Updated documentation A2G Dispatcher

This commit is contained in:
FlightControl_Master
2018-03-15 21:36:52 +01:00
parent 38d267b2bc
commit 34265720cc
@@ -1,6 +1,4 @@
--- **Tasking** - The TASK_A2G_DISPATCHER creates and manages player TASK_A2G tasks based on detected targets. --- **Tasking** - The TASK\_A2G\_DISPATCHER dispatches A2G Tasks to Players based on enemy location detection.
--
--
-- --
-- ==== -- ====
-- --
@@ -30,8 +28,8 @@ do -- TASK_A2G_DISPATCHER
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, -- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**. -- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.
-- --
-- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Group}s that will be manned by **Players**. -- The A2G dispatcher will dispatch the A2G Tasks to a defined @{Set} of @{Group}s that will be manned by **Players**.
-- We call this the **AttackSet** of the A2G dispatcher. So, Players are seated in @{Unit}s of @{Group}s that contain @{Client}s. -- We call this the **AttackSet** of the A2G dispatcher. So, the Players are seated in the @{Client}s of the @{Group} @{Set}.
-- --
-- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation. -- Depending on the actions of the enemy, preventive tasks are dispatched to the players to orchestrate the engagement in a true co-operation.
-- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Group}s that are Recce vehicles or air units. -- The detection object will group the detected targets by its grouping method, and integrates a @{Set} of @{Group}s that are Recce vehicles or air units.
@@ -40,9 +38,9 @@ do -- TASK_A2G_DISPATCHER
-- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet.. -- Depending on the current detected tactical situation, different task types will be dispatched to the Players seated in the AttackSet..
-- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER: -- There are currently 3 **Task Types** implemented in the TASK\_A2G\_DISPATCHER:
-- --
-- - **SEAD Task**: Is dispatched when there are enemy ground units wihtin range of the FAC, which have **air 2 air search radars**. -- - **SEAD Task**: Dispatched when there are ground based Radar Emitters detected within an area.
-- - **CAS Task**: Is dispatched when there are friendly ground units within range of the enemy targets. -- - **CAS Task**: Dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
-- - **BAI Task**: Is dispatched when there are no friendly ground units within range of the enemy targets. -- - **BAI Task**: Dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
-- --
-- # 0. Tactical Situations -- # 0. Tactical Situations
-- --
@@ -51,7 +49,7 @@ do -- TASK_A2G_DISPATCHER
-- --
-- # 0.1. SEAD Task -- # 0.1. SEAD Task
-- --
-- A SEAD Task is created when there are Ground based Radar Emitters detected within an area. -- A SEAD Task is dispatched when there are ground based Radar Emitters detected within an area.
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia11.JPG)
-- --
@@ -60,7 +58,7 @@ do -- TASK_A2G_DISPATCHER
-- --
-- # 0.2. CAS Task -- # 0.2. CAS Task
-- --
-- A CAS Task is created when there are no Radar Emitters within the area, but there are friendly ground Units within 6 km of the area. -- A CAS Task is dispatched when there are no ground based Radar Emitters within the area, but there are friendly ground Units within 6 km from the enemy.
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia12.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia12.JPG)
-- --
@@ -69,7 +67,7 @@ do -- TASK_A2G_DISPATCHER
-- --
-- # 0.3. BAI Task -- # 0.3. BAI Task
-- --
-- A BAI Task is created when there are no Radar Emitters within the area, and there aren't any friendly ground Units within 6 km of the area. -- A BAI Task is dispatched when there are no ground based Radar Emitters within the area, and there aren't friendly ground Units within 6 km from the enemy.
-- --
-- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia13.JPG) -- ![](..\Presentations\TASK_A2G_DISPATCHER\Dia13.JPG)
-- --
@@ -358,39 +356,39 @@ do -- TASK_A2G_DISPATCHER
-- --
-- Below an example mission declaration that is defines a Task A2G Dispatcher object. -- Below an example mission declaration that is defines a Task A2G Dispatcher object.
-- --
-- -- Declare the Command Center -- -- Declare the Command Center
-- local HQ = GROUP -- local HQ = GROUP
-- :FindByName( "HQ", "Bravo HQ" ) -- :FindByName( "HQ", "Bravo HQ" )
-- --
-- local CommandCenter = COMMANDCENTER -- local CommandCenter = COMMANDCENTER
-- :New( HQ, "Lima" ) -- :New( HQ, "Lima" )
-- --
-- -- Declare the Mission for the Command Center. -- -- Declare the Mission for the Command Center.
-- local Mission = MISSION -- local Mission = MISSION
-- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) -- :New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
-- --
-- -- Define the RecceSet that will detect the enemy. -- -- Define the RecceSet that will detect the enemy.
-- local RecceSet = SET_GROUP -- local RecceSet = SET_GROUP
-- :New() -- :New()
-- :FilterPrefixes( "FAC" ) -- :FilterPrefixes( "FAC" )
-- :FilterCoalitions("red") -- :FilterCoalitions("red")
-- :FilterStart() -- :FilterStart()
-- --
-- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius. -- -- Setup the detection. We use DETECTION_AREAS to detect and group the enemies within areas of 3 km radius.
-- local DetectionAreas = DETECTION_AREAS -- local DetectionAreas = DETECTION_AREAS
-- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies. -- :New( RecceSet, 3000 ) -- The RecceSet will detect the enemies.
-- --
-- -- Setup the AttackSet, which is a SET_GROUP. -- -- Setup the AttackSet, which is a SET_GROUP.
-- -- The SET_GROUP is a dynamic collection of GROUP objects. -- -- The SET_GROUP is a dynamic collection of GROUP objects.
-- local AttackSet = SET_GROUP -- local AttackSet = SET_GROUP
-- :New() -- Create the SET_GROUP object. -- :New() -- Create the SET_GROUP object.
-- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions. -- :FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
-- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack. -- :FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
-- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack. -- :FilterStart() -- Enable the dynamic filtering. From this moment the AttackSet will contain all groups that are red and start with the name Attack.
-- --
-- -- Now we have everything to setup the main A2G TaskDispatcher. -- -- Now we have everything to setup the main A2G TaskDispatcher.
-- TaskDispatcher = TASK_A2G_DISPATCHER -- TaskDispatcher = TASK_A2G_DISPATCHER
-- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher. -- :New( Mission, AttackSet, DetectionAreas ) -- We assign the TaskDispatcher under Mission. The AttackSet will engage the enemy and will recieve the dispatched Tasks. The DetectionAreas will report any detected enemies to the TaskDispatcher.
-- --
-- --
-- --