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Updated Moose.lua
This commit is contained in:
@@ -0,0 +1,51 @@
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---
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-- Name: TAD-A2G-100 - TYPES - Detection Test
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-- Author: FlightControl
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-- Date Created: 15 Mar 2018
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--
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-- # Situation:
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--
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-- This mission demonstrates the dynamic task dispatching for Air to Ground operations.
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-- Reconnassance vehicles are placed at strategic locations, scanning for the enemy locations.
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-- The detection method used is the DETECTION_TYPES method, which groups detected targets into Unit Types that were detected.
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-- The AttackSet will engage upon the enemy, which is a Set of Groups seated by Players.
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-- A2G Tasks are being dispatched to the Players as enemy locations are being detected by the Recce.
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-- Observe that A2G Tasks are being dispatched to the player.
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-- Declare the Command Center
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local HQ = GROUP
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:FindByName( "HQ", "Bravo HQ" )
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local CommandCenter = COMMANDCENTER
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:New( HQ, "Lima" ) -- Create the CommandCenter.
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-- Declare the Mission for the Command Center.
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local Mission = MISSION
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:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) -- Create the Mission.
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-- Define the RecceSet that will detect the enemy.
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local RecceSet = SET_GROUP
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:New() -- Create the RecceSet, which is the set of groups detecting the enemy locations.
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:FilterPrefixes( "Recce" ) -- All Recce groups start with the name "Recce".
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:FilterCoalitions("red") -- only the red coalition.
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:FilterStart() -- Start the dynamic building of the set.
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-- Setup the detection. We use DETECTION_AREAS to detect and group the enemies.
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local DetectionAreas = DETECTION_TYPES
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:New( RecceSet ) -- The RecceSet will detect the enemies, and group them into unit types that were detected.
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-- Setup the AttackSet, which is a SET_GROUP.
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-- The SET_GROUP is a dynamic collection of GROUP objects.
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local AttackSet = SET_GROUP
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:New() -- Create the SET_GROUP object.
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:FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
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:FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
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:FilterStart() -- Start the dynamic building of the set.
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-- Now we have everything to setup the main A2G TaskDispatcher.
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TaskDispatcher = TASK_A2G_DISPATCHER
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: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.
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-- We use the MISSILETRAINER for demonstration purposes.
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MissileTrainer = MISSILETRAINER:New( 100, "Missiles will be destroyed for training when they reach your plane." )
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@@ -0,0 +1,35 @@
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---
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-- Name: TAD-100 - A2G Task Dispatching DETECTION_AREAS
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-- Author: FlightControl
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-- Date Created: 06 Mar 2017
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--
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-- # Situation:
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--
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-- This mission demonstrates the dynamic task dispatching for Air to Ground operations.
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-- FACA's and FAC's are patrolling around the battle zone, while detecting targets.
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-- The detection method used is the DETECTION_AREAS method, which groups detected targets into zones.
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--
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-- # Test cases:
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--
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-- 1. Observe the FAC(A)'s detecting targets and grouping them.
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-- For test, each zone will have a circle of tyres, that are visible on the map too.
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-- 2. Check that the HQ provides menus to engage on a task set by the FACs.
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--
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local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
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local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
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local Scoring = SCORING:New( "Detect Demo" )
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local Mission = MISSION
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:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
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:AddScoring( Scoring )
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local FACAreas = DETECTION_TYPES:New( FACSet )
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, FACAreas )
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---
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-- Name: TAD-220 - A2G Task Dispatching per TYPE and SCORING
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-- Author: FlightControl
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-- Date Created: 20 Mar 2017
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--
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-- # Situation:
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--
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-- This mission demonstrates the scoring of dynamic task dispatching for Air to Ground operations.
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--
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-- # Test cases:
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--
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-- 1. Observe the FAC(A)'s detecting targets and grouping them.
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-- 2. Check that the HQ provides menus to engage on a task set by the FACs.
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-- 3. Engage on a task and destroy a target. Check if scoring is given for that target.
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-- 4. Engage all targets in the task, and check if mission success is achieved and that a scoring is given.
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-- 5. Restart the mission, and crash into the ground, check if you can get penalties.
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--
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local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
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local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
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local Scoring = SCORING:New( "Detect Demo" )
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local Mission = MISSION
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:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
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:AddScoring( Scoring )
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local DetectionTypes = DETECTION_TYPES:New( FACSet )
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, DetectionTypes )
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--- @param #TaskDispatcher self
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-- @param From
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-- @param Event
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-- @param To
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-- @param Tasking.Task_A2G#TASK_A2G Task
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #string PlayerName
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function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
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self:E( "I am in assigned ... " )
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Task:SetScoreOnProgress( "Player " .. PlayerName .. " destroyed a target", 50, TaskUnit )
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Task:SetScoreOnSuccess( "The task has been successfully completed!", 200, TaskUnit )
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Task:SetScoreOnFail( "The task has failed completion!", 100, TaskUnit )
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end
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-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
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-- This is just an example, but many more examples can follow...
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-- Every time a Task becomes Successful, it will trigger the Complete event in the Mission.
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-- The mission designer NEED TO OVERRIDE the OnBeforeComplete to prevent the mission from getting into completion
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-- too early!
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function Mission:OnBeforeComplete( From, Event, To )
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local Group004 = GROUP:FindByName( "Target #004" )
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if Group004:IsAlive() == false then
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Mission:GetCommandCenter():MessageToCoalition( "Mission Complete!" )
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return true
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end
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return false
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end
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@@ -0,0 +1,50 @@
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---
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-- Name: TAD-120 - A2G Task Dispatching DETECTION_UNITS
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-- Author: FlightControl
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-- Date Created: 13 Mar 2017
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--
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-- # Situation:
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--
|
||||
-- This mission demonstrates the dynamic task dispatching for Air to Ground operations.
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-- FACA's and FAC's are patrolling around the battle field, while detecting targets.
|
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-- The detection method used is the DETECTION_UNITS method, which groups detected targets per detected unit.
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--
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-- # Test cases:
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--
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-- 1. Observe the FAC(A)'s detecting targets and grouping them.
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-- 2. Check that the HQ provides menus to engage on a task set by the FACs.
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--
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local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
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local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
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local Scoring = SCORING:New( "Detect Demo" )
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local Mission = MISSION
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:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
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:AddScoring( Scoring )
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local FACAreas = DETECTION_UNITS:New( FACSet )
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, FACAreas )
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-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
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-- This is just an example, but many more examples can follow...
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||||
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-- Every time a Task becomes Successful, it will trigger the Complete event in the Mission.
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-- The mission designer NEED TO OVERRIDE the OnBeforeComplete to prevent the mission from getting into completion
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-- too early!
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function Mission:OnBeforeComplete( From, Event, To )
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local Group004 = GROUP:FindByName( "Target #004" )
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if Group004:IsAlive() == false then
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Mission:GetCommandCenter():MessageToCoalition( "Mission Complete!" )
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return true
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end
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return false
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end
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@@ -0,0 +1,64 @@
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---
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-- Name: TAD-200 - A2G Task Dispatching with SCORING
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-- Author: FlightControl
|
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-- Date Created: 19 Mar 2017
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--
|
||||
-- # Situation:
|
||||
--
|
||||
-- This mission demonstrates the scoring of dynamic task dispatching for Air to Ground operations.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the FAC(A)'s detecting targets and grouping them.
|
||||
-- 2. Check that the HQ provides menus to engage on a task set by the FACs.
|
||||
-- 3. Engage on a task and destroy a target. Check if scoring is given for that target.
|
||||
-- 4. Engage all targets in the task, and check if mission success is achieved and that a scoring is given.
|
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-- 5. Restart the mission, and crash into the ground, check if you can get penalties.
|
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--
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local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
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local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
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local Scoring = SCORING:New( "Detect Demo" )
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local Mission = MISSION
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:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
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:AddScoring( Scoring )
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local FACAreas = DETECTION_UNITS:New( FACSet )
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, FACAreas )
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--- @param #TaskDispatcher self
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-- @param From
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-- @param Event
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-- @param To
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-- @param Tasking.Task_A2G#TASK_A2G Task
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @param #string PlayerName
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function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
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Task:SetScoreOnProgress( "Player " .. PlayerName .. " destroyed a target", 20, TaskUnit )
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Task:SetScoreOnSuccess( "The task has been successfully completed!", 200, TaskUnit )
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Task:SetScoreOnFail( "The task has failed completion!", -100, TaskUnit )
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end
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|
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-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
|
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-- This is just an example, but many more examples can follow...
|
||||
|
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-- Every time a Task becomes Successful, it will trigger the Complete event in the Mission.
|
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-- The mission designer NEED TO OVERRIDE the OnBeforeComplete to prevent the mission from getting into completion
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-- too early!
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function Mission:OnBeforeComplete( From, Event, To )
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local Group004 = GROUP:FindByName( "Target #004" )
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if Group004:IsAlive() == false then
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Mission:GetCommandCenter():MessageToCoalition( "Mission Complete!" )
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return true
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end
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return false
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end
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@@ -0,0 +1,65 @@
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---
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-- Name: TAD-210 - A2G Task Dispatching #1 for AREAS and SCORING
|
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-- Author: FlightControl
|
||||
-- Date Created: 19 Mar 2017
|
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--
|
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-- # Situation:
|
||||
--
|
||||
-- This mission demonstrates the scoring of dynamic task dispatching for Air to Ground operations.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the FAC(A)'s detecting targets and grouping them.
|
||||
-- 2. Check that the HQ provides menus to engage on a task set by the FACs.
|
||||
-- 3. Engage on a task and destroy a target. Check if scoring is given for that target.
|
||||
-- 4. Engage all targets in the task, and check if mission success is achieved and that a scoring is given.
|
||||
-- 5. Restart the mission, and crash into the ground, check if you can get penalties.
|
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--
|
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local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
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|
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local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
|
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|
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local Scoring = SCORING:New( "Detect Demo" )
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|
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local Mission = MISSION
|
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:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
|
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:AddScoring( Scoring )
|
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|
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local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
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local FACAreas = DETECTION_AREAS:New( FACSet, 400 )
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FACAreas:BoundDetectedZones()
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|
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|
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local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
|
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|
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TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, FACAreas )
|
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|
||||
--- @param #TaskDispatcher self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string PlayerName
|
||||
function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
|
||||
Task:SetScoreOnDestroy( "Player " .. PlayerName .. " destroyed a target", 20, TaskUnit )
|
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Task:SetScoreOnSuccess( "The task has been successfully completed!", 200, TaskUnit )
|
||||
Task:SetPenaltyOnFailed( "The task has failed completion!", -100, TaskUnit )
|
||||
end
|
||||
|
||||
-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
|
||||
-- This is just an example, but many more examples can follow...
|
||||
|
||||
-- Every time a Task becomes Successful, it will trigger the Complete event in the Mission.
|
||||
-- The mission designer NEED TO OVERRIDE the OnBeforeComplete to prevent the mission from getting into completion
|
||||
-- too early!
|
||||
|
||||
function Mission:OnBeforeComplete( From, Event, To )
|
||||
local Group004 = GROUP:FindByName( "Target #004" )
|
||||
if Group004:IsAlive() == false then
|
||||
Mission:GetCommandCenter():MessageToCoalition( "Mission Complete!" )
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
@@ -0,0 +1,65 @@
|
||||
---
|
||||
-- Name: TAD-210 - A2G Task Dispatching for AREAS and SCORING
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 19 Mar 2017
|
||||
--
|
||||
-- # Situation:
|
||||
--
|
||||
-- This mission demonstrates the scoring of dynamic task dispatching for Air to Ground operations.
|
||||
--
|
||||
-- # Test cases:
|
||||
--
|
||||
-- 1. Observe the FAC(A)'s detecting targets and grouping them.
|
||||
-- 2. Check that the HQ provides menus to engage on a task set by the FACs.
|
||||
-- 3. Engage on a task and destroy a target. Check if scoring is given for that target.
|
||||
-- 4. Engage all targets in the task, and check if mission success is achieved and that a scoring is given.
|
||||
-- 5. Restart the mission, and crash into the ground, check if you can get penalties.
|
||||
--
|
||||
local HQ = GROUP:FindByName( "HQ", "Bravo HQ" )
|
||||
|
||||
local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
|
||||
|
||||
local Scoring = SCORING:New( "Detect Demo" )
|
||||
|
||||
local Mission = MISSION
|
||||
:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED )
|
||||
:AddScoring( Scoring )
|
||||
|
||||
local FACSet = SET_GROUP:New():FilterPrefixes( "FAC" ):FilterCoalitions("red"):FilterStart()
|
||||
|
||||
local FACAreas = DETECTION_AREAS:New( FACSet, 400 )
|
||||
FACAreas:BoundDetectedZones()
|
||||
|
||||
|
||||
local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Attack" ):FilterStart()
|
||||
|
||||
TaskDispatcher = TASK_A2G_DISPATCHER:New( Mission, AttackGroups, FACAreas )
|
||||
|
||||
--- @param #TaskDispatcher self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @param Tasking.Task_A2G#TASK_A2G Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string PlayerName
|
||||
function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
|
||||
Task:SetScoreOnProgress( "Player " .. PlayerName .. " destroyed a target", 20, TaskUnit )
|
||||
Task:SetScoreOnSuccess( "The task has been successfully completed!", 200, TaskUnit )
|
||||
Task:SetScoreOnFail( "The task has failed completion!", -100, TaskUnit )
|
||||
end
|
||||
|
||||
-- Now this is REALLY neat. I set the goal of the mission to be the destruction of Target #004.
|
||||
-- This is just an example, but many more examples can follow...
|
||||
|
||||
-- Every time a Task becomes Successful, it will trigger the Complete event in the Mission.
|
||||
-- The mission designer NEED TO OVERRIDE the OnBeforeComplete to prevent the mission from getting into completion
|
||||
-- too early!
|
||||
|
||||
function Mission:OnBeforeComplete( From, Event, To )
|
||||
local Group004 = GROUP:FindByName( "Target #004" )
|
||||
if Group004:IsAlive() == false then
|
||||
Mission:GetCommandCenter():MessageToCoalition( "Mission Complete!" )
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
@@ -0,0 +1,52 @@
|
||||
---
|
||||
-- Name: TAD-A2G-001 - AREAS - Destroy Test
|
||||
-- Author: FlightControl
|
||||
-- Date Created: 15 Mar 2018
|
||||
--
|
||||
-- This mission demonstrates the dynamic task dispatching for Air to Ground operations.
|
||||
-- Reconnassance vehicles are placed at strategic locations, scanning for the enemy locations.
|
||||
-- The detection method used is the DETECTION_AREAS method, which groups detected targets into areas.
|
||||
-- The AttackSet will engage upon the enemy, which is a Set of Groups seated by Players.
|
||||
-- A2G Tasks are being dispatched to the Players as enemy locations are being detected by the Recce.
|
||||
-- Observe that A2G Tasks are being dispatched to the player.
|
||||
-- Get seated in the Attack Plane, there is also an AI with you, who will attack the ground targets.
|
||||
-- Join the A2G Task that was dispatched to you.
|
||||
-- Once the AI in your group destroys the target, you should see that the A2G task got success.
|
||||
|
||||
|
||||
-- Declare the Command Center
|
||||
local HQ = GROUP
|
||||
:FindByName( "HQ", "Bravo HQ" )
|
||||
|
||||
local CommandCenter = COMMANDCENTER
|
||||
:New( HQ, "Lima" ) -- Create the CommandCenter.
|
||||
|
||||
-- Declare the Mission for the Command Center.
|
||||
local Mission = MISSION
|
||||
:New( CommandCenter, "Overlord", "High", "Attack Detect Mission Briefing", coalition.side.RED ) -- Create the Mission.
|
||||
|
||||
-- Define the RecceSet that will detect the enemy.
|
||||
local RecceSet = SET_GROUP
|
||||
:New() -- Create the RecceSet, which is the set of groups detecting the enemy locations.
|
||||
:FilterPrefixes( "Recce" ) -- All Recce groups start with the name "Recce".
|
||||
:FilterCoalitions("red") -- only the red coalition.
|
||||
:FilterStart() -- Start the dynamic building of the set.
|
||||
|
||||
-- Setup the detection. We use DETECTION_AREAS to detect and group the enemies.
|
||||
local DetectionAreas = DETECTION_AREAS
|
||||
:New( RecceSet, 3000 ) -- The RecceSet will detect the enemies, and group them into areas of a 3 km radius.
|
||||
|
||||
-- Setup the AttackSet, which is a SET_GROUP.
|
||||
-- The SET_GROUP is a dynamic collection of GROUP objects.
|
||||
local AttackSet = SET_GROUP
|
||||
:New() -- Create the SET_GROUP object.
|
||||
:FilterCoalitions( "red" ) -- Only incorporate the RED coalitions.
|
||||
:FilterPrefixes( "Attack" ) -- Only incorporate groups that start with the name Attack.
|
||||
:FilterStart() -- Start the dynamic building of the set.
|
||||
|
||||
-- Now we have everything to setup the main A2G TaskDispatcher.
|
||||
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.
|
||||
|
||||
-- We use the MISSILETRAINER for demonstration purposes.
|
||||
MissileTrainer = MISSILETRAINER:New( 100, "Missiles will be destroyed for training when they reach your plane." )
|
||||
Reference in New Issue
Block a user