Module Tasking.Mission
Tasking - A mission models a goal to be achieved through the execution and completion of tasks by human players.
Features:
- A mission has a goal to be achieved, through the execution and completion of tasks of different categories by human players.
- A mission manages these tasks.
- A mission has a state, that indicates the fase of the mission.
- A mission has a menu structure, that facilitates mission reports and tasking menus.
- A mission can assign a task to a player.
Author: FlightControl
Contributions:
Global(s)
Global MISSION |
Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals. |
Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.
A mission contains multiple tasks and can be of different task types. These tasks need to be assigned to human players to be executed.
A mission can have multiple states, which will evolve as the mission progresses during the DCS simulation.
- IDLE: The mission is defined, but not started yet. No task has yet been joined by a human player as part of the mission.
- ENGAGED: The mission is ongoing, players have joined tasks to be executed.
- COMPLETED: The goals of the mission has been successfully reached, and the mission is flagged as completed.
- FAILED: For a certain reason, the goals of the mission has not been reached, and the mission is flagged as failed.
- HOLD: The mission was enaged, but for some reason it has been put on hold.
Note that a mission goals need to be checked by a goal check trigger: MISSION.OnBeforeMissionGoals(), which may return false if the goal has not been reached. This goal is checked automatically by the mission object every x seconds.
- MISSION.Start() or MISSION.__Start() will start the mission, and will bring it from IDLE state to ENGAGED state.
- MISSION.Stop() or MISSION.__Stop() will stop the mission, and will bring it from ENGAGED state to IDLE state.
- MISSION.Complete() or MISSION.__Complete() will complete the mission, and will bring the mission state to COMPLETED. Note that the mission must be in state ENGAGED to be able to complete the mission.
- MISSION.Fail() or MISSION.__Fail() will fail the mission, and will bring the mission state to FAILED. Note that the mission must be in state ENGAGED to be able to fail the mission.
- MISSION.Hold() or MISSION.__Hold() will hold the mission, and will bring the mission state to HOLD. Note that the mission must be in state ENGAGED to be able to hold the mission. Re-engage the mission using the engage trigger.
The following sections provide an overview of the most important methods that can be used as part of a mission object. Note that the Tasking.CommandCenter system is using most of these methods to manage the missions in its system.
1. Create a mission object.
- MISSION.New(): Creates a new MISSION object.
2. Mission task management.
Missions maintain tasks, which can be added or removed, or enquired.
- MISSION.AddTask(): Adds a task to the mission.
- MISSION.RemoveTask(): Removes a task from the mission.
3. Mission detailed methods.
Various methods are added to manage missions.
3.1. Naming and description.
There are several methods that can be used to retrieve the properties of a mission:
- Use the method MISSION.GetName() to retrieve the name of the mission. This is the name given as part of the MISSION.New() constructor.
A textual description can be retrieved that provides the mission name to be used within message communication:
- MISSION.GetShortText() returns the mission name as
Mission "MissionName"
. - MISSION.GetText() returns the mission name as
Mission "MissionName (MissionPriority)"
. A longer version including the priority text of the mission.
3.2. Get task information.
- MISSION.GetTasks(): Retrieves a list of the tasks controlled by the mission.
- MISSION.GetTask(): Retrieves a specific task controlled by the mission.
- MISSION.GetTasksRemaining(): Retrieve a list of the tasks that aren't finished or failed, and are governed by the mission.
- MISSION.GetGroupTasks(): Retrieve a list of the tasks that can be assigned to a Wrapper.Group.
- MISSION.GetTaskTypes(): Retrieve a list of the different task types governed by the mission.
3.3. Get the command center.
- MISSION.GetCommandCenter(): Retrieves the Tasking.CommandCenter governing the mission.
3.4. Get the groups active in the mission as a Core.Set.
- MISSION.GetGroups(): Retrieves a Core.Set#SET_GROUP of all the groups active in the mission (as part of the tasks).
3.5. Get the names of the players.
- MISSION.GetPlayerNames(): Retrieves the list of the players that were active within th mission..
4. Menu management.
A mission object is able to manage its own menu structure. Use the MISSION.GetMenu() and MISSION.SetMenu() to manage the underlying submenu structure managing the tasks of the mission.
5. Reporting management.
Several reports can be generated for a mission, and will return a text string that can be used to display using the Core.Message system.
- MISSION.ReportBriefing(): Generates the briefing for the mission.
- MISSION.ReportOverview(): Generates an overview of the tasks and status of the mission.
- MISSION.ReportDetails(): Generates a detailed report of the tasks of the mission.
- MISSION.ReportSummary(): Generates a summary report of the tasks of the mission.
- MISSION.ReportPlayersPerTask(): Generates a report showing the active players per task.
- MISSION.ReportPlayersProgress(): Generates a report showing the task progress per player.
Developer Note
Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated
Type(s)
Fields and Methods inherited from MISSION | Description |
---|---|
Aborts a PlayerUnit from the Mission. |
|
Adds the groups for which TASKS are given in the mission |
|
Add a scoring to the mission. |
|
Register a Tasking.Task to be completed within the Tasking.Mission. |
|
Clear the Wrapper.Group assignment from the Tasking.Mission. |
|
Synchronous Event Trigger for Event Complete. |
|
Handles a crash of a PlayerUnit from the Mission. |
|
Synchronous Event Trigger for Event Fail. |
|
Gets the COMMANDCENTER. |
|
Get the relevant tasks of a TaskGroup. |
|
Gets the groups for which TASKS are given in the mission |
|
Gets the mission menu for the TaskGroup. |
|
Gets the mission name. |
|
Return the next Tasking.Task ID to be completed within the Tasking.Mission. |
|
Gets the root mission menu for the TaskGroup. |
|
Get the scoring object of a mission. |
|
Gets the short mission text. |
|
Get the TASK identified by the TaskNumber from the Mission. |
|
Get all the TASKs from the Mission. |
|
Gets the mission text. |
|
Validates if the Mission has a Group |
|
Is the Tasking.Mission COMPLETED. |
|
Is the Tasking.Mission ENGAGED. |
|
Is the Tasking.Mission FAILED. |
|
Returns if the Tasking.Mission is assigned to the Group. |
|
Is the Tasking.Mission HOLD. |
|
Is the Tasking.Mission IDLE. |
|
Add a Unit to join the Mission. |
|
Mark all the target locations on the Map. |
|
Mark all the targets of the Mission on the Map. |
|
Reports the briefing. |
|
Report the task summary. |
|
MissionGoals Trigger for MISSION |
|
MISSION:New(CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition) |
This is the main MISSION declaration method. |
OnAfter Transition Handler for Event Complete. |
|
OnAfter Transition Handler for Event Fail. |
|
MissionGoals Handler OnAfter for MISSION |
|
OnAfter Transition Handler for Event Start. |
|
OnAfter Transition Handler for Event Stop. |
|
OnBefore Transition Handler for Event Complete. |
|
OnBefore Transition Handler for Event Fail. |
|
MissionGoals Handler OnBefore for MISSION |
|
OnBefore Transition Handler for Event Start. |
|
OnBefore Transition Handler for Event Stop. |
|
OnEnter Transition Handler for State COMPLETED. |
|
OnEnter Transition Handler for State ENGAGED. |
|
OnEnter Transition Handler for State FAILED. |
|
OnEnter Transition Handler for State IDLE. |
|
OnLeave Transition Handler for State COMPLETED. |
|
OnLeave Transition Handler for State ENGAGED. |
|
OnLeave Transition Handler for State FAILED. |
|
OnLeave Transition Handler for State IDLE. |
|
Removes the Planned Task menu. |
|
Removes a Tasking.Task to be completed within the Tasking.Mission. |
|
Removes a Task menu. |
|
Create a briefing report of the Mission. |
|
Create a detailed report of the Mission, listing all the details of the Task. |
|
Create a overview report of the Mission (multiple lines). |
|
Create an active player report of the Mission. |
|
Create an Mission Progress report of the Mission. |
|
Create a summary report of the Mission (one line). |
|
Set Wrapper.Group assigned to the Tasking.Mission. |
|
Sets the Planned Task menu. |
|
Synchronous Event Trigger for Event Start. |
|
Synchronous Event Trigger for Event Stop. |
|
Asynchronous Event Trigger for Event Complete. |
|
Asynchronous Event Trigger for Event Fail. |
|
MissionGoals Asynchronous Trigger for MISSION |
|
Asynchronous Event Trigger for Event Start. |
|
Asynchronous Event Trigger for Event Stop. |
|
FSM function for a MISSION |
Fields and Methods inherited from FSM | Description |
---|---|
Adds an End state. |
|
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
|
Adds a score for the FSM to be achieved. |
|
MISSION:AddScoreProcess(From, Event, State, ScoreText, Score) |
Adds a score for the FSM_PROCESS to be achieved. |
Add a new transition rule to the FSM. |
|
Get current state. |
|
Returns the End states. |
|
Returns a table of the SubFSM rules defined within the FSM. |
|
Returns a table with the scores defined. |
|
Returns the start state of the FSM. |
|
Get current state. |
|
Returns a table with the Subs defined. |
|
Returns a table of the transition rules defined within the FSM. |
|
Check if FSM is in state. |
|
Load call backs. |
|
Creates a new FSM object. |
|
Sets the start state of the FSM. |
|
Add to map. |
|
Call handler. |
|
Create transition. |
|
Delayed transition. |
|
Event map. |
|
Go sub. |
|
Handler. |
|
Is end state. |
|
Sub maps. |
|
Check if can do an event. |
|
Check if cannot do an event. |
|
Check if FSM is in state. |
|
Field(s)
Function(s)
Aborts a PlayerUnit from the Mission.
For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.
Defined in:
MISSION
Parameter:
Wrapper.Unit#UNIT PlayerUnit
The CLIENT or UNIT of the Player joining the Mission.
Return value:
Adds the groups for which TASKS are given in the mission
Defined in:
MISSION
Parameter:
PlayerName
Add a scoring to the mission.
Register a Tasking.Task to be completed within the Tasking.Mission.
Note that there can be multiple Tasking.Tasks registered to be completed. Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
Defined in:
MISSION
Parameter:
Tasking.Task#TASK Task
is the Tasking.Task object.
Return value:
The task added.
Clear the Wrapper.Group assignment from the Tasking.Mission.
Handles a crash of a PlayerUnit from the Mission.
For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.
Defined in:
MISSION
Parameter:
Wrapper.Unit#UNIT PlayerUnit
The CLIENT or UNIT of the Player crashing.
Return value:
Gets the COMMANDCENTER.
Get the relevant tasks of a TaskGroup.
Defined in:
MISSION
Parameters:
Wrapper.Group#GROUP TaskGroup
self
Return value:
#list<Tasking.Task#TASK>:
Gets the groups for which TASKS are given in the mission
Gets the mission menu for the TaskGroup.
Return the next Tasking.Task ID to be completed within the Tasking.Mission.
Defined in:
MISSION
Parameter:
Tasking.Task#TASK Task
is the Tasking.Task object.
Return value:
The task added.
Defined in:
MISSION
Gets the root mission menu for the TaskGroup.
Obsolete?! Originally no reference to TaskGroup parameter!
Get the scoring object of a mission.
Gets the short mission text.
Get the TASK identified by the TaskNumber from the Mission.
This function is useful in GoalFunctions.
Defined in:
MISSION
Parameters:
#string TaskName
The Name of the Tasking.Task within the Tasking.Mission.
self
Return values:
Get all the TASKs from the Mission.
This function is useful in GoalFunctions.
Defined in:
MISSION
Return value:
{TASK,...} Structure of TASKS with the Tasking.Task#TASK number as the key.
Usage:
-- Get Tasks from the Mission.
Tasks = Mission:GetTasks()
env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )
Validates if the Mission has a Group
Defined in:
MISSION
Parameter:
TaskGroup
Return value:
#boolean:
true if the Mission has a Group.
Returns if the Tasking.Mission is assigned to the Group.
Add a Unit to join the Mission.
For each Task within the Mission, the Unit is joined with the Task. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.
Defined in:
MISSION
Parameters:
Wrapper.Unit#UNIT PlayerUnit
The CLIENT or UNIT of the Player joining the Mission.
Wrapper.Group#GROUP PlayerGroup
The GROUP of the player joining the Mission.
Return value:
#boolean:
true if Unit is part of a Task in the Mission.
Mark all the target locations on the Map.
Mark all the targets of the Mission on the Map.
Reports the briefing.
Defined in:
MISSION
Parameter:
Wrapper.Group#GROUP ReportGroup
The group to which the report needs to be sent.
@param #MISSION self @param Wrapper.Group#GROUP ReportGroup
Defined in:
MISSION
Parameter:
ReportGroup
@param #MISSION self @param Wrapper.Group#GROUP ReportGroup
Defined in:
MISSION
Parameter:
ReportGroup
@param #MISSION self @param #string TaskStatus The status @param Wrapper.Group#GROUP ReportGroup
Defined in:
MISSION
Parameters:
ReportGroup
TaskStatus
Report the task summary.
This is the main MISSION declaration method.
Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
Defined in:
MISSION
Parameters:
Tasking.CommandCenter#COMMANDCENTER CommandCenter
#string MissionName
Name of the mission. This name will be used to reference the status of each mission by the players.
#string MissionPriority
String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.
#string MissionBriefing
String indicating the mission briefing to be shown when a player joins a Wrapper.Client#CLIENT.
DCS#coalition.side MissionCoalition
Side of the coalition, i.e. and enumerator DCS.coalition.side corresponding to RED, BLUE or NEUTRAL.
Return value:
self
OnAfter Transition Handler for Event Complete.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Fail.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
MissionGoals Handler OnAfter for MISSION
Defined in:
MISSION
Parameters:
#string From
#string Event
#string To
OnAfter Transition Handler for Event Start.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnAfter Transition Handler for Event Stop.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnBefore Transition Handler for Event Complete.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Fail.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
MissionGoals Handler OnBefore for MISSION
Defined in:
MISSION
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
OnBefore Transition Handler for Event Start.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnBefore Transition Handler for Event Stop.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnEnter Transition Handler for State COMPLETED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State ENGAGED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State FAILED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnEnter Transition Handler for State IDLE.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
OnLeave Transition Handler for State COMPLETED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State ENGAGED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State FAILED.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
OnLeave Transition Handler for State IDLE.
Defined in:
MISSION
Parameters:
#string From
The From State string.
#string Event
The Event string.
#string To
The To State string.
Return value:
#boolean:
Return false to cancel Transition.
Removes the Planned Task menu.
Defined in:
MISSION
Parameter:
#number MenuTime
Removes a Tasking.Task to be completed within the Tasking.Mission.
Note that there can be multiple Tasking.Tasks registered to be completed. Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.
Defined in:
MISSION
Parameter:
Tasking.Task#TASK Task
is the Tasking.Task object.
Return value:
#nil:
The cleaned Task reference.
Removes a Task menu.
Create a briefing report of the Mission.
Defined in:
MISSION
Return value:
#string:
Create a detailed report of the Mission, listing all the details of the Task.
Defined in:
MISSION
Parameter:
ReportGroup
Return value:
#string:
Create a overview report of the Mission (multiple lines).
Defined in:
MISSION
Parameters:
ReportGroup
TaskStatus
Return value:
#string:
Create an active player report of the Mission.
This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.
Mission "<MissionName>" - <MissionStatus> - Active Players Report
- Player "<PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
- Player <PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
- ..
Defined in:
MISSION
Parameter:
ReportGroup
Return value:
#string:
Create an Mission Progress report of the Mission.
This reports provides a one liner per player of the mission achievements per task.
Mission "<MissionName>" - <MissionStatus> - Active Players Report
- Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
- Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
- ..
Defined in:
MISSION
Parameter:
ReportGroup
Return value:
#string:
Create a summary report of the Mission (one line).
Set Wrapper.Group assigned to the Tasking.Mission.
Sets the Planned Task menu.
Defined in:
MISSION
Parameter:
#number MenuTime
Asynchronous Event Trigger for Event Complete.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Fail.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
MissionGoals Asynchronous Trigger for MISSION
Defined in:
MISSION
Parameter:
#number Delay
Asynchronous Event Trigger for Event Start.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
Asynchronous Event Trigger for Event Stop.
Defined in:
MISSION
Parameter:
#number Delay
The delay in seconds.
FSM function for a MISSION
Defined in:
MISSION
Parameters:
#string From
#string Event
#string To
Field(s)
Function(s)
Adds an End state.
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
Core.Fsm#FSM_PROCESS Process
An sub-process FSM.
#table ReturnEvents
A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
Return value:
The SubFSM.
Adds a score for the FSM to be achieved.
Defined in:
Parameters:
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Adds a score for the FSM_PROCESS to be achieved.
Defined in:
Parameters:
#string From
is the From State of the main process.
#string Event
is the Event of the main process.
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Add a new transition rule to the FSM.
A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
#string To
The To state.
Get current state.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
Check if FSM is in state.
Defined in:
Parameter:
#string State
State name.
Return value:
#boolean:
If true, FSM is in this state.
Load call backs.
Sets the start state of the FSM.
Add to map.
Call handler.
Defined in:
Parameters:
#string step
Step "onafter", "onbefore", "onenter", "onleave".
#string trigger
Trigger.
#table params
Parameters.
#string EventName
Event name.
Return value:
Value.
Create transition.
Defined in:
Parameter:
#string EventName
Event name.
Return value:
#function:
Function.
Delayed transition.
Defined in:
Parameter:
#string EventName
Event name.
Return value:
#function:
Function.
Event map.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
Check if can do an event.
Defined in:
Parameter:
#string e
Event name.
Return values:
#boolean:
If true, FSM can do the event.
#string:
To state.
Check if cannot do an event.
Defined in:
Parameter:
#string e
Event name.
Return value:
#boolean:
If true, FSM cannot do the event.
Check if FSM is in state.
Defined in:
Parameters:
#string State
State name.
state
Return value:
#boolean:
If true, FSM is in this state.