MOOSE/Moose Development/Moose/Ops/PlayerTask.lua
Applevangelist ce15e8dfe0 #PLAYERTASKCONTROLLER
* Set menu name
* Better menu buildup and refresh
2022-08-15 13:11:09 +02:00

1532 lines
49 KiB
Lua

--- **Ops** - PlayerTask (mission) for Players.
--
-- ## Main Features:
--
-- * Simplifies defining and executing Player tasks
-- * FSM events when a mission is done, successful or failed
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/).
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.png
--- 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
--
-- @extends Core.Fsm#FSM
-------------------------------------------------------------------------------------------------------------------
-- PLAYERTASK
-- TODO: PLAYERTASK
-------------------------------------------------------------------------------------------------------------------
--- Global PlayerTaskNr counter
_PlayerTaskNr = 0
---
-- @field #PLAYERTASK
PLAYERTASK = {
ClassName = "PLAYERTASK",
verbose = true,
lid = nil,
PlayerTaskNr = nil,
Type = nil,
Target = nil,
Clients = nil,
Repeat = false,
repeats = 0,
RepeatNo = 1,
TargetMarker = nil,
SmokeColor = nil,
FlareColor = nil,
conditionSuccess = {},
conditionFailure = {},
TaskController = nil,
timestamp = 0,
}
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASK.version="0.0.8"
--- 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)
-- @return #PLAYERTASK self
function PLAYERTASK:New(Type, Target, Repeat, Times)
-- 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.getTime()
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:I(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", "*") -- 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:I(self.lid.."_SetController")
self.TaskController = Controller
return self
end
--- [User] Check if task is done
-- @param #PLAYERTASK self
-- @return #boolean done
function PLAYERTASK:IsDone()
self:I(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 clients assigned list as table
-- @param #PLAYERTASK self
-- @return #table clients
function PLAYERTASK:GetClients()
self:I(self.lid.."GetClients")
local clientlist = self.Clients:GetIDStackSorted() or {}
return clientlist
end
--- [User] Count clients
-- @param #PLAYERTASK self
-- @return #number clientcount
function PLAYERTASK:CountClients()
self:I(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:I(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:I(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:I(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:I(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
-- @return #PLAYERTASK self
function PLAYERTASK:MarkTargetOnF10Map()
self:I(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
self.TargetMarker = MARKER:New(coordinate,"Target of "..self.lid)
self.TargetMarker:ReadOnly()
self.TargetMarker:ToAll()
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:I(self.lid.."SmokeTarget")
local color = Color or SMOKECOLOR.Red
if self.Target then
local coordinate = self.Target:GetCoordinate()
if coordinate then
coordinate:Smoke(color)
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:I(self.lid.."SmokeTarget")
local color = Color or FLARECOLOR.Red
if self.Target then
local coordinate = self.Target:GetCoordinate()
if coordinate then
coordinate:Flare(color,0)
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:I({From, Event, To})
self:I(self.lid.."onafterStatus")
local status = self:GetState()
-- Check Target status
local targetdead = false
if self.Target:IsDead() or self.Target:IsDestroyed() then
targetdead = true
self:__Success(-2)
status = "Success"
return self
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 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:I({From, Event, To})
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:I({From, Event, To})
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:I({From, Event, To})
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:I({From, Event, To})
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:I({From, Event, To})
if Client then
local text = string.format("Player %s joined task %d!",Client:GetPlayerName() or "Generic",self.PlayerTaskNr)
self:I(self.lid..text)
end
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:I({From, Event, To})
if self.TaskController then
self.TaskController:__TaskDone(-1,self)
end
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:I({From, Event, To})
if self.TaskController then
self.TaskController:__TaskCancelled(-1,self)
end
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:I({From, Event, To})
if self.TaskController then
self.TaskController:__TaskSuccess(-1,self)
end
if self.TargetMarker then
self.TargetMarker:Remove()
end
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:I({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
if self.TaskController then
self.TaskController:__TaskFailed(-1,self)
end
self:__Done(-1)
end
return self
end
-------------------------------------------------------------------------------------------------------------------
-- PLAYERTASKCONTROLLER
-- TODO: PLAYERTASKCONTROLLER
-------------------------------------------------------------------------------------------------------------------
--- 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 Core.Set#SET_CLIENT ClientSet
-- @field #string ClientFilter
-- @field #string Name
-- @field #string Type
-- @field #boolean UseGroupNames
-- @field #table PlayerMenu
-- @field #boolean usecluster
-- @field #string MenuName
--
---
-- @field #PLAYERTASKCONTROLLER
PLAYERTASKCONTROLLER = {
ClassName = "PLAYERTASKCONTROLLER",
verbose = true,
lid = nil,
TargetQueue = nil,
ClientSet = nil,
UseGroupNames = true,
PlayerMenu = {},
usecluster = false,
MenuName = nil,
}
---
-- @field Type
PLAYERTASKCONTROLLER.Type = {
A2A = "Air-To-Air",
A2G = "Air-To-Ground",
A2S = "Air-To-Sea",
}
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.0.9"
--- Constructor
-- @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
-- @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.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.PlayerMenu = {} -- #table
self.MenuName = nil
self.repeatonfailed = true
self.repeattimes = 5
self.UseGroupNames = true
if ClientFilter then
self.ClientSet = SET_CLIENT:New():FilterCoalitions(string.lower(self.CoalitionName)):FilterActive(true):FilterPrefixes(ClientFilter):FilterStart()
else
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))
-- 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("*", "TaskRepeatOnFailed", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(-1)
self:__Status(-2)
-- 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:I(self.lid.."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
end
--- [internal] Event handling
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Event#EVENTDATA EventData
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_EventHandler(EventData)
self:I(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:I(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!"
end
else
text = "No active task!"
end
self:I(self.lid..text)
end
end
return self
end
function PLAYERTASKCONTROLLER:_DummyMenu(group)
self:I(self.lid.."_DummyMenu")
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:I(self.lid.."SwitchUseGroupNames")
if OnOff then
self.UseGroupNames = true
else
self.UseGroupNames = false
end
return self
end
--- [Internal] Get task types for the menu
-- @param #PLAYERTASKCONTROLLER self
-- @return #table TaskTypes
function PLAYERTASKCONTROLLER:_GetAvailableTaskTypes()
self:I(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:I(self.lid.."_GetTasksPerType")
local tasktypes = self:_GetAvailableTaskTypes()
self:I({tasktypes})
self.TaskQueue:ForEach(
function (Task)
local task = Task -- Ops.PlayerTask#PLAYERTASK
local type = Task.Type
if task:GetState() ~= "Executing" and 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:I(self.lid.."_CheckTargetQueue")
if self.TargetQueue:Count() > 0 then
local object = self.TargetQueue:Pull()
local target = TARGET:New(object)
self:_AddTask(target)
end
return self
end
--- [Internal] Check task queue
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_CheckTaskQueue()
self:I(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:I("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
-- DEBUG: Remove clients from the task
local clientsattask = task.Clients:GetIDStackSorted()
for _,_id in pairs(clientsattask) do
self:I("*****Removing player " .. _id)
self.TasksPerPlayer:PullByID(_id)
end
local task = self.TaskQueue:PullByID(_id) -- Ops.PlayerTask#PLAYERTASK
task = nil
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:I(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 or COORDINATE.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddTarget(Target)
self:I(self.lid.."AddTarget")
self.TargetQueue:Push(Target)
return self
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:I(self.lid.."_AddTask")
local cat = Target:GetCategory()
local type = AUFTRAG.Type.CAS
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:I("SEAD Check UNIT")
if targetobject:HasSEAD() then
type = AUFTRAG.Type.SEAD
end
elseif targetobject:IsInstanceOf("GROUP") then
self:I("SEAD Check GROUP")
local attribute = targetobject:GetAttribute()
if attribute == GROUP.Attribute.GROUND_SAM or attribute == GROUP.Attribute.GROUND_AAA then
type = AUFTRAG.Type.SEAD
end
elseif targetobject:IsInstanceOf("SET_GROUP") then
self:I("SEAD Check SET_GROUP")
targetobject:ForEachGroup(
function (group)
local attribute = group:GetAttribute()
if attribute == GROUP.Attribute.GROUND_SAM or attribute == GROUP.Attribute.GROUND_AAA then
type = AUFTRAG.Type.SEAD
end
end
)
elseif targetobject:IsInstanceOf("SET_UNIT") then
self:I("SEAD Check SET_UNIT")
targetobject:ForEachUnit(
function (unit)
if unit:HasSEAD() then
type = AUFTRAG.Type.SEAD
end
end
)
end
-- if there are no friendlies nearby ~2km and task isn't SEAD, then it's BAI
local targetcoord = Target:GetCoordinate()
local targetvec2 = targetcoord:GetVec2()
local targetzone = ZONE_RADIUS:New(self.Name,targetvec2,2000)
local coalition = targetobject:GetCoalitionName() or "Blue"
coalition = string.lower(coalition)
self:I("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.SEAD then
type = AUFTRAG.Type.BAI
end
elseif cat == TARGET.Category.NAVAL then
type = AUFTRAG.Type.ANTISHIP
elseif cat == TARGET.Category.AIRCRAFT then
type = AUFTRAG.Type.INTERCEPT
elseif cat == TARGET.Category.AIRBASE then
--TODO: Define Success Criteria, AB hit? Runway blocked, how to determine? change of coalition?
type = AUFTRAG.Type.BOMBRUNWAY
elseif cat == TARGET.Category.COORDINATE or cat == TARGET.Category.ZONE then
--TODO: Define Success Criteria, void of enemies?
type = AUFTRAG.Type.BOMBING
end
local task = PLAYERTASK:New(type,Target,self.repeatonfailed,self.repeattimes)
task:_SetController(self)
self.TaskQueue:Push(task)
self:__TaskAdded(-1,task)
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
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_JoinTask(Group, Client, Task)
self:I(self.lid.."_JoinTask")
local playername = Client:GetPlayerName()
if self.TasksPerPlayer:HasUniqueID(playername) then
-- Player already has a task
local m=MESSAGE:New("You already have one active task! Complete it first!","10","Info"):ToGroup(Group)
return self
end
Task:AddClient(Client)
local taskstate = Task:GetState()
--self:I(self.lid.."Taskstate = "..taskstate)
if taskstate ~= "Executing" and taskstate ~= "Done" then
Task:__Requested(-1)
Task:__Executing(-2)
local text = string.format("Player %s joined task %d in state %s", playername, Task.PlayerTaskNr, taskstate)
self:I(self.lid..text)
local m=MESSAGE:New(text,"10","Info"):ToAll()
self.TasksPerPlayer:Push(Task,playername)
-- clear menu
self:_BuildMenus(Client)
--[[
if self.PlayerMenu[playername] then
self.PlayerMenu[playername]:RemoveSubMenus()
end
--]]
end
return self
end
--- [Internal] Show active task info
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Group, Client)
self:I(self.lid.."_ActiveTaskInfo")
local playername = Client:GetPlayerName()
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
-- TODO: Show multiple
local task = self.TasksPerPlayer:GetIDStack()
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
local taskname = string.format("%s Task ID %02d",task.Type,task.PlayerTaskNr)
local Coordinate = task.Target:GetCoordinate()
local CoordText = Coordinate:ToStringA2G(Client)
local ThreatLevel = task.Target:GetThreatLevelMax()
local targets = task.Target:CountTargets() or 0
local clientlist = task:GetClients()
local ThreatGraph = "[" .. string.rep( "", ThreatLevel ) .. string.rep( "", 10 - ThreatLevel ) .. "]: "..ThreatLevel
text = string.format("%s\nThreat: %s\nTargets left: %d\nCoord: %s", taskname, ThreatGraph, targets, CoordText)
local clienttxt = "\nPilot(s): "
for _,_name in pairs(clientlist) do
clienttxt = clienttxt .. _name .. ", "
end
clienttxt=string.gsub(clienttxt,", $",".")
text = text .. clienttxt
else
text = "No active task!"
end
local m=MESSAGE:New(text,15,"Tasking"):ToGroup(Group)
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:I(self.lid.."_ActiveTaskInfo")
local playername = Client:GetPlayerName()
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:MarkTargetOnF10Map()
text = "Task location marked!"
else
text = "No active task!"
end
local m=MESSAGE:New(text,15,"Info"):ToGroup(Group)
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:I(self.lid.."_SmokeTask")
local playername = Client:GetPlayerName()
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:SmokeTarget()
text = "Task location smoked!"
else
text = "No active task!"
end
local m=MESSAGE:New(text,15,"Info"):ToGroup(Group)
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:I(self.lid.."_FlareTask")
local playername = Client:GetPlayerName()
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:FlareTarget()
text = "Task location illuminated!"
else
text = "No active task!"
end
local m=MESSAGE:New(text,15,"Info"):ToGroup(Group)
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:I(self.lid.."_FlareTask")
local playername = Client:GetPlayerName()
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:PullByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:ClientAbort(Client)
text = "Task aborted!"
else
text = "No active task!"
end
local m=MESSAGE:New(text,15,"Info"):ToGroup(Group)
self:_BuildMenus(Client)
return self
end
--- [Internal] Build client menus
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Client#CLIENT Client (optional) build for this client name only
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_BuildMenus(Client)
self:I(self.lid.."_BuildMenus")
local clients = self.ClientSet:GetAliveSet()
if Client then
clients = {Client}
end
for _,_client in pairs(clients) do
if _client then
local client = _client -- Wrapper.Client#CLIENT
local group = client:GetGroup()
local playername = client:GetPlayerName() or "Unknown"
if group and client then
---
-- TOPMENU
---
local menuname = self.MenuName or self.Name.." Tasking "..self.Type
local topmenu = MENU_GROUP:New(group,menuname,nil)
if self.PlayerMenu[playername] then
self.PlayerMenu[playername]:RemoveSubMenus()
else
self.PlayerMenu[playername] = topmenu
end
---
-- ACTIVE TASK MENU
---
if self:_CheckPlayerHasTask(playername) then
local active = MENU_GROUP:New(group,"Active Task",topmenu)
local info = MENU_GROUP_COMMAND:New(group,"Info",active,self._ActiveTaskInfo,self,group,client)
local mark = MENU_GROUP_COMMAND:New(group,"Mark on map",active,self._MarkTask,self,group,client)
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
-- no smoking/flaring here if A2A
local smoke = MENU_GROUP_COMMAND:New(group,"Smoke",active,self._SmokeTask,self,group,client)
local flare = MENU_GROUP_COMMAND:New(group,"Flare",active,self._FlareTask,self,group,client)
end
local abort = MENU_GROUP_COMMAND:New(group,"Abort",active,self._AbortTask,self,group,client)
elseif self.TaskQueue:Count() > 0 then
---
-- JOIN TASK MENU
---
local tasktypes = self:_GetAvailableTaskTypes()
local taskpertype = self:_GetTasksPerType()
local joinmenu = MENU_GROUP:New(group,"Join Task",topmenu)
local ttypes = {}
local taskmenu = {}
for _tasktype,_data in pairs(tasktypes) do
ttypes[_tasktype] = MENU_GROUP:New(group,_tasktype,joinmenu)
local tasks = taskpertype[_tasktype] or {}
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 text = string.format("TaskNo %03d [%d%s",_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 _task:GetState() == "Planned" or (not _task:HasPlayerName(playername)) then
local taskentry = MENU_GROUP_COMMAND:New(group,text,ttypes[_tasktype],self._JoinTask,self,group,client,_task)
taskentry:SetTag(playername)
taskmenu[#taskmenu+1] = taskentry
end
end
end
else
-- no tasks (yet)
local joinmenu = MENU_GROUP:New(group,"Currently no tasks available.",topmenu)
end
---
-- REFRESH MENU
---
self.PlayerMenu[playername]:Refresh()
end
end
end
return self
end
--- [User] Add agent group to INTEL detection
-- @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:I(self.lid.."AddAgent: "..Recce:GetName())
if self.Intel then
self.Intel:AddAgent(Recce)
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:I(self.lid.."SetMenuName: "..Name)
self.MenuName = Name
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:I(self.lid.."SetupIntel: "..RecceName)
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(2500)
self.Intel.statusupdate = 25
--if self.verbose then
--self.Intel:SetDetectionTypes(true,true,false,true,true,true)
--end
if self.Type == PLAYERTASKCONTROLLER.Type.A2G 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:I({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) then
self:I("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:I("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 then
self:I("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:I("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:I("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:I({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) then
self:I("A2A or A2S")
self:I("Adding group: "..contact.groupname)
self:AddTarget(contact.group)
elseif (type == INTEL.Ctype.GROUND or type == INTEL.Ctype.STRUCTURE) and self.Type == PLAYERTASKCONTROLLER.Type.A2G then
self:I("A2G")
self:I("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
--- [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:I({From, Event, To})
self:_CheckTargetQueue()
self:_CheckTaskQueue()
self:_BuildMenus()
local targetcount = self.TargetQueue:Count()
local taskcount = self.TaskQueue:Count()
local playercount = self.ClientSet:CountAlive()
if self.verbose then
local text = string.format("New Targets: %02d | Active Tasks: %02d | Active Players: %02d",targetcount,taskcount,playercount)
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:I({From, Event, To})
self:I(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:I({From, Event, To})
self:I(self.lid.."TaskCancelled")
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:I({From, Event, To})
self:I(self.lid.."TaskSuccess")
local taskname = string.format("Task #%d %s Success!", Task.PlayerTaskNr, tostring(Task.Type))
local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
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:I({From, Event, To})
self:I(self.lid.."TaskFailed")
local taskname = string.format("Task #%d %s Failed!", Task.PlayerTaskNr, tostring(Task.Type))
local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
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:I({From, Event, To})
self:I(self.lid.."RepeatOnFailed")
local taskname = string.format("Task #%d %s Failed! Replanning!", Task.PlayerTaskNr, tostring(Task.Type))
local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
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:I({From, Event, To})
self:I(self.lid.."TaskAdded")
local taskname = string.format("%s has a new Task %s", self.MenuName or self.Name, tostring(Task.Type))
local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
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:I({From, Event, To})
self:I(self.lid.."Stopped.")
-- Player leaves
self:UnHandleEvent(EVENTS.PlayerLeaveUnit)
self:UnHandleEvent(EVENTS.Ejection)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.PilotDead)
return self
end