerTask#PLAYERTASK
local type = task.Type
if not task:IsDone() then
table.insert(tasktypes[type],task)
end
end
return tasktypes
end
--- [Internal] Check target queue
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_CheckTargetQueue()
self:T(self.lid.."_CheckTargetQueue")
if self.TargetQueue:Count() > 0 then
local object = self.TargetQueue:Pull() -- Wrapper.Positionable#POSITIONABLE
local target = TARGET:New(object)
if object.menuname then
target.menuname = object.menuname
if object.freetext then
target.freetext = object.freetext
end
end
if self.UseTypeNames and object:IsGround() then
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 4: Unit is a tank.
-- * Threat level 5: Unit is a modern tank or ifv with ATGM.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 9: Unit is a Medium Range SAM, radar guided.
-- * Threat level 10: Unit is a Long Range SAM, radar guided.
local threat = object:GetThreatLevel()
local typekey = "INFANTRY"
if threat == 0 or threat == 2 then
typekey = "TECHNICAL"
elseif threat == 3 then
typekey = "ARTILLERY"
elseif threat == 4 or threat == 5 then
typekey = "TANKS"
elseif threat == 6 or threat == 7 then
typekey = "AIRDEFENSE"
elseif threat >= 8 then
typekey = "SAM"
end
local typename = self.gettext:GetEntry(typekey,self.locale)
local gname = self.gettext:GetEntry("GROUP",self.locale)
target.TypeName = string.format("%s %s",typename,gname)
--self:T(self.lid.."Target TypeName = "..target.TypeName)
end
self:_AddTask(target)
end
return self
end
--- [Internal] Check task queue
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_CheckTaskQueue()
self:T(self.lid.."_CheckTaskQueue")
if self.TaskQueue:Count() > 0 then
-- remove done tasks
local tasks = self.TaskQueue:GetIDStack()
for _id,_entry in pairs(tasks) do
local data = _entry.data -- Ops.PlayerTask#PLAYERTASK
self:T("Looking at Task: "..data.PlayerTaskNr.." Type: "..data.Type.." State: "..data:GetState())
if data:GetState() == "Done" or data:GetState() == "Stopped" then
local task = self.TaskQueue:ReadByID(_id) -- Ops.PlayerTask#PLAYERTASK
-- DONE: Remove clients from the task
local clientsattask = task.Clients:GetIDStackSorted()
for _,_id in pairs(clientsattask) do
self:T("*****Removing player " .. _id)
self.TasksPerPlayer:PullByID(_id)
end
-- Follow-up tasks?
local nexttasks = {}
if task.FinalState == "Success" then
nexttasks = task.NextTaskSuccess
elseif task.FinalState == "Failed" then
nexttasks = task.NextTaskFailure
end
local clientlist, count = task:GetClientObjects()
if count > 0 then
for _,_client in pairs(clientlist) do
local client = _client --Wrapper.Client#CLIENT
local group = client:GetGroup()
for _,task in pairs(nexttasks) do
self:_JoinTask(group,client,task,true)
end
end
end
local TNow = timer.getAbsTime()
if TNow - task.timestamp > 10 then
local task = self.TaskQueue:PullByID(_id) -- Ops.PlayerTask#PLAYERTASK
task = nil
end
end
end
end
return self
end
--- [Internal] Check precision task queue
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_CheckPrecisionTasks()
self:T(self.lid.."_CheckTaskQueue")
if self.PrecisionTasks:Count() > 0 and self.precisionbombing then
if not self.LasingDrone or self.LasingDrone:IsDead() then
-- we need a new drone
self:E(self.lid.."Lasing drone is dead ... creating a new one!")
if self.LasingDrone then
self.LasingDrone:_Respawn(1,nil,true)
else
-- TODO: Handle ArmyGroup
local FG = FLIGHTGROUP:New(self.LasingDroneTemplate)
FG:Activate()
self:EnablePrecisionBombing(FG,self.LaserCode or 1688)
end
return self
end
-- do we have a lasing unit assigned?
if self.LasingDrone and self.LasingDrone:IsAlive() then
if self.LasingDrone.playertask and (not self.LasingDrone.playertask.busy) then
-- not busy, get a task
self:T(self.lid.."Sending lasing unit to target")
local task = self.PrecisionTasks:Pull() -- Ops.PlayerTask#PLAYERTASK
self.LasingDrone.playertask.id = task.PlayerTaskNr
self.LasingDrone.playertask.busy = true
self.LasingDrone.playertask.inreach = false
self.LasingDrone.playertask.reachmessage = false
-- move the drone to target
if self.LasingDrone:IsFlightgroup() then
local auftrag = AUFTRAG:NewORBIT_CIRCLE(task.Target:GetCoordinate(),10000,120)
local currmission = self.LasingDrone:GetMissionCurrent()
self.LasingDrone:AddMission(auftrag)
currmission:__Cancel(-2)
elseif self.LasingDrone:IsArmygroup() then
local tgtcoord = task.Target:GetCoordinate()
local tgtzone = ZONE_RADIUS:New("ArmyGroup-"..math.random(1,10000),tgtcoord:GetVec2(),3000)
local finalpos=nil -- Core.Point#COORDINATE
for i=1,50 do
finalpos = tgtzone:GetRandomCoordinate(2500,0,{land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.SHALLOW_WATER})
if finalpos then
if finalpos:IsLOS(tgtcoord,0) then
break
end
end
end
if finalpos then
-- yeah we got one
local auftrag = AUFTRAG:NewARMOREDGUARD(finalpos,"Off road")
local currmission = self.LasingDrone:GetMissionCurrent()
self.LasingDrone:AddMission(auftrag)
if currmission then currmission:__Cancel(-2) end
else
-- could not find LOS position!
self:E("***Could not find LOS position to post ArmyGroup for lasing!")
self.LasingDrone.playertask.id = 0
self.LasingDrone.playertask.busy = false
self.LasingDrone.playertask.inreach = false
self.LasingDrone.playertask.reachmessage = false
end
end
self.PrecisionTasks:Push(task,task.PlayerTaskNr)
elseif self.LasingDrone.playertask and self.LasingDrone.playertask.busy then
-- drone is busy, set up laser when over target
local task = self.PrecisionTasks:ReadByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
self:T("Looking at Task: "..task.PlayerTaskNr.." Type: "..task.Type.." State: "..task:GetState())
if (not task) or task:GetState() == "Done" or task:GetState() == "Stopped" then
-- we're done here
local task = self.PrecisionTasks:PullByID(self.LasingDrone.playertask.id) -- Ops.PlayerTask#PLAYERTASK
self:_CheckTaskQueue()
task = nil
if self.LasingDrone:IsLasing() then
self.LasingDrone:__LaserOff(-1)
end
self.LasingDrone.playertask.busy = false
self.LasingDrone.playertask.inreach = false
self.LasingDrone.playertask.id = 0
self.LasingDrone.playertask.reachmessage = false
self:T(self.lid.."Laser Off")
else
-- not done yet
local dcoord = self.LasingDrone:GetCoordinate()
local tcoord = task.Target:GetCoordinate()
local dist = dcoord:Get2DDistance(tcoord)
-- close enough?
if dist < 3000 and not self.LasingDrone:IsLasing() then
self:T(self.lid.."Laser On")
self.LasingDrone:__LaserOn(-1,tcoord)
self.LasingDrone.playertask.inreach = true
if not self.LasingDrone.playertask.reachmessage then
--local textmark = self.gettext:GetEntry("FLARETASK",self.locale)
self.LasingDrone.playertask.reachmessage = true
local clients = task:GetClients()
local text = ""
for _,playername in pairs(clients) do
local pointertext = self.gettext:GetEntry("POINTEROVERTARGET",self.locale)
local ttsplayername = playername
if self.customcallsigns[playername] then
ttsplayername = self.customcallsigns[playername]
end
--text = string.format("%s, %s, pointer over target for task %03d, lasing!", playername, self.MenuName or self.Name, task.PlayerTaskNr)
text = string.format(pointertext, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
if not self.NoScreenOutput then
local client = nil
self.ClientSet:ForEachClient(
function(Client)
if Client:GetPlayerName() == playername then client = Client end
end
)
if client then
local m = MESSAGE:New(text,15,"Tasking"):ToClient(client)
end
end
end
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
end
end
end
end
end
end
return self
end
--- [Internal] Check task queue for a specific player name
-- @param #PLAYERTASKCONTROLLER self
-- @return #boolean outcome
function PLAYERTASKCONTROLLER:_CheckPlayerHasTask(PlayerName)
self:T(self.lid.."_CheckPlayerHasTask")
return self.TasksPerPlayer:HasUniqueID(PlayerName)
end
--- [User] Add a target object to the target queue
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Positionable#POSITIONABLE Target The target GROUP, SET\_GROUP, UNIT, SET\_UNIT, STATIC, SET\_STATIC, AIRBASE, ZONE or COORDINATE.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddTarget(Target)
self:T(self.lid.."AddTarget")
self.TargetQueue:Push(Target)
return self
end
--- [Internal] Check for allowed task type, if there is a (positive) whitelist
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Type
-- @return #boolean Outcome
function PLAYERTASKCONTROLLER:_CheckTaskTypeAllowed(Type)
self:T(self.lid.."_CheckTaskTypeAllowed")
local Outcome = false
if self.UseWhiteList then
for _,_type in pairs(self.WhiteList) do
if Type == _type then
Outcome = true
break
end
end
else
return true
end
return Outcome
end
--- [Internal] Check for allowed task type, if there is a (negative) blacklist
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Type
-- @return #boolean Outcome
function PLAYERTASKCONTROLLER:_CheckTaskTypeDisallowed(Type)
self:T(self.lid.."_CheckTaskTypeDisallowed")
local Outcome = false
if self.UseBlackList then
for _,_type in pairs(self.BlackList) do
if Type == _type then
Outcome = true
break
end
end
else
return true
end
return Outcome
end
--- [User] Set up a (positive) whitelist of allowed task types. Only these types will be generated.
-- @param #PLAYERTASKCONTROLLER self
-- @param #table WhiteList Table of task types that can be generated. Use to restrict available types.
-- @return #PLAYERTASKCONTROLLER self
-- @usage Currently, the following task types will be generated, if detection has been set up:
-- A2A - AUFTRAG.Type.INTERCEPT
-- A2S - AUFTRAG.Type.ANTISHIP
-- A2G - AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.SEAD, AUFTRAG.Type.BOMBING, AUFTRAG.Type.PRECISIONBOMBING, AUFTRAG.Type.BOMBRUNWAY
-- A2GS - A2G + A2S
-- If you don't want SEAD tasks generated, use as follows where "mycontroller" is your PLAYERTASKCONTROLLER object:
--
-- `mycontroller:SetTaskWhiteList({AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.BOMBING, AUFTRAG.Type.BOMBRUNWAY})`
--
function PLAYERTASKCONTROLLER:SetTaskWhiteList(WhiteList)
self:T(self.lid.."SetTaskWhiteList")
self.WhiteList = WhiteList
self.UseWhiteList = true
return self
end
--- [User] Set up a (negative) blacklist of forbidden task types. These types will **not** be generated.
-- @param #PLAYERTASKCONTROLLER self
-- @param #table BlackList Table of task types that cannot be generated. Use to restrict available types.
-- @return #PLAYERTASKCONTROLLER self
-- @usage Currently, the following task types will be generated, if detection has been set up:
-- A2A - AUFTRAG.Type.INTERCEPT
-- A2S - AUFTRAG.Type.ANTISHIP
-- A2G - AUFTRAG.Type.CAS, AUFTRAG.Type.BAI, AUFTRAG.Type.SEAD, AUFTRAG.Type.BOMBING, AUFTRAG.Type.PRECISIONBOMBING, AUFTRAG.Type.BOMBRUNWAY
-- A2GS - A2G + A2S
-- If you don't want SEAD tasks generated, use as follows where "mycontroller" is your PLAYERTASKCONTROLLER object:
--
-- `mycontroller:SetTaskBlackList({AUFTRAG.Type.SEAD})`
--
function PLAYERTASKCONTROLLER:SetTaskBlackList(BlackList)
self:T(self.lid.."SetTaskBlackList")
self.BlackList = BlackList
self.UseBlackList = true
return self
end
--- [User] Change the list of attributes, which are considered on GROUP or SET\_GROUP level of a target to create SEAD player tasks.
-- @param #PLAYERTASKCONTROLLER self
-- @param #table Attributes Table of attribute types considered to lead to a SEAD type player task.
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- Default attribute types are: GROUP.Attribute.GROUND_SAM, GROUP.Attribute.GROUND_AAA, and GROUP.Attribute.GROUND_EWR.
-- If you want to e.g. exclude AAA, so target groups with this attribute are assigned CAS or BAI tasks, and not SEAD, use this function as follows:
--
-- `mycontroller:SetSEADAttributes({GROUP.Attribute.GROUND_SAM, GROUP.Attribute.GROUND_EWR})`
--
function PLAYERTASKCONTROLLER:SetSEADAttributes(Attributes)
self:T(self.lid.."SetSEADAttributes")
if type(Attributes) ~= "table" then
Attributes = {Attributes}
end
self.SeadAttributes = Attributes
return self
end
--- [Internal] Function the check against SeadAttributes
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Attribute
-- @return #boolean IsSead
function PLAYERTASKCONTROLLER:_IsAttributeSead(Attribute)
self:T(self.lid.."_IsAttributeSead?")
local IsSead = false
for _,_attribute in pairs(self.SeadAttributes) do
if Attribute == _attribute then
IsSead = true
break
end
end
return IsSead
end
--- [Internal] Add a task to the task queue
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.Target#TARGET Target
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_AddTask(Target)
self:T(self.lid.."_AddTask")
local cat = Target:GetCategory()
local threat = Target:GetThreatLevelMax()
local type = AUFTRAG.Type.CAS
--local ttstype = "close air support"
local ttstype = self.gettext:GetEntry("CASTTS",self.locale)
if cat == TARGET.Category.GROUND then
type = AUFTRAG.Type.CAS
-- TODO: debug BAI, CAS, SEAD
local targetobject = Target:GetObject() -- Wrapper.Positionable#POSITIONABLE
if targetobject:IsInstanceOf("UNIT") then
self:T("SEAD Check UNIT")
if targetobject:HasSEAD() then
type = AUFTRAG.Type.SEAD
--ttstype = "suppress air defense"
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
end
elseif targetobject:IsInstanceOf("GROUP") then
self:T("SEAD Check GROUP")
local attribute = targetobject:GetAttribute()
if self:_IsAttributeSead(attribute) then
type = AUFTRAG.Type.SEAD
--ttstype = "suppress air defense"
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
end
elseif targetobject:IsInstanceOf("SET_GROUP") then
self:T("SEAD Check SET_GROUP")
targetobject:ForEachGroup(
function (group)
local attribute = group:GetAttribute()
if self:_IsAttributeSead(attribute) then
type = AUFTRAG.Type.SEAD
--ttstype = "suppress air defense"
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
end
end
)
elseif targetobject:IsInstanceOf("SET_UNIT") then
self:T("SEAD Check SET_UNIT")
targetobject:ForEachUnit(
function (unit)
if unit:HasSEAD() then
type = AUFTRAG.Type.SEAD
--ttstype = "suppress air defenses"
ttstype = self.gettext:GetEntry("SEADTTS",self.locale)
end
end
)
elseif targetobject:IsInstanceOf("SET_STATIC") or targetobject:IsInstanceOf("STATIC") then
self:T("(PRECISION-)BOMBING SET_STATIC or STATIC")
if self.precisionbombing then
type = AUFTRAG.Type.PRECISIONBOMBING
ttstype = self.gettext:GetEntry("PRECBOMBTTS",self.locale)
else
type = AUFTRAG.Type.BOMBING
ttstype = self.gettext:GetEntry("BOMBTTS",self.locale)
end
end
-- if there are no friendlies nearby ~0.5km and task isn't SEAD, then it's BAI
local targetcoord = Target:GetCoordinate()
local targetvec2 = targetcoord:GetVec2()
local targetzone = ZONE_RADIUS:New(self.Name,targetvec2,self.TargetRadius)
local coalition = targetobject:GetCoalitionName() or "Blue"
coalition = string.lower(coalition)
self:T("Target coalition is "..tostring(coalition))
local filtercoalition = "blue"
if coalition == "blue" then filtercoalition = "red" end
local friendlyset = SET_GROUP:New():FilterCategoryGround():FilterCoalitions(filtercoalition):FilterZones({targetzone}):FilterOnce()
if friendlyset:Count() == 0 and type == AUFTRAG.Type.CAS then
type = AUFTRAG.Type.BAI
--ttstype = "battle field air interdiction"
ttstype = self.gettext:GetEntry("BAITTS",self.locale)
end
-- see if we can do precision bombing
if (type == AUFTRAG.Type.BAI or type == AUFTRAG.Type.CAS) and (self.precisionbombing or self.buddylasing) then
-- threatlevel between 3 and 6 means, it's artillery, tank, modern tank or AAA
if threat > 2 and threat < 7 then
type = AUFTRAG.Type.PRECISIONBOMBING
ttstype = self.gettext:GetEntry("PRECBOMBTTS",self.locale)
end
end
elseif cat == TARGET.Category.NAVAL then
type = AUFTRAG.Type.ANTISHIP
--ttstype = "anti-ship"
ttstype = self.gettext:GetEntry("ANTISHIPTTS",self.locale)
elseif cat == TARGET.Category.AIRCRAFT then
type = AUFTRAG.Type.INTERCEPT
--ttstype = "intercept"
ttstype = self.gettext:GetEntry("INTERCEPTTS",self.locale)
elseif cat == TARGET.Category.AIRBASE then
--TODO: Define Success Criteria, AB hit? Runway blocked, how to determine? change of coalition? Void of enemies?
-- Current implementation - bombing in AFB zone (EVENTS.Shot)
type = AUFTRAG.Type.BOMBRUNWAY
-- ttstype = "bomb runway"
ttstype = self.gettext:GetEntry("BOMBRUNWAYTTS",self.locale)
elseif cat == TARGET.Category.COORDINATE or cat == TARGET.Category.ZONE then
--TODO: Define Success Criteria, void of enemies?
-- Current implementation - find SET of enemies in ZONE or 500m radius around coordinate, and assign as targets
local zone = Target:GetObject()
if cat == TARGET.Category.COORDINATE then
zone = ZONE_RADIUS:New("TargetZone-"..math.random(1,10000),Target:GetVec2(),self.TargetRadius)
end
-- find some enemies around there...
local enemies = self.CoalitionName == "Blue" and "red" or "blue"
local enemysetg = SET_GROUP:New():FilterCoalitions(enemies):FilterCategoryGround():FilterActive(true):FilterZones({zone}):FilterOnce()
local enemysets = SET_STATIC:New():FilterCoalitions(enemies):FilterZones({zone}):FilterOnce()
local countg = enemysetg:Count()
local counts = enemysets:Count()
if countg > 0 then
-- observe Tags coming from MarkerOps
if Target.menuname then
enemysetg.menuname = Target.menuname
if Target.freetext then
enemysetg.freetext = Target.freetext
end
end
self:AddTarget(enemysetg)
end
if counts > 0 then
-- observe Tags coming from MarkerOps
if Target.menuname then
enemysets.menuname = Target.menuname
if Target.freetext then
enemysets.freetext = Target.freetext
end
end
self:AddTarget(enemysets)
end
return self
end
if self.UseWhiteList then
if not self:_CheckTaskTypeAllowed(type) then
return self
end
end
if self.UseBlackList then
if self:_CheckTaskTypeDisallowed(type) then
return self
end
end
local task = PLAYERTASK:New(type,Target,self.repeatonfailed,self.repeattimes,ttstype)
-- observe Tags coming from MarkerOps
if Target.menuname then
task:SetMenuName(Target.menuname)
if Target.freetext then
task:AddFreetext(Target.freetext)
end
end
task.coalition = self.Coalition
task.TypeName = Target.TypeName
if type == AUFTRAG.Type.BOMBRUNWAY then
-- task to handle event shot
task:HandleEvent(EVENTS.Shot)
function task:OnEventShot(EventData)
local data = EventData -- Core.Event#EVENTDATA EventData
local wcat = data.Weapon:getCategory() -- cat 2 or 3
local coord = data.IniUnit:GetCoordinate() or data.IniGroup:GetCoordinate()
local vec2 = coord:GetVec2() or {x=0, y=0}
local coal = data.IniCoalition
local afbzone = AIRBASE:FindByName(Target:GetName()):GetZone()
local runways = AIRBASE:FindByName(Target:GetName()):GetRunways() or {}
local inrunwayzone = false
for _,_runway in pairs(runways) do
local runway = _runway -- Wrapper.Airbase#AIRBASE.Runway
if runway.zone:IsVec2InZone(vec2) then
inrunwayzone = true
end
end
local inzone = afbzone:IsVec2InZone(vec2)
if coal == task.coalition and (wcat == 2 or wcat == 3) and (inrunwayzone or inzone) then
-- bombing/rockets inside target AFB zone - well done!
task:__Success(-20)
end
end
end
task:_SetController(self)
self.TaskQueue:Push(task)
self:__TaskAdded(10,task)
return self
end
--- [User] Add a PLAYERTASK object to the list of (open) tasks
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement
-- @param #boolen TaskFilter If true, apply the white/black-list task filters here, also
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete:
--
-- local newtask = PLAYERTASK:New(AUFTRAG.Type.CTLD,ZONE:Find("Unloading"),false,0,"Combat Transport")
-- newtask.Time0 = timer.getAbsTime() -- inject a timestamp for T0
-- newtask:AddFreetext("Transport crates to the drop zone and build a vehicle in the next 10 minutes!")
--
-- -- add a condition for failure - fail after 10 minutes
-- newtask:AddConditionFailure(
-- function()
-- local Time = timer.getAbsTime()
-- if Time - newtask.Time0 > 600 then
-- return true
-- end
-- return false
-- end
-- )
--
-- taskmanager:AddPlayerTaskToQueue(PlayerTask)
function PLAYERTASKCONTROLLER:AddPlayerTaskToQueue(PlayerTask,Silent,TaskFilter)
self:T(self.lid.."AddPlayerTaskToQueue")
if PlayerTask and PlayerTask.ClassName and PlayerTask.ClassName == "PLAYERTASK" then
if TaskFilter then
if self.UseWhiteList and (not self:_CheckTaskTypeAllowed(PlayerTask.Type)) then
return self
end
if self.UseBlackList and self:_CheckTaskTypeDisallowed(PlayerTask.Type) then
return self
end
end
PlayerTask:_SetController(self)
PlayerTask:SetCoalition(self.Coalition)
self.TaskQueue:Push(PlayerTask)
if not Silent then
self:__TaskAdded(10,PlayerTask)
end
else
self:E(self.lid.."***** NO valid PAYERTASK object sent!")
end
return self
end
--- [Internal] Join a player to a task
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @param #boolean Force Assign task even if client already has one
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_JoinTask(Group, Client, Task, Force)
self:T(self.lid.."_JoinTask")
local playername, ttsplayername = self:_GetPlayerName(Client)
if self.TasksPerPlayer:HasUniqueID(playername) and not Force then
-- Player already has a task
if not self.NoScreenOutput then
local text = self.gettext:GetEntry("HAVEACTIVETASK",self.locale)
local m=MESSAGE:New(text,"10","Tasking"):ToClient(Client)
end
return self
end
local taskstate = Task:GetState()
if not Task:IsDone() then
if taskstate ~= "Executing" then
Task:__Requested(-1)
Task:__Executing(-2)
end
Task:AddClient(Client)
local joined = self.gettext:GetEntry("PILOTJOINEDTASK",self.locale)
-- PILOTJOINEDTASK = "%s, %s. You have been assigned %s task %03d",
local text = string.format(joined,ttsplayername, self.MenuName or self.Name, Task.TTSType, Task.PlayerTaskNr)
self:T(self.lid..text)
if not self.NoScreenOutput then
self:_SendMessageToClients(text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
end
if self.UseSRS then
self:T(self.lid..text)
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
self.TasksPerPlayer:Push(Task,playername)
-- clear menu
self:_BuildMenus(Client,true)
end
if Task.Type == AUFTRAG.Type.PRECISIONBOMBING then
if not self.PrecisionTasks:HasUniqueID(Task.PlayerTaskNr) then
self.PrecisionTasks:Push(Task,Task.PlayerTaskNr)
end
end
return self
end
--- [Internal] Switch flashing info for a client
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_SwitchFlashing(Group, Client)
self:T(self.lid.."_SwitchFlashing")
local playername, ttsplayername = self:_GetPlayerName(Client)
if (not self.FlashPlayer[playername]) or (self.FlashPlayer[playername] == false) then
-- Switch on
self.FlashPlayer[playername] = Client
local flashtext = self.gettext:GetEntry("FLASHON",self.locale)
local text = string.format(flashtext,ttsplayername)
local m = MESSAGE:New(text,10,"Tasking"):ToClient(Client)
else
-- Switch off
self.FlashPlayer[playername] = false
local flashtext = self.gettext:GetEntry("FLASHOFF",self.locale)
local text = string.format(flashtext,ttsplayername)
local m = MESSAGE:New(text,10,"Tasking"):ToClient(Client)
end
return self
end
--- [Internal] Flashing directional info for a client
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_FlashInfo()
self:T(self.lid.."_FlashInfo")
for _playername,_client in pairs(self.FlashPlayer) do
if _client and _client:IsAlive() then
if self.TasksPerPlayer:HasUniqueID(_playername) then
local task = self.TasksPerPlayer:ReadByID(_playername) -- Ops.PlayerTask#PLAYERTASK
local Coordinate = task.Target:GetCoordinate()
local CoordText = ""
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
CoordText = Coordinate:ToStringA2G(_client, nil, self.ShowMagnetic)
else
CoordText = Coordinate:ToStringA2A(_client, nil, self.ShowMagnetic)
end
local targettxt = self.gettext:GetEntry("TARGET",self.locale)
local text = "Target: "..CoordText
local m = MESSAGE:New(text,10,"Tasking"):ToClient(_client)
end
end
end
return self
end
--- [Internal] Show active task info
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Group, Client, Task)
self:T(self.lid.."_ActiveTaskInfo")
local playername, ttsplayername = self:_GetPlayerName(Client)
local text = ""
local textTTS = ""
if self.TasksPerPlayer:HasUniqueID(playername) or Task then
-- NODO: Show multiple?
-- Details
local task = Task or self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
local tname = self.gettext:GetEntry("TASKNAME",self.locale)
local ttsname = self.gettext:GetEntry("TASKNAMETTS",self.locale)
local taskname = string.format(tname,task.Type,task.PlayerTaskNr)
local ttstaskname = string.format(ttsname,task.TTSType,task.PlayerTaskNr)
local Coordinate = task.Target:GetCoordinate()
local CoordText = ""
local CoordTextLLDM = nil
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
CoordText = Coordinate:ToStringA2G(Client,nil,self.ShowMagnetic)
else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
end
-- Threat Level
local ThreatLevel = task.Target:GetThreatLevelMax()
--local ThreatLevelText = "high"
local ThreatLevelText = self.gettext:GetEntry("THREATHIGH",self.locale)
if ThreatLevel > 3 and ThreatLevel < 8 then
--ThreatLevelText = "medium"
ThreatLevelText = self.gettext:GetEntry("THREATMEDIUM",self.locale)
elseif ThreatLevel <= 3 then
--ThreatLevelText = "low"
ThreatLevelText = self.gettext:GetEntry("THREATLOW",self.locale)
end
-- Targetno and Threat
local targets = task.Target:CountTargets() or 0
local clientlist, clientcount = task:GetClients()
local ThreatGraph = "[" .. string.rep( "", ThreatLevel ) .. string.rep( "", 10 - ThreatLevel ) .. "]: "..ThreatLevel
local ThreatLocaleText = self.gettext:GetEntry("THREATTEXT",self.locale)
text = string.format(ThreatLocaleText, taskname, ThreatGraph, targets, CoordText)
-- Prec bombing
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then
if self.LasingDrone and self.LasingDrone.playertask then
local yes = self.gettext:GetEntry("YES",self.locale)
local no = self.gettext:GetEntry("NO",self.locale)
local inreach = self.LasingDrone.playertask.inreach == true and yes or no
local islasing = self.LasingDrone:IsLasing() == true and yes or no
local prectext = self.gettext:GetEntry("POINTERTARGETREPORT",self.locale)
prectext = string.format(prectext,inreach,islasing)
text = text .. prectext
end
end
-- Buddylasing
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.buddylasing then
if self.PlayerRecce then
local yes = self.gettext:GetEntry("YES",self.locale)
local no = self.gettext:GetEntry("NO",self.locale)
-- TODO make dist dependent on PlayerRecce Object
local reachdist = 8000
local inreach = false
-- someone close enough?
local pset = self.PlayerRecce.PlayerSet:GetAliveSet()
for _,_player in pairs(pset) do
local player = _player -- Wrapper.Client#CLIENT
local pcoord = player:GetCoordinate()
if pcoord:Get2DDistance(Coordinate) <= reachdist then
inreach = true
local callsign = player:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations)
local playername = player:GetPlayerName()
local islasing = no
if self.PlayerRecce.CanLase[player:GetTypeName()] and self.PlayerRecce.AutoLase[playername] then
-- TODO - maybe compare Spot target
islasing = yes
end
local inrtext = inreach == true and yes or no
local prectext = self.gettext:GetEntry("RECCETARGETREPORT",self.locale)
-- RECCETARGETREPORT = "\nSpäher % im Zielbereich: %s\nLasing: %s",
prectext = string.format(prectext,callsign,inrtext,islasing)
text = text .. prectext
end
end
end
-- Transport
elseif task.Type == AUFTRAG.Type.CTLD or task.Type == AUFTRAG.Type.CSAR then
-- THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s",
-- THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.",
text = taskname
textTTS = taskname
local detail = task:GetFreetext()
local detailTTS = task:GetFreetextTTS()
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
local locatxt = self.gettext:GetEntry("TARGETLOCATION",self.locale)
text = text .. string.format("\n%s: %s\n%s %s",brieftxt,detail,locatxt,CoordText)
--text = text .. "\nBriefing: "..detail.."\nTarget location "..CoordText
--textTTS = textTTS .. "; Briefing: "..detailTTS.."\nTarget location "..CoordText
textTTS = textTTS .. string.format("; %s: %s; %s %s",brieftxt,detailTTS,locatxt,CoordText)
end
-- Pilots
local clienttxt = self.gettext:GetEntry("PILOTS",self.locale)
if clientcount > 0 then
for _,_name in pairs(clientlist) do
if self.customcallsigns[_name] then
_name = self.customcallsigns[_name]
_name = string.gsub(_name, "(%d) ","%1")
end
clienttxt = clienttxt .. _name .. ", "
end
clienttxt=string.gsub(clienttxt,", $",".")
else
local keine = self.gettext:GetEntry("NONE",self.locale)
clienttxt = clienttxt .. keine
end
text = text .. clienttxt
textTTS = textTTS .. clienttxt
-- Task Report
if self.InfoHasCoordinate then
if self.InfoHasLLDDM then
CoordTextLLDM = Coordinate:ToStringLLDDM()
else
CoordTextLLDM = Coordinate:ToStringLLDMS()
end
-- TARGETLOCATION
local locatxt = self.gettext:GetEntry("COORDINATE",self.locale)
text = string.format("%s\n%s: %s",text,locatxt,CoordTextLLDM)
end
if task:HasFreetext() and not ( task.Type == AUFTRAG.Type.CTLD or task.Type == AUFTRAG.Type.CSAR) then
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
text = text .. string.format("\n%s: ",brieftxt)..task:GetFreetext()
end
if self.UseSRS then
if string.find(CoordText," BR, ") then
CoordText = string.gsub(CoordText," BR, "," Bee, Arr; ")
end
if self.ShowMagnetic then
text=string.gsub(text,"°M|","° magnetic; ")
end
if string.find(CoordText,"MGRS") then
local Text = string.gsub(CoordText,"%d","%1;") -- "0 5 1 "
Text = string.gsub(Text," $","") -- "0 5 1"
CoordText = string.gsub(Text,"0","zero")
CoordText = string.gsub(Text,"MGRS","MGRS;")
if self.PathToGoogleKey then
CoordText = string.format("<say-as interpret-as='characters'>%s</say-as>",CoordText)
end
--self:I(self.lid.." | ".. CoordText)
end
local ThreatLocaleTextTTS = self.gettext:GetEntry("THREATTEXTTTS",self.locale)
local ttstext = string.format(ThreatLocaleTextTTS,self.MenuName or self.Name,ttsplayername,ttstaskname,ThreatLevelText, targets, CoordText)
-- POINTERTARGETLASINGTTS = ". Pointer over target and lasing."
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then
if self.LasingDrone.playertask.inreach and self.LasingDrone:IsLasing() then
local lasingtext = self.gettext:GetEntry("POINTERTARGETLASINGTTS",self.locale)
ttstext = ttstext .. lasingtext
end
elseif task.Type == AUFTRAG.Type.CTLD or task.Type == AUFTRAG.Type.CSAR then
ttstext = textTTS
if string.find(ttstext," BR, ") then
CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ")
end
elseif task:HasFreetext() then
-- add tts freetext
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS()
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2)
end
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
if not self.NoScreenOutput then
local m=MESSAGE:New(text,15,"Tasking"):ToClient(Client)
end
return self
end
--- [Internal] Mark task on F10 map
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_MarkTask(Group, Client)
self:T(self.lid.."_MarkTask")
local playername, ttsplayername = self:_GetPlayerName(Client)
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
text = string.format("Task ID #%03d | Type: %s | Threat: %d",task.PlayerTaskNr,task.Type,task.Target:GetThreatLevelMax())
task:MarkTargetOnF10Map(text,self.Coalition,self.MarkerReadOnly)
local textmark = self.gettext:GetEntry("MARKTASK",self.locale)
--text = string.format("%s, copy pilot %s, task %03d location marked on map!", self.MenuName or self.Name, playername, task.PlayerTaskNr)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
if not self.NoScreenOutput then
local m=MESSAGE:New(text,"10","Tasking"):ToClient(Client)
end
return self
end
--- [Internal] Smoke task location
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_SmokeTask(Group, Client)
self:T(self.lid.."_SmokeTask")
local playername, ttsplayername = self:_GetPlayerName(Client)
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:SmokeTarget()
local textmark = self.gettext:GetEntry("SMOKETASK",self.locale)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
self:__TaskTargetSmoked(5,task)
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
if not self.NoScreenOutput then
local m=MESSAGE:New(text,15,"Tasking"):ToClient(Client)
end
return self
end
--- [Internal] Flare task location
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_FlareTask(Group, Client)
self:T(self.lid.."_FlareTask")
local playername, ttsplayername = self:_GetPlayerName(Client)
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:FlareTarget()
local textmark = self.gettext:GetEntry("FLARETASK",self.locale)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
self:__TaskTargetFlared(5,task)
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
if not self.NoScreenOutput then
local m=MESSAGE:New(text,15,"Tasking"):ToClient(Client)
end
return self
end
--- [Internal] Illuminate task location
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_IlluminateTask(Group, Client)
self:T(self.lid.."_IlluminateTask")
local playername, ttsplayername = self:_GetPlayerName(Client)
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:FlareTarget()
local textmark = self.gettext:GetEntry("FLARETASK",self.locale)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
self:__TaskTargetIlluminated(5,task)
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
if not self.NoScreenOutput then
local m=MESSAGE:New(text,15,"Tasking"):ToClient(Client)
end
return self
end
--- [Internal] Abort Task
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_AbortTask(Group, Client)
self:T(self.lid.."_AbortTask")
local playername, ttsplayername = self:_GetPlayerName(Client)
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:PullByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:ClientAbort(Client)
local textmark = self.gettext:GetEntry("ABORTTASK",self.locale)
-- ABORTTASK = "%s, to all stations, %s has aborted %s task %03d!",
text = string.format(textmark, self.MenuName or self.Name, ttsplayername, task.TTSType, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
if not self.NoScreenOutput then
local m=MESSAGE:New(text,15,"Tasking"):ToClient(Client)
end
self:_BuildMenus(Client,true)
return self
end
--- [Internal] Build Task Info Menu
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP group
-- @param Wrapper.Client#CLIENT client
-- @param #string playername
-- @param Core.Menu#MENU_BASE topmenu
-- @param #table tasktypes
-- @param #table taskpertype
-- @param #string newtag
-- @return #table taskinfomenu
function PLAYERTASKCONTROLLER:_BuildTaskInfoMenu(group,client,playername,topmenu,tasktypes,taskpertype,newtag)
self:T(self.lid.."_BuildTaskInfoMenu")
local taskinfomenu = nil
if self.taskinfomenu then
local menutaskinfo = self.gettext:GetEntry("MENUTASKINFO",self.locale)
local taskinfomenu = MENU_GROUP_DELAYED:New(group,menutaskinfo,topmenu):SetTag(newtag)
local ittypes = {}
local itaskmenu = {}
local tnow = timer.getTime()
for _tasktype,_data in pairs(tasktypes) do
ittypes[_tasktype] = MENU_GROUP_DELAYED:New(group,_tasktype,taskinfomenu):SetTag(newtag)
local tasks = taskpertype[_tasktype] or {}
local n = 0
for _,_task in pairs(tasks) do
_task = _task -- Ops.PlayerTask#PLAYERTASK
local pilotcount = _task:CountClients()
local newtext = "]"
-- marker for new tasks
if tnow - _task.timestamp < 60 then
newtext = "*]"
end
local menutaskno = self.gettext:GetEntry("MENUTASKNO",self.locale)
local text = string.format("%s %03d [%d%s",menutaskno,_task.PlayerTaskNr,pilotcount,newtext)
if self.UseGroupNames then
local name = _task.Target:GetName()
if name ~= "Unknown" then
text = string.format("%s (%03d) [%d%s",name,_task.PlayerTaskNr,pilotcount,newtext)
end
end
if self.UseTypeNames then
if _task.TypeName then
--local name = self.gettext:GetEntry(_task.TypeName,self.locale)
text = string.format("%s (%03d) [%d%s",_task.TypeName,_task.PlayerTaskNr,pilotcount,newtext)
--self:T(self.lid.."Menu text = "..text)
end
end
local taskentry = MENU_GROUP_COMMAND_DELAYED:New(group,text,ittypes[_tasktype],self._ActiveTaskInfo,self,group,client,_task):SetTag(newtag)
--taskentry:SetTag(playername)
itaskmenu[#itaskmenu+1] = taskentry
-- keep max items limit
n = n + 1
if n >= self.menuitemlimit then
break
end
end
end
end
return taskinfomenu
end
--- [Internal] Build client menus
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Client#CLIENT Client (optional) build for this client name only
-- @param #boolean enforced
-- @param #boolean fromsuccess
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_BuildMenus(Client,enforced,fromsuccess)
self:T(self.lid.."_BuildMenus")
local clients = self.ClientSet:GetAliveSet()
local joinorabort = false
local timedbuild = false
if Client then
-- client + enforced -- join task or abort
clients = {Client}
enforced = true
joinorabort = true
end
for _,_client in pairs(clients) do
if _client and _client:IsAlive() then
local client = _client -- Wrapper.Client#CLIENT
local group = client:GetGroup()
local unknown = self.gettext:GetEntry("UNKNOWN",self.locale)
local playername = client:GetPlayerName() or unknown
local oldtag = self.PlayerMenuTag[playername]
local newtag = playername..timer.getAbsTime()
self.PlayerMenuTag[playername] = newtag
if group and client then
---
-- TOPMENU
---
local taskings = self.gettext:GetEntry("MENUTASKING",self.locale)
local longname = self.Name..taskings..self.Type
local menuname = self.MenuName or longname
local playerhastask = false
if self:_CheckPlayerHasTask(playername) and not fromsuccess then playerhastask = true end
local topmenu = nil
--local oldmenu = nil
local rebuilddone = false
self:T("Playerhastask = "..tostring(playerhastask).." Enforced = "..tostring(enforced).." Join or Abort = "..tostring(joinorabort))
-- Cases to rebuild menu
-- 1) new player
-- 2) player joined a task, joinorabort = true
-- 3) player left a task, joinorabort = true
-- 4) player has no task, but number of tasks changed, and last build > 30 secs ago
if self.PlayerMenu[playername] then
-- NOT a new player
-- 2)+3) Join or abort?
if joinorabort then
self.PlayerMenu[playername]:RemoveSubMenus()
self.PlayerMenu[playername]:SetTag(newtag)
topmenu = self.PlayerMenu[playername]
elseif (not playerhastask) or enforced then
-- 4) last build > 30 secs?
local T0 = timer.getAbsTime()
local TDiff = T0-self.PlayerMenu[playername].PTTimeStamp
self:T("TDiff = "..string.format("%.2d",TDiff))
if TDiff >= self.holdmenutime then
--self.PlayerMenu[playername]:RemoveSubMenus()
--oldmenu = self.PlayerMenu[playername]
--self.PlayerMenu[playername] = nil
self.PlayerMenu[playername] = MENU_GROUP_DELAYED:New(group,menuname,self.MenuParent)
self.PlayerMenu[playername]:SetTag(newtag)
self.PlayerMenu[playername].PTTimeStamp = timer.getAbsTime()
timedbuild = true
end
topmenu = self.PlayerMenu[playername]
end
else
-- 1) new player#
topmenu = MENU_GROUP_DELAYED:New(group,menuname,self.MenuParent)
self.PlayerMenu[playername] = topmenu
self.PlayerMenu[playername]:SetTag(newtag)
self.PlayerMenu[playername].PTTimeStamp = timer.getAbsTime()
enforced = true
end
---
-- ACTIVE TASK MENU
---
if playerhastask and enforced then
self:T("Building Active Task Menus for "..playername)
rebuilddone = true
local menuactive = self.gettext:GetEntry("MENUACTIVE",self.locale)
local menuinfo = self.gettext:GetEntry("MENUINFO",self.locale)
local menumark = self.gettext:GetEntry("MENUMARK",self.locale)
local menusmoke = self.gettext:GetEntry("MENUSMOKE",self.locale)
local menuflare = self.gettext:GetEntry("MENUFLARE",self.locale)
local menuabort = self.gettext:GetEntry("MENUABORT",self.locale)
local active = MENU_GROUP_DELAYED:New(group,menuactive,topmenu):SetTag(newtag)
local info = MENU_GROUP_COMMAND_DELAYED:New(group,menuinfo,active,self._ActiveTaskInfo,self,group,client):SetTag(newtag)
local mark = MENU_GROUP_COMMAND_DELAYED:New(group,menumark,active,self._MarkTask,self,group,client):SetTag(newtag)
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
if self.noflaresmokemenu ~= true then
-- no smoking/flaring here if A2A or designer has set noflaresmokemenu to true
local smoke = MENU_GROUP_COMMAND_DELAYED:New(group,menusmoke,active,self._SmokeTask,self,group,client):SetTag(newtag)
local flare = MENU_GROUP_COMMAND_DELAYED:New(group,menuflare,active,self._FlareTask,self,group,client):SetTag(newtag)
local IsNight = client:GetCoordinate():IsNight()
if IsNight then
local light = MENU_GROUP_COMMAND_DELAYED:New(group,menuflare,active,self._IlluminateTask,self,group,client):SetTag(newtag)
end
end
end
local abort = MENU_GROUP_COMMAND_DELAYED:New(group,menuabort,active,self._AbortTask,self,group,client):SetTag(newtag)
if self.activehasinfomenu and self.taskinfomenu then
self:T("Building Active-Info Menus for "..playername)
local tasktypes = self:_GetAvailableTaskTypes()
local taskpertype = self:_GetTasksPerType()
if self.PlayerInfoMenu[playername] then
self.PlayerInfoMenu[playername]:RemoveSubMenus(nil,oldtag)
end
self.PlayerInfoMenu[playername] = self:_BuildTaskInfoMenu(group,client,playername,topmenu,tasktypes,taskpertype,newtag)
end
elseif (self.TaskQueue:Count() > 0 and enforced) or (not playerhastask and (timedbuild or joinorabort)) then
self:T("Building Join Menus for "..playername)
rebuilddone = true
---
-- JOIN TASK MENU
---
local tasktypes = self:_GetAvailableTaskTypes()
local taskpertype = self:_GetTasksPerType()
local menujoin = self.gettext:GetEntry("MENUJOIN",self.locale)
local joinmenu = MENU_GROUP_DELAYED:New(group,menujoin,topmenu):SetTag(newtag)
local ttypes = {}
local taskmenu = {}
for _tasktype,_data in pairs(tasktypes) do
ttypes[_tasktype] = MENU_GROUP_DELAYED:New(group,_tasktype,joinmenu):SetTag(newtag)
local tasks = taskpertype[_tasktype] or {}
local n = 0
for _,_task in pairs(tasks) do
_task = _task -- Ops.PlayerTask#PLAYERTASK
local pilotcount = _task:CountClients()
local newtext = "]"
local tnow = timer.getTime()
-- marker for new tasks
if tnow - _task.timestamp < 60 then
newtext = "*]"
end
local menutaskno = self.gettext:GetEntry("MENUTASKNO",self.locale)
local text = string.format("%s %03d [%d%s",menutaskno,_task.PlayerTaskNr,pilotcount,newtext)
if self.UseGroupNames then
local name = _task.Target:GetName()
if name ~= "Unknown" then
text = string.format("%s (%03d) [%d%s",name,_task.PlayerTaskNr,pilotcount,newtext)
end
end
local taskentry = MENU_GROUP_COMMAND_DELAYED:New(group,text,ttypes[_tasktype],self._JoinTask,self,group,client,_task):SetTag(newtag)
--taskentry:SetTag(playername)
taskmenu[#taskmenu+1] = taskentry
n = n + 1
if n >= self.menuitemlimit then
break
end
end
end
if self.taskinfomenu then
self:T("Building Join-Info Menus for "..playername)
if self.PlayerInfoMenu[playername] then
self.PlayerInfoMenu[playername]:RemoveSubMenus(nil,oldtag)
end
self.PlayerInfoMenu[playername] = self:_BuildTaskInfoMenu(group,client,playername,topmenu,tasktypes,taskpertype,newtag)
end
end
if self.AllowFlash then
local flashtext = self.gettext:GetEntry("FLASHMENU",self.locale)
local flashmenu = MENU_GROUP_COMMAND_DELAYED:New(group,flashtext,topmenu,self._SwitchFlashing,self,group,client):SetTag(newtag)
end
if self.TaskQueue:Count() == 0 then
self:T("No open tasks info")
local menunotasks = self.gettext:GetEntry("MENUNOTASKS",self.locale)
local joinmenu = MENU_GROUP_DELAYED:New(group,menunotasks,self.PlayerMenu[playername]):SetTag(newtag)
rebuilddone = true
end
---
-- REFRESH MENU
---
if rebuilddone then
self.PlayerMenu[playername]:RemoveSubMenus(nil,oldtag)
self.PlayerMenu[playername]:Refresh()
end
end
end
end
return self
end
--- [User] Add agent group to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Recce Group of agents. Can also be an @{Ops.OpsGroup#OPSGROUP} object.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddAgent(Recce)
self:T(self.lid.."AddAgent")
if self.Intel then
self.Intel:AddAgent(Recce)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set up detection of STATIC objects. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param #boolean OnOff Set to `true`for on and `false`for off.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SwitchDetectStatics(OnOff)
self:T(self.lid.."SwitchDetectStatics")
if self.Intel then
self.Intel:SetDetectStatics(OnOff)
else
self:E(self.lid.."***** NO detection has been set up (yet)!")
end
return self
end
--- [User] Add accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
self:T(self.lid.."AddAcceptZone")
if self.Intel then
self.Intel:AddAcceptZone(AcceptZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddAcceptZoneSet(AcceptZoneSet)
self:T(self.lid.."AddAcceptZoneSet")
if self.Intel then
self.Intel.acceptzoneset:AddSet(AcceptZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
self:T(self.lid.."AddRejectZone")
if self.Intel then
self.Intel:AddRejectZone(RejectZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddRejectZoneSet(RejectZoneSet)
self:T(self.lid.."AddRejectZoneSet")
if self.Intel then
self.Intel.rejectzoneset:AddSet(RejectZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
self:T(self.lid.."RemoveAcceptZone")
if self.Intel then
self.Intel:RemoveAcceptZone(AcceptZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
self:T(self.lid.."RemoveRejectZone")
if self.Intel then
self.Intel:RemoveRejectZone(RejectZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetMenuName(Name)
self:T(self.lid.."SetMenuName: "..Name)
self.MenuName = Name
return self
end
--- [User] Set the top menu to be a sub-menu of another MENU entry.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Menu#MENU_MISSION Menu
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetParentMenu(Menu)
self:T(self.lid.."SetParentName")
self.MenuParent = Menu
return self
end
--- [User] Set up INTEL detection
-- @param #PLAYERTASKCONTROLLER self
-- @param #string RecceName This name will be used to build a detection group set. All groups with this string somewhere in their group name will be added as Recce.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetupIntel(RecceName)
self:T(self.lid.."SetupIntel")
self.RecceSet = SET_GROUP:New():FilterCoalitions(self.CoalitionName):FilterPrefixes(RecceName):FilterStart()
self.Intel = INTEL:New(self.RecceSet,self.Coalition,self.Name.."-Intel")
self.Intel:SetClusterAnalysis(true,false,false)
self.Intel:SetClusterRadius(self.ClusterRadius or 0.5)
self.Intel.statusupdate = 25
self.Intel:SetAcceptZones()
self.Intel:SetRejectZones()
--if self.verbose then
--self.Intel:SetDetectionTypes(true,true,false,true,true,true)
--end
if self.Type == PLAYERTASKCONTROLLER.Type.A2G or self.Type == PLAYERTASKCONTROLLER.Type.A2GS then
self.Intel:SetDetectStatics(true)
end
self.Intel:__Start(2)
local function NewCluster(Cluster)
if not self.usecluster then return self end
local cluster = Cluster -- Ops.Intelligence#INTEL.Cluster
local type = cluster.ctype
self:T({type,self.Type})
if (type == INTEL.Ctype.AIRCRAFT and self.Type == PLAYERTASKCONTROLLER.Type.A2A) or (type == INTEL.Ctype.NAVAL and (self.Type == PLAYERTASKCONTROLLER.Type.A2S or self.Type == PLAYERTASKCONTROLLER.Type.A2GS)) then
self:T("A2A or A2S")
local contacts = cluster.Contacts -- #table of GROUP
local targetset = SET_GROUP:New()
for _,_object in pairs(contacts) do
local contact = _object -- Ops.Intelligence#INTEL.Contact
self:T("Adding group: "..contact.groupname)
targetset:AddGroup(contact.group,true)
end
self:AddTarget(targetset)
elseif (type == INTEL.Ctype.GROUND or type == INTEL.Ctype.STRUCTURE) and (self.Type == PLAYERTASKCONTROLLER.Type.A2G or self.Type == PLAYERTASKCONTROLLER.Type.A2GS) then
self:T("A2G")
local contacts = cluster.Contacts -- #table of GROUP or STATIC
local targetset = nil -- Core.Set#SET_BASE
if type == INTEL.Ctype.GROUND then
targetset = SET_GROUP:New()
for _,_object in pairs(contacts) do
local contact = _object -- Ops.Intelligence#INTEL.Contact
self:T("Adding group: "..contact.groupname)
targetset:AddGroup(contact.group,true)
end
elseif type == INTEL.Ctype.STRUCTURE then
targetset = SET_STATIC:New()
for _,_object in pairs(contacts) do
local contact = _object -- Ops.Intelligence#INTEL.Contact
self:T("Adding static: "..contact.groupname)
targetset:AddStatic(contact.group)
end
end
if targetset then
self:AddTarget(targetset)
end
end
end
local function NewContact(Contact)
if self.usecluster then return self end
local contact = Contact -- Ops.Intelligence#INTEL.Contact
local type = contact.ctype
self:T({type,self.Type})
if (type == INTEL.Ctype.AIRCRAFT and self.Type == PLAYERTASKCONTROLLER.Type.A2A) or (type == INTEL.Ctype.NAVAL and (self.Type == PLAYERTASKCONTROLLER.Type.A2S or self.Type == PLAYERTASKCONTROLLER.Type.A2GS)) then
self:T("A2A or A2S")
self:T("Adding group: "..contact.groupname)
self:AddTarget(contact.group)
elseif (type == INTEL.Ctype.GROUND or type == INTEL.Ctype.STRUCTURE) and (self.Type == PLAYERTASKCONTROLLER.Type.A2G or self.Type == PLAYERTASKCONTROLLER.Type.A2GS) then
self:T("A2G")
self:T("Adding group: "..contact.groupname)
self:AddTarget(contact.group)
end
end
function self.Intel:OnAfterNewCluster(From,Event,To,Cluster)
NewCluster(Cluster)
end
function self.Intel:OnAfterNewContact(From,Event,To,Contact)
NewContact(Contact)
end
return self
end
--- [User] Set SRS TTS details - see @{Sound.SRS} for details
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
-- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- @param #string Gender (Optional) Defaults to "male"
-- @param #string Culture (Optional) Defaults to "en-US"
-- @param #number Port (Optional) Defaults to 5002
-- @param #string Voice (Optional) Use a specifc voice with the @{Sound.SRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`.
-- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.
-- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey)
self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or "C:\\Program Files\\DCS-SimpleRadio-Standalone" --
self.Gender = Gender or "male" --
self.Culture = Culture or "en-US" --
self.Port = Port or 5002 --
self.Voice = Voice --
self.PathToGoogleKey = PathToGoogleKey --
self.Volume = Volume or 1.0 --
self.UseSRS = true
self.Frequency = Frequency or {127,251} --
self.BCFrequency = self.Frequency
self.Modulation = Modulation or {radio.modulation.FM,radio.modulation.AM} --
self.BCModulation = self.Modulation
-- set up SRS
self.SRS=MSRS:New(self.PathToSRS,self.Frequency,self.Modulation,self.Volume)
self.SRS:SetCoalition(self.Coalition)
self.SRS:SetLabel(self.MenuName or self.Name)
self.SRS:SetGender(self.Gender)
self.SRS:SetCulture(self.Culture)
self.SRS:SetPort(self.Port)
self.SRS:SetVoice(self.Voice)
if self.PathToGoogleKey then
self.SRS:SetGoogle(self.PathToGoogleKey)
end
self.SRSQueue = MSRSQUEUE:New(self.MenuName or self.Name)
self.SRSQueue:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers)
return self
end
--- [User] Set SRS Broadcast - for the announcement to joining players which SRS frequency, modulation to use. Use in case you want to set this differently to the standard SRS.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
-- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetSRSBroadcast(Frequency,Modulation)
self:T(self.lid.."SetSRSBroadcast")
if self.SRS then
self.BCFrequency = Frequency
self.BCModulation = Modulation
end
return self
end
-------------------------------------------------------------------------------------------------------------------
-- FSM Functions PLAYERTASKCONTROLLER
-- TODO: FSM Functions PLAYERTASKCONTROLLER
-------------------------------------------------------------------------------------------------------------------
--- [Internal] On after Status call
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterStatus(From, Event, To)
self:T({From, Event, To})
self:_CheckTargetQueue()
self:_CheckTaskQueue()
self:_CheckPrecisionTasks()
if self.AllowFlash then
self:_FlashInfo()
end
local targetcount = self.TargetQueue:Count()
local taskcount = self.TaskQueue:Count()
local playercount = self.ClientSet:CountAlive()
local assignedtasks = self.TasksPerPlayer:Count()
local enforcedmenu = false
if taskcount ~= self.lasttaskcount then
self.lasttaskcount = taskcount
enforcedmenu = true
end
self:_BuildMenus(nil,enforcedmenu)
if self.verbose then
local text = string.format("%s | New Targets: %02d | Active Tasks: %02d | Active Players: %02d | Assigned Tasks: %02d",self.MenuName, targetcount,taskcount,playercount,assignedtasks)
self:I(text)
end
if self:GetState() ~= "Stopped" then
self:__Status(-30)
end
return self
end
--- [Internal] On after task done
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskDone(From, Event, To, Task)
self:T({From, Event, To})
self:T(self.lid.."TaskDone")
return self
end
--- [Internal] On after task cancelled
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskCancelled(From, Event, To, Task)
self:T({From, Event, To})
self:T(self.lid.."TaskCancelled")
local canceltxt = self.gettext:GetEntry("TASKCANCELLED",self.locale)
local canceltxttts = self.gettext:GetEntry("TASKCANCELLEDTTS",self.locale)
local taskname = string.format(canceltxt, Task.PlayerTaskNr, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(canceltxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
return self
end
--- [Internal] On after task success
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskSuccess(From, Event, To, Task)
self:T({From, Event, To})
self:T(self.lid.."TaskSuccess")
local succtxt = self.gettext:GetEntry("TASKSUCCESS",self.locale)
local succtxttts = self.gettext:GetEntry("TASKSUCCESSTTS",self.locale)
local taskname = string.format(succtxt, Task.PlayerTaskNr, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(succtxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
local clients=Task:GetClientObjects()
for _,client in pairs(clients) do
self:_BuildMenus(client,true,true)
end
return self
end
--- [Internal] On after task failed
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskFailed(From, Event, To, Task)
self:T({From, Event, To})
self:T(self.lid.."TaskFailed")
local failtxt = self.gettext:GetEntry("TASKFAILED",self.locale)
local failtxttts = self.gettext:GetEntry("TASKFAILEDTTS",self.locale)
local taskname = string.format(failtxt, Task.PlayerTaskNr, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(failtxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
return self
end
--- [Internal] On after task failed, repeat planned
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskRepeatOnFailed(From, Event, To, Task)
self:T({From, Event, To})
self:T(self.lid.."RepeatOnFailed")
local repfailtxt = self.gettext:GetEntry("TASKFAILEDREPLAN",self.locale)
local repfailtxttts = self.gettext:GetEntry("TASKFAILEDREPLANTTS",self.locale)
local taskname = string.format(repfailtxt, Task.PlayerTaskNr, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(repfailtxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
return self
end
--- [Internal] On after task added
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskAdded(From, Event, To, Task)
self:T({From, Event, To})
self:T(self.lid.."TaskAdded")
local addtxt = self.gettext:GetEntry("TASKADDED",self.locale)
local taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
return self
end
--- [Internal] On after Stop call
-- @param #PLAYERTASKCONTROLLER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterStop(From, Event, To)
self:T({From, Event, To})
self:T(self.lid.."Stopped.")
-- Player leaves
self:UnHandleEvent(EVENTS.PlayerLeaveUnit)
self:UnHandleEvent(EVENTS.Ejection)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.PilotDead)
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------
-- END PLAYERTASKCONTROLLER
-----
end