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479 lines
18 KiB
Lua
479 lines
18 KiB
Lua
--- **Tasking** - The TASK_A2G models tasks for players in Air to Ground engagements.
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--
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-- 
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--
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-- ====
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--
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-- ### Author: **Sven Van de Velde (FlightControl)**
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--
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-- ### Contributions:
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--
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-- ====
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--
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-- @module Task_A2G
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do -- TASK_A2G
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--- The TASK_A2G class
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-- @type TASK_A2G
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2G class, extends @{Task#TASK}
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--
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-- The TASK_A2G class defines Air To Ground tasks for a @{Set} of Target Units,
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-- based on the tasking capabilities defined in @{Task#TASK}.
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-- The TASK_A2G is implemented using a @{Fsm#FSM_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The A2G task is planned.
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-- * **Assigned**: The A2G task is assigned to a @{Group#GROUP}.
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-- * **Success**: The A2G task is successfully completed.
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-- * **Failed**: The A2G task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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-- ## Set the scoring of achievements in an A2G attack.
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--
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-- Scoring or penalties can be given in the following circumstances:
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--
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-- * @{#TASK_A2G.SetScoreOnDestroy}(): Set a score when a target in scope of the A2G attack, has been destroyed.
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-- * @{#TASK_A2G.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2G attack, have been destroyed.
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-- * @{#TASK_A2G.SetPenaltyOnFailed}(): Set a penalty when the A2G attack has failed.
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--
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-- @field #TASK_A2G
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TASK_A2G = {
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ClassName = "TASK_A2G",
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}
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--- Instantiates a new TASK_A2G.
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-- @param #TASK_A2G self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Set#SET_UNIT UnitSetTargets
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-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
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-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
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-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
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-- @return #TASK_A2G self
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function TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskType, TaskBriefing )
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local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType, TaskBriefing ) ) -- Tasking.Task#TASK_A2G
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self:F()
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self.TargetSetUnit = TargetSetUnit
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self.TaskType = TaskType
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local Fsm = self:GetUnitProcess()
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Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToRendezVous", Rejected = "Reject" } )
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Fsm:AddTransition( "Assigned", "RouteToRendezVous", "RoutingToRendezVous" )
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Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousPoint", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddProcess ( "RoutingToRendezVous", "RouteToRendezVousZone", ACT_ROUTE_ZONE:New(), { Arrived = "ArriveAtRendezVous" } )
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Fsm:AddTransition( { "Arrived", "RoutingToRendezVous" }, "ArriveAtRendezVous", "ArrivedAtRendezVous" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "Engage", "Engaging" )
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Fsm:AddTransition( { "ArrivedAtRendezVous", "HoldingAtRendezVous" }, "HoldAtRendezVous", "HoldingAtRendezVous" )
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Fsm:AddProcess ( "Engaging", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, self.TaskType ), { Accounted = "Success" } )
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Fsm:AddTransition( "Engaging", "RouteToTarget", "Engaging" )
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Fsm:AddProcess( "Engaging", "RouteToTargetZone", ACT_ROUTE_ZONE:New(), {} )
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Fsm:AddProcess( "Engaging", "RouteToTargetPoint", ACT_ROUTE_POINT:New(), {} )
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Fsm:AddTransition( "Engaging", "RouteToTargets", "Engaging" )
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Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
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Fsm:AddTransition( "Accounted", "Success", "Success" )
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Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
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Fsm:AddTransition( "Failed", "Fail", "Failed" )
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2G#TASK_A2G Task
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function Fsm:onafterRouteToRendezVous( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.RendezVousSetUnit
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if Task:GetRendezVousZone( TaskUnit ) then
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self:__RouteToRendezVousZone( 0.1 )
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else
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if Task:GetRendezVousCoordinate( TaskUnit ) then
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self:__RouteToRendezVousPoint( 0.1 )
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else
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self:__ArriveAtRendezVous( 0.1 )
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end
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2G Task
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function Fsm:OnAfterArriveAtRendezVous( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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self:__Engage( 0.1 )
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task#TASK_A2G Task
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function Fsm:onafterEngage( TaskUnit, Task )
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self:E( { self } )
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self:__Account( 0.1 )
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self:__RouteToTarget(0.1 )
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self:__RouteToTargets( -10 )
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2G#TASK_A2G Task
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function Fsm:onafterRouteToTarget( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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-- Determine the first Unit from the self.TargetSetUnit
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if Task:GetTargetZone( TaskUnit ) then
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self:__RouteToTargetZone( 0.1 )
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else
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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local Coordinate = TargetUnit:GetCoordinate()
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self:T( { TargetCoordinate = Coordinate, Coordinate:GetX(), Coordinate:GetY(), Coordinate:GetZ() } )
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Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
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end
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self:__RouteToTargetPoint( 0.1 )
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end
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end
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--- Test
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param Tasking.Task_A2G#TASK_A2G Task
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function Fsm:onafterRouteToTargets( TaskUnit, Task )
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self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
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local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
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if TargetUnit then
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Task:SetTargetCoordinate( TargetUnit:GetCoordinate(), TaskUnit )
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end
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self:__RouteToTargets( -10 )
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end
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return self
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end
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--- @param #TASK_A2G self
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function TASK_A2G:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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end
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--- @param #TASK_A2G self
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-- @param Core.Point#COORDINATE RendezVousCoordinate The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @param #number RendezVousRange The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2G:SetRendezVousCoordinate( RendezVousCoordinate, RendezVousRange, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteRendezVous:SetCoordinate( RendezVousCoordinate )
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ActRouteRendezVous:SetRange( RendezVousRange )
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end
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--- @param #TASK_A2G self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#COORDINATE The Coordinate object referencing to the 2D point where the RendezVous point is located on the map.
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-- @return #number The RendezVousRange that defines when the player is considered to have arrived at the RendezVous point.
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function TASK_A2G:GetRendezVousCoordinate( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteRendezVous:GetCoordinate(), ActRouteRendezVous:GetRange()
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end
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--- @param #TASK_A2G self
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-- @param Core.Zone#ZONE_BASE RendezVousZone The Zone object where the RendezVous is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2G:SetRendezVousZone( RendezVousZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteRendezVous:SetZone( RendezVousZone )
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end
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--- @param #TASK_A2G self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Zone#ZONE_BASE The Zone object where the RendezVous is located on the map.
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function TASK_A2G:GetRendezVousZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteRendezVous = ProcessUnit:GetProcess( "RoutingToRendezVous", "RouteToRendezVousZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteRendezVous:GetZone()
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end
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--- @param #TASK_A2G self
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-- @param Core.Point#COORDINATE TargetCoordinate The Coordinate object where the Target is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2G:SetTargetCoordinate( TargetCoordinate, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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ActRouteTarget:SetCoordinate( TargetCoordinate )
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end
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--- @param #TASK_A2G self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Point#COORDINATE The Coordinate object where the Target is located on the map.
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function TASK_A2G:GetTargetCoordinate( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
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return ActRouteTarget:GetCoordinate()
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end
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--- @param #TASK_A2G self
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-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
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-- @param Wrapper.Unit#UNIT TaskUnit
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function TASK_A2G:SetTargetZone( TargetZone, TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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ActRouteTarget:SetZone( TargetZone )
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end
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--- @param #TASK_A2G self
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
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function TASK_A2G:GetTargetZone( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteTarget:GetZone()
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end
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--- Set a score when a target in scope of the A2G attack, has been destroyed .
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-- @param #TASK_A2G self
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-- @param #string Text The text to display to the player, when the target has been destroyed.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G
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function TASK_A2G:SetScoreOnDestroy( Text, Score, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
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-- @param #TASK_A2G self
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-- @param #string Text The text to display to the player, when all targets hav been destroyed.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G
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function TASK_A2G:SetScoreOnSuccess( Text, Score, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", Text, Score )
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return self
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end
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--- Set a penalty when the A2G attack has failed.
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-- @param #TASK_A2G self
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-- @param #string Text The text to display to the player, when the A2G attack has failed.
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-- @param #number Penalty The penalty in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G
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function TASK_A2G:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", Text, Penalty )
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return self
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end
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end
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do -- TASK_A2G_SEAD
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--- The TASK_A2G_SEAD class
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-- @type TASK_A2G_SEAD
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2G_SEAD class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_SEAD class defines an Suppression or Extermination of Air Defenses task for a human player to be executed.
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-- These tasks are important to be executed as they will help to achieve air superiority at the vicinity.
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--
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-- The TASK_A2G_SEAD is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create SEAD tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_SEAD
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TASK_A2G_SEAD = {
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ClassName = "TASK_A2G_SEAD",
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}
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--- Instantiates a new TASK_A2G_SEAD.
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-- @param #TASK_A2G_SEAD self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_A2G_SEAD self
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function TASK_A2G_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "SEAD", TaskBriefing ) ) -- #TASK_A2G_SEAD
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self:F()
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Mission:AddTask( self )
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self:SetBriefing(
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TaskBriefing or
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"Execute a Suppression of Enemy Air Defenses.\n"
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)
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local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
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self:SetInfo( "Coordinates", TargetCoordinate )
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self:SetInfo( "Threat", "[" .. string.rep( "■", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
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local DetectedItemsCount = TargetSetUnit:Count()
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local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
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self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
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return self
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end
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end
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do -- TASK_A2G_BAI
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--- The TASK_A2G_BAI class
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-- @type TASK_A2G_BAI
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2G_BAI class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_BAI class defines an Battlefield Air Interdiction task for a human player to be executed.
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-- These tasks are more strategic in nature and are most of the time further away from friendly forces.
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-- BAI tasks can also be used to express the abscence of friendly forces near the vicinity.
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--
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-- The TASK_A2G_BAI is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create BAI tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_BAI
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TASK_A2G_BAI = {
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ClassName = "TASK_A2G_BAI",
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}
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--- Instantiates a new TASK_A2G_BAI.
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-- @param #TASK_A2G_BAI self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_A2G_BAI self
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function TASK_A2G_BAI:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "BAI", TaskBriefing ) ) -- #TASK_A2G_BAI
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self:F()
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Mission:AddTask( self )
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self:SetBriefing(
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TaskBriefing or
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"Execute a Battlefield Air Interdiction of a group of enemy targets.\n"
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)
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local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
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self:SetInfo( "Coordinates", TargetCoordinate )
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self:SetInfo( "Threat", "[" .. string.rep( "■", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
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local DetectedItemsCount = TargetSetUnit:Count()
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local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
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self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
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return self
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end
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end
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do -- TASK_A2G_CAS
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--- The TASK_A2G_CAS class
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-- @type TASK_A2G_CAS
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Tasking.Task#TASK
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--- # TASK_A2G_CAS class, extends @{Task_A2G#TASK_A2G}
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--
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-- The TASK_A2G_CAS class defines an Close Air Support task for a human player to be executed.
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-- Friendly forces will be in the vicinity within 6km from the enemy.
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--
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-- The TASK_A2G_CAS is used by the @{Task_A2G_Dispatcher#TASK_A2G_DISPATCHER} to automatically create CAS tasks
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-- based on detected enemy ground targets.
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--
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-- @field #TASK_A2G_CAS
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TASK_A2G_CAS = {
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ClassName = "TASK_A2G_CAS",
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}
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--- Instantiates a new TASK_A2G_CAS.
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-- @param #TASK_A2G_CAS self
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-- @param Tasking.Mission#MISSION Mission
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-- @param Core.Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskBriefing The briefing of the task.
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-- @return #TASK_A2G_CAS self
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function TASK_A2G_CAS:New( Mission, SetGroup, TaskName, TargetSetUnit, TaskBriefing )
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local self = BASE:Inherit( self, TASK_A2G:New( Mission, SetGroup, TaskName, TargetSetUnit, "CAS", TaskBriefing ) ) -- #TASK_A2G_CAS
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self:F()
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Mission:AddTask( self )
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self:SetBriefing(
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TaskBriefing or
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"Execute a Close Air Support for a group of enemy targets.\n" ..
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"Beware of friendlies at the vicinity!\n"
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)
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local TargetCoordinate = TargetSetUnit:GetFirst():GetCoordinate()
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self:SetInfo( "Coordinates", TargetCoordinate )
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self:SetInfo( "Threat", "[" .. string.rep( "■", TargetSetUnit:CalculateThreatLevelA2G() ) .. "]" )
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local DetectedItemsCount = TargetSetUnit:Count()
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local DetectedItemsTypes = TargetSetUnit:GetTypeNames()
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self:SetInfo( "Targets", string.format( "%d of %s", DetectedItemsCount, DetectedItemsTypes ) )
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return self
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end
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end
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