mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
# Conflicts: # Moose Development/Moose/AI/AI_A2A_Dispatcher.lua # Moose Development/Moose/AI/AI_A2G_Dispatcher.lua # Moose Development/Moose/AI/AI_CAP.lua # Moose Development/Moose/AI/AI_CAS.lua # Moose Development/Moose/AI/AI_Patrol.lua # Moose Development/Moose/Core/Base.lua # Moose Development/Moose/Core/Beacon.lua # Moose Development/Moose/Core/Database.lua # Moose Development/Moose/Core/Fsm.lua # Moose Development/Moose/Core/MarkerOps_Base.lua # Moose Development/Moose/Core/Menu.lua # Moose Development/Moose/Core/Message.lua # Moose Development/Moose/Core/Point.lua # Moose Development/Moose/Core/ScheduleDispatcher.lua # Moose Development/Moose/Core/Scheduler.lua # Moose Development/Moose/Core/Set.lua # Moose Development/Moose/Core/Spawn.lua # Moose Development/Moose/Core/Zone.lua # Moose Development/Moose/DCS.lua # Moose Development/Moose/Functional/Detection.lua # Moose Development/Moose/Functional/Mantis.lua # Moose Development/Moose/Functional/Range.lua # Moose Development/Moose/Functional/Scoring.lua # Moose Development/Moose/Functional/Sead.lua # Moose Development/Moose/Modules.lua # Moose Development/Moose/Ops/ATIS.lua # Moose Development/Moose/Ops/Airboss.lua # Moose Development/Moose/Sound/UserSound.lua # Moose Development/Moose/Utilities/Enums.lua # Moose Development/Moose/Utilities/FiFo.lua # Moose Development/Moose/Utilities/Profiler.lua # Moose Development/Moose/Utilities/Routines.lua # Moose Development/Moose/Utilities/STTS.lua # Moose Development/Moose/Utilities/Utils.lua # Moose Development/Moose/Wrapper/Airbase.lua # Moose Development/Moose/Wrapper/Controllable.lua # Moose Development/Moose/Wrapper/Group.lua # Moose Development/Moose/Wrapper/Marker.lua # Moose Development/Moose/Wrapper/Positionable.lua # Moose Development/Moose/Wrapper/Unit.lua # Moose Setup/Moose.files
631 lines
25 KiB
Lua
631 lines
25 KiB
Lua
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
|
|
--
|
|
-- ===
|
|
--
|
|
-- ### Author: **FlightControl**
|
|
--
|
|
-- ### Contributions:
|
|
--
|
|
-- ===
|
|
--
|
|
-- @module Tasking.Task_A2G
|
|
-- @image MOOSE.JPG
|
|
|
|
do -- TASK_A2G
|
|
|
|
--- The TASK_A2G class
|
|
-- @type TASK_A2G
|
|
-- @field Core.Set#SET_UNIT TargetSetUnit
|
|
-- @extends Tasking.Task#TASK
|
|
|
|
--- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
|
|
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
|
|
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
|
|
--
|
|
-- * **None**: Start of the process
|
|
-- * **Planned**: The A2G task is planned.
|
|
-- * **Assigned**: The A2G task is assigned to a @{Wrapper.Group#GROUP}.
|
|
-- * **Success**: The A2G task is successfully completed.
|
|
-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
|
|
--
|
|
-- ## 1) Set the scoring of achievements in an A2G attack.
|
|
--
|
|
-- Scoring or penalties can be given in the following circumstances:
|
|
--
|
|
-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
|
|
-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
|
-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
|
|
--
|
|
-- @field #TASK_A2G
|
|
TASK_A2G = {
|
|
ClassName = "TASK_A2G"
|
|
}
|
|
|
|
--- Instantiates a new TASK_A2G.
|
|
-- @param #TASK_A2G self
|
|
-- @param Tasking.Mission#MISSION Mission
|
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
|
-- @param #string TaskName The name of the Task.
|
|
-- @param Core.Set#SET_UNIT UnitSetTargets
|
|
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
|
|
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
|
|
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
|
|
-- @return #TASK_A2G self
|
|
function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
|
|
self:F()
|
|
|
|
self.TargetSetUnit = TargetSetUnit
|
|
self.TaskType = TaskType
|
|
|
|
local Fsm = self:GetUnitProcess()
|
|
|
|
Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
|
|
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
|
|
Fsm:AddProcess( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
|
|
|
|
Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
|
|
|
|
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
|
|
Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
|
|
|
|
Fsm:AddProcess( "Engaging", "Account", ACT_ACCOUNT_DEADS:New(), {} )
|
|
Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
|
|
Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
|
|
Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
|
|
Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
|
|
|
|
-- Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
|
|
-- Fsm:AddTransition( "Accounted", "Success", "Success" )
|
|
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
|
|
Fsm:AddTransition( "Failed", "Fail", "Failed" )
|
|
|
|
--- Test
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param Tasking.Task_A2G#TASK_A2G Task
|
|
function Fsm:onafterAssigned( TaskUnit, Task )
|
|
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
|
-- Determine the first Unit from the self.RendezVousSetUnit
|
|
|
|
self:RouteToRendezVous()
|
|
end
|
|
|
|
--- Test
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param Tasking.Task_A2G#TASK_A2G Task
|
|
function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
|
|
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
|
-- Determine the first Unit from the self.RendezVousSetUnit
|
|
|
|
if Task:GetRendezVousZone( TaskUnit ) then
|
|
self:__RouteToRendezVousZone( 0.1 )
|
|
else
|
|
if Task:GetRendezVousCoordinate( TaskUnit ) then
|
|
self:__RouteToRendezVousPoint( 0.1 )
|
|
else
|
|
self:__ArriveAtRendezVous( 0.1 )
|
|
end
|
|
end
|
|
end
|
|
|
|
--- Test
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param Tasking.Task#TASK_A2G Task
|
|
function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
|
|
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
|
-- Determine the first Unit from the self.TargetSetUnit
|
|
|
|
self:__Engage( 0.1 )
|
|
end
|
|
|
|
--- Test
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param Tasking.Task#TASK_A2G Task
|
|
function Fsm:onafterEngage( TaskUnit, Task )
|
|
self:F( { self } )
|
|
self:__Account( 0.1 )
|
|
self:__RouteToTarget( 0.1 )
|
|
self:__RouteToTargets( -10 )
|
|
end
|
|
|
|
--- Test
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param Tasking.Task_A2G#TASK_A2G Task
|
|
function Fsm:onafterRouteToTarget( TaskUnit, Task )
|
|
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
|
-- Determine the first Unit from the self.TargetSetUnit
|
|
|
|
if Task:GetTargetZone( TaskUnit ) then
|
|
self:__RouteToTargetZone( 0.1 )
|
|
else
|
|
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
|
if TargetUnit then
|
|
local Coordinate = TargetUnit:GetPointVec3()
|
|
self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetY(), Coordinate:GetZ() } )
|
|
Task:SetTargetCoordinate( Coordinate, TaskUnit )
|
|
end
|
|
self:__RouteToTargetPoint( 0.1 )
|
|
end
|
|
end
|
|
|
|
--- Test
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @param Tasking.Task_A2G#TASK_A2G Task
|
|
function Fsm:onafterRouteToTargets( TaskUnit, Task )
|
|
self:F( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
|
|
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
|
|
if TargetUnit then
|
|
Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
|
|
end
|
|
self:__RouteToTargets( -10 )
|
|
end
|
|
|
|
return self
|
|
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Core.Set#SET_UNIT TargetSetUnit The set of targets.
|
|
function TASK_A2G:SetTargetSetUnit( TargetSetUnit )
|
|
|
|
self.TargetSetUnit = TargetSetUnit
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
function TASK_A2G:GetPlannedMenuText()
|
|
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
|
|
-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
|
ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
|
|
ActRouteRendezVous:SetRange( RendezVousRange )
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
|
|
-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
|
|
function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
|
return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
|
ActRouteRendezVous:SetZone( RendezVousZone )
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
|
|
function TASK_A2G:GetRendezVousZone( TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
|
return ActRouteRendezVous:GetZone()
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
|
ActRouteTarget:SetCoordinate( TargetCoordinate )
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
|
|
function TASK_A2G:GetTargetCoordinate( TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
|
|
return ActRouteTarget:GetCoordinate()
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
|
ActRouteTarget:SetZone( TargetZone )
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
|
|
function TASK_A2G:GetTargetZone( TaskUnit )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
|
|
return ActRouteTarget:GetZone()
|
|
end
|
|
|
|
function TASK_A2G:SetGoalTotal()
|
|
|
|
self.GoalTotal = self.TargetSetUnit:Count()
|
|
end
|
|
|
|
function TASK_A2G:GetGoalTotal()
|
|
|
|
return self.GoalTotal
|
|
end
|
|
|
|
--- Return the relative distance to the target vicinity from the player, in order to sort the targets in the reports per distance from the threats.
|
|
-- @param #TASK_A2G self
|
|
function TASK_A2G:ReportOrder( ReportGroup )
|
|
self:UpdateTaskInfo( self.DetectedItem )
|
|
|
|
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
|
local Distance = ReportGroup:GetCoordinate():Get2DDistance( Coordinate )
|
|
|
|
return Distance
|
|
end
|
|
|
|
--- This method checks every 10 seconds if the goal has been reached of the task.
|
|
-- @param #TASK_A2G self
|
|
function TASK_A2G:onafterGoal( TaskUnit, From, Event, To )
|
|
local TargetSetUnit = self.TargetSetUnit -- Core.Set#SET_UNIT
|
|
|
|
if TargetSetUnit:Count() == 0 then
|
|
self:Success()
|
|
end
|
|
|
|
self:__Goal( -10 )
|
|
end
|
|
|
|
--- @param #TASK_A2G self
|
|
function TASK_A2G:UpdateTaskInfo( DetectedItem )
|
|
|
|
if self:IsStatePlanned() or self:IsStateAssigned() then
|
|
local TargetCoordinate = DetectedItem and self.Detection:GetDetectedItemCoordinate( DetectedItem ) or self.TargetSetUnit:GetFirst():GetCoordinate()
|
|
self.TaskInfo:AddTaskName( 0, "MSOD" )
|
|
self.TaskInfo:AddCoordinate( TargetCoordinate, 1, "SOD" )
|
|
|
|
local ThreatLevel, ThreatText
|
|
if DetectedItem then
|
|
ThreatLevel, ThreatText = self.Detection:GetDetectedItemThreatLevel( DetectedItem )
|
|
else
|
|
ThreatLevel, ThreatText = self.TargetSetUnit:CalculateThreatLevelA2G()
|
|
end
|
|
self.TaskInfo:AddThreat( ThreatText, ThreatLevel, 10, "MOD", true )
|
|
|
|
if self.Detection then
|
|
local DetectedItemsCount = self.TargetSetUnit:Count()
|
|
local ReportTypes = REPORT:New()
|
|
local TargetTypes = {}
|
|
for TargetUnitName, TargetUnit in pairs( self.TargetSetUnit:GetSet() ) do
|
|
local TargetType = self.Detection:GetDetectedUnitTypeName( TargetUnit )
|
|
if not TargetTypes[TargetType] then
|
|
TargetTypes[TargetType] = TargetType
|
|
ReportTypes:Add( TargetType )
|
|
end
|
|
end
|
|
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
|
|
self.TaskInfo:AddTargets( DetectedItemsCount, ReportTypes:Text( ", " ), 20, "D", true )
|
|
else
|
|
local DetectedItemsCount = self.TargetSetUnit:Count()
|
|
local DetectedItemsTypes = self.TargetSetUnit:GetTypeNames()
|
|
self.TaskInfo:AddTargetCount( DetectedItemsCount, 11, "O", true )
|
|
self.TaskInfo:AddTargets( DetectedItemsCount, DetectedItemsTypes, 20, "D", true )
|
|
end
|
|
self.TaskInfo:AddQFEAtCoordinate( TargetCoordinate, 30, "MOD" )
|
|
self.TaskInfo:AddTemperatureAtCoordinate( TargetCoordinate, 31, "MD" )
|
|
self.TaskInfo:AddWindAtCoordinate( TargetCoordinate, 32, "MD" )
|
|
end
|
|
|
|
end
|
|
|
|
--- This function is called from the @{Tasking.CommandCenter#COMMANDCENTER} to determine the method of automatic task selection.
|
|
-- @param #TASK_A2G self
|
|
-- @param #number AutoAssignMethod The method to be applied to the task.
|
|
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter The command center.
|
|
-- @param Wrapper.Group#GROUP TaskGroup The player group.
|
|
function TASK_A2G:GetAutoAssignPriority( AutoAssignMethod, CommandCenter, TaskGroup )
|
|
|
|
if AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Random then
|
|
return math.random( 1, 9 )
|
|
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Distance then
|
|
local Coordinate = self.TaskInfo:GetData( "Coordinate" )
|
|
local Distance = Coordinate:Get2DDistance( CommandCenter:GetPositionable():GetCoordinate() )
|
|
self:F( { Distance = Distance } )
|
|
return math.floor( Distance )
|
|
elseif AutoAssignMethod == COMMANDCENTER.AutoAssignMethods.Priority then
|
|
return 1
|
|
end
|
|
|
|
return 0
|
|
end
|
|
|
|
end
|
|
|
|
do -- TASK_A2G_SEAD
|
|
|
|
--- The TASK_A2G_SEAD class
|
|
-- @type TASK_A2G_SEAD
|
|
-- @field Core.Set#SET_UNIT TargetSetUnit
|
|
-- @extends Tasking.Task#TASK
|
|
|
|
--- Defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
|
|
-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
|
|
--
|
|
-- The TASK_A2G_SEAD is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
|
|
-- based on detected enemy ground targets.
|
|
--
|
|
-- @field #TASK_A2G_SEAD
|
|
TASK_A2G_SEAD = {
|
|
ClassName = "TASK_A2G_SEAD"
|
|
}
|
|
|
|
--- Instantiates a new TASK_A2G_SEAD.
|
|
-- @param #TASK_A2G_SEAD self
|
|
-- @param Tasking.Mission#MISSION Mission
|
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
|
-- @param #string TaskName The name of the Task.
|
|
-- @param Core.Set#SET_UNIT TargetSetUnit
|
|
-- @param #string TaskBriefing The briefing of the task.
|
|
-- @return #TASK_A2G_SEAD self
|
|
function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
|
|
self:F()
|
|
|
|
Mission:AddTask( self )
|
|
|
|
self:SetBriefing( TaskBriefing or "Execute a Suppression of Enemy Air Defenses." )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
|
-- @param #TASK_A2G_SEAD self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points to be granted when task process has been achieved.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_SEAD
|
|
function TASK_A2G_SEAD:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
|
-- @param #TASK_A2G_SEAD self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_SEAD
|
|
function TASK_A2G_SEAD:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a penalty when the A2G attack has failed.
|
|
-- @param #TASK_A2G_SEAD self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Penalty The penalty in points, must be a negative value!
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_SEAD
|
|
function TASK_A2G_SEAD:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
|
self:F( { PlayerName, Penalty, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
|
|
|
|
return self
|
|
end
|
|
|
|
end
|
|
|
|
do -- TASK_A2G_BAI
|
|
|
|
--- The TASK_A2G_BAI class
|
|
-- @type TASK_A2G_BAI
|
|
-- @field Core.Set#SET_UNIT TargetSetUnit
|
|
-- @extends Tasking.Task#TASK
|
|
|
|
--- Defines a Battlefield Air Interdiction task for a human player to be executed.
|
|
-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
|
|
-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
|
|
--
|
|
-- The TASK_A2G_BAI is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
|
|
-- based on detected enemy ground targets.
|
|
--
|
|
-- @field #TASK_A2G_BAI
|
|
TASK_A2G_BAI = { ClassName = "TASK_A2G_BAI" }
|
|
|
|
--- Instantiates a new TASK_A2G_BAI.
|
|
-- @param #TASK_A2G_BAI self
|
|
-- @param Tasking.Mission#MISSION Mission
|
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
|
-- @param #string TaskName The name of the Task.
|
|
-- @param Core.Set#SET_UNIT TargetSetUnit
|
|
-- @param #string TaskBriefing The briefing of the task.
|
|
-- @return #TASK_A2G_BAI self
|
|
function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
|
|
self:F()
|
|
|
|
Mission:AddTask( self )
|
|
|
|
self:SetBriefing( TaskBriefing or "Execute a Battlefield Air Interdiction of a group of enemy targets." )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
|
-- @param #TASK_A2G_BAI self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points to be granted when task process has been achieved.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_BAI
|
|
function TASK_A2G_BAI:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
|
-- @param #TASK_A2G_BAI self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_BAI
|
|
function TASK_A2G_BAI:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a penalty when the A2G attack has failed.
|
|
-- @param #TASK_A2G_BAI self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Penalty The penalty in points, must be a negative value!
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_BAI
|
|
function TASK_A2G_BAI:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
|
self:F( { PlayerName, Penalty, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
|
|
|
|
return self
|
|
end
|
|
|
|
end
|
|
|
|
do -- TASK_A2G_CAS
|
|
|
|
--- The TASK_A2G_CAS class
|
|
-- @type TASK_A2G_CAS
|
|
-- @field Core.Set#SET_UNIT TargetSetUnit
|
|
-- @extends Tasking.Task#TASK
|
|
|
|
--- Defines an Close Air Support task for a human player to be executed.
|
|
-- Friendly forces will be in the vicinity within 6km from the enemy.
|
|
--
|
|
-- The TASK_A2G_CAS is used by the @{Tasking.Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
|
|
-- based on detected enemy ground targets.
|
|
--
|
|
-- @field #TASK_A2G_CAS
|
|
TASK_A2G_CAS = { ClassName = "TASK_A2G_CAS" }
|
|
|
|
--- Instantiates a new TASK_A2G_CAS.
|
|
-- @param #TASK_A2G_CAS self
|
|
-- @param Tasking.Mission#MISSION Mission
|
|
-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
|
|
-- @param #string TaskName The name of the Task.
|
|
-- @param Core.Set#SET_UNIT TargetSetUnit
|
|
-- @param #string TaskBriefing The briefing of the task.
|
|
-- @return #TASK_A2G_CAS self
|
|
function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
|
|
local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
|
|
self:F()
|
|
|
|
Mission:AddTask( self )
|
|
|
|
self:SetBriefing( TaskBriefing or ( "Execute a Close Air Support for a group of enemy targets. " .. "Beware of friendlies at the vicinity! " ) )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when a target in scope of the A2G attack, has been destroyed .
|
|
-- @param #TASK_A2G_CAS self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points to be granted when task process has been achieved.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_CAS
|
|
function TASK_A2G_CAS:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
|
|
-- @param #TASK_A2G_CAS self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Score The score in points.
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_CAS
|
|
function TASK_A2G_CAS:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
|
self:F( { PlayerName, Score, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
|
|
|
|
return self
|
|
end
|
|
|
|
--- Set a penalty when the A2G attack has failed.
|
|
-- @param #TASK_A2G_CAS self
|
|
-- @param #string PlayerName The name of the player.
|
|
-- @param #number Penalty The penalty in points, must be a negative value!
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #TASK_A2G_CAS
|
|
function TASK_A2G_CAS:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
|
self:F( { PlayerName, Penalty, TaskUnit } )
|
|
|
|
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
|
|
|
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
|
|
|
|
return self
|
|
end
|
|
|
|
end
|