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Module Tasking.Task_Capture_Dispatcher

Tasking - Creates and manages player TASK_ZONE_CAPTURE tasks.

The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.

The dispatcher will implement for you mechanisms to create capture zone tasks:

  • As setup by the mission designer.
  • Dynamically capture zone tasks.

Specific features:

  • Creates a task to capture zones and achieve mission goals.
  • Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled.
  • Co-operation tasking, so a player joins a group of players executing the same task.

A complete task menu system to allow players to:

  • Join the task, abort the task.
  • Mark the location of the zones to capture on the map.
  • Provide details of the zones.
  • Route to the zones.
  • Display the task briefing.

A complete mission menu system to allow players to:

  • Join a task, abort the task.
  • Display task reports.
  • Display mission statistics.
  • Mark the task locations on the map.
  • Provide details of the zones.
  • Display the mission briefing.
  • Provide status updates as retrieved from the command center.
  • Automatically assign a random task as part of a mission.
  • Manually assign a specific task as part of a mission.

A settings system, using the settings menu:

  • Tweak the duration of the display of messages.
  • Switch between metric and imperial measurement system.
  • Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
  • Various other options.

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


Author: FlightControl

Contributions:


Global(s)

Global TASK_CAPTURE_DISPATCHER

Implements the dynamic dispatching of capture zone tasks.

#TASK_CAPTURE_DISPATCHER TASK_CAPTURE_DISPATCHER

Implements the dynamic dispatching of capture zone tasks.

The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.

Let's explore step by step how to setup the task capture zone dispatcher.

1. Setup a mission environment.

It is easy, as it works just like any other task setup, so setup a command center and a mission.

1.1. Create a command center.

First you need to create a command center using the Tasking.CommandCenter#COMMANDCENTER.New() constructor. The command assumes that you´ve setup a group in the mission editor with the name HQ. This group will act as the command center object. It is a good practice to mark this group as invisible and invulnerable.

local CommandCenter = COMMANDCENTER
   :New( GROUP:FindByName( "HQ" ), "HQ" ) -- Create the CommandCenter.

1.2. Create a mission.

Tasks work in a mission, which groups these tasks to achieve a joint mission goal. A command center can govern multiple missions.

Create a new mission, using the Tasking.Mission#MISSION.New() constructor.

-- Declare the Mission for the Command Center.
local Mission = MISSION
  :New( CommandCenter, 
        "Overlord", 
        "High", 
        "Capture the blue zones.", 
        coalition.side.RED 
      ) 

2. Dispatch a capture zone task.

So, now that we have a command center and a mission, we now create the capture zone task. We create the capture zone task using the TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask() constructor.

2.1. Create the capture zones.

Because a capture zone task will not generate the capture zones, you'll need to create them first.

-- We define here a capture zone; of the type ZONE_CAPTURE_COALITION.
-- The zone to be captured has the name Alpha, and was defined in the mission editor as a trigger zone.
CaptureZone = ZONE:New( "Alpha" )
CaptureZoneCoalitionApha = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )

2.2. Create a set of player groups.

What is also needed, is to have a set of Wrapper.Groups defined that contains the clients of the players.

-- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players.
-- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.
-- In this example, we filter the groups where the name starts with "Blue Player", which captures the blue player slots.
local PlayerGroupSet = SET_GROUP:New():FilterPrefixes( "Blue Player" ):FilterStart()

2.3. Setup the capture zone task.

First, we need to create a TASK_CAPTURE_DISPATCHER object.

TaskCaptureZoneDispatcher = TASK_CAPTURE_DISPATCHER:New( Mission, PilotGroupSet )

So, the variable TaskCaptureZoneDispatcher will contain the object of class TASK_CAPTURE_DISPATCHER, which will allow you to dispatch capture zone tasks:

  • for mission Mission, as was defined in section 1.2.
  • for the group set PilotGroupSet, as was defined in section 2.2.

Now that we have TaskDispatcher object, we can now create the TaskCaptureZone, using the TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask() method!

local TaskCaptureZone = TaskCaptureZoneDispatcher:AddCaptureZoneTask( 
  "Capture zone Alpha", 
  CaptureZoneCoalitionAlpha, 
  "Fly to zone Alpha and eliminate all enemy forces to capture it." )

As a result of this code, the TaskCaptureZone (returned) variable will contain an object of #TASK_CAPTURE_ZONE! We pass to the method the title of the task, and the CaptureZoneCoalitionAlpha, which is the zone to be captured, as defined in section 2.1! This returned TaskCaptureZone object can now be used to setup additional task configurations, or to control this specific task with special events.

And you're done! As you can see, it is a small bit of work, but the reward is great. And, because all this is done using program interfaces, you can easily build a mission to capture zones yourself! Based on various events happening within your mission, you can use the above methods to create new capture zones, and setup a new capture zone task and assign it to a group of players, while your mission is running!

Type(s)

Fields and Methods inherited from TASK_CAPTURE_DISPATCHER Description

TASK_CAPTURE_DISPATCHER.AI_A2G_Dispatcher

TASK_CAPTURE_DISPATCHER:AddCaptureZoneTask(TaskPrefix, CaptureZone, Briefing)

Add a capture zone task.

TASK_CAPTURE_DISPATCHER.DefenseAIA2GDispatcher

TASK_CAPTURE_DISPATCHER.DefenseTaskCaptureDispatcher

TASK_CAPTURE_DISPATCHER.FlashNewTask

TASK_CAPTURE_DISPATCHER:GetDefenseAIA2GDispatcher()

Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER:GetDefenseTaskCaptureDispatcher()

Get the linked task capture dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER:Link_AI_A2G_Dispatcher(AI_A2G_Dispatcher)

Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.

TASK_CAPTURE_DISPATCHER:ManageTasks()

Assigns tasks to the Core.Set#SET_GROUP.

TASK_CAPTURE_DISPATCHER.Mission

TASK_CAPTURE_DISPATCHER:New(Mission, SetGroup)

TASK_CAPTURE_DISPATCHER constructor.

TASK_CAPTURE_DISPATCHER:SetDefenseAIA2GDispatcher(DefenseAIA2GDispatcher)

Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER:SetDefenseTaskCaptureDispatcher(DefenseTaskCaptureDispatcher)

Link a task capture dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER.TASK_CAPTURE_DISPATCHER

ZONE ZONE

TASK_CAPTURE_DISPATCHER.ZoneCount

Fields and Methods inherited from TASK_MANAGER Description

TASK_CAPTURE_DISPATCHER.ClassName

TASK_CAPTURE_DISPATCHER:ManageTasks()

Manages the tasks for the Core.Set#SET_GROUP.

TASK_CAPTURE_DISPATCHER:New(SetGroup)

TASK_MANAGER constructor.

TASK_CAPTURE_DISPATCHER:OnAfterAborted(From, Event, To, Task)

Aborted Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterCancelled(From, Event, To, Task)

Cancelled Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterFailed(From, Event, To, Task)

Failed Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterStartTasks(From, Event, To)

StartTasks Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterStopTasks(From, Event, To)

StopTasks Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterSuccess(From, Event, To, Task)

Success Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnBeforeStartTasks(From, Event, To)

StartTasks Handler OnBefore for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnBeforeStopTasks(From, Event, To)

StopTasks Handler OnBefore for TASK_MANAGER

TASK_CAPTURE_DISPATCHER.SetGroup

The set of group objects containing players for which tasks are managed.

TASK_CAPTURE_DISPATCHER:SetRefreshTimeInterval(RefreshTimeInterval)

Set the refresh time interval in seconds when a new task management action needs to be done.

TASK_CAPTURE_DISPATCHER:StartTasks()

StartTasks Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:StopTasks()

StopTasks Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER._RefreshTimeInterval

TASK_CAPTURE_DISPATCHER:__StartTasks(Delay)

StartTasks Asynchronous Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:__StopTasks(Delay)

StopTasks Asynchronous Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:onafterManage(From, Event, To)

TASK_CAPTURE_DISPATCHER:onafterStartTasks(From, Event, To)

Fields and Methods inherited from FSM Description

TASK_CAPTURE_DISPATCHER:AddEndState(State)

Adds an End state.

TASK_CAPTURE_DISPATCHER:AddProcess(From, Event, Process, ReturnEvents)

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.

TASK_CAPTURE_DISPATCHER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

TASK_CAPTURE_DISPATCHER:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

TASK_CAPTURE_DISPATCHER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

TASK_CAPTURE_DISPATCHER.CallScheduler

TASK_CAPTURE_DISPATCHER.Events

TASK_CAPTURE_DISPATCHER:GetCurrentState()

Get current state.

TASK_CAPTURE_DISPATCHER:GetEndStates()

Returns the End states.

TASK_CAPTURE_DISPATCHER:GetProcess(From, Event)

TASK_CAPTURE_DISPATCHER:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

TASK_CAPTURE_DISPATCHER:GetScores()

Returns a table with the scores defined.

TASK_CAPTURE_DISPATCHER:GetStartState()

Returns the start state of the FSM.

TASK_CAPTURE_DISPATCHER:GetState()

Get current state.

TASK_CAPTURE_DISPATCHER:GetSubs()

Returns a table with the Subs defined.

TASK_CAPTURE_DISPATCHER:GetTransitions()

Returns a table of the transition rules defined within the FSM.

TASK_CAPTURE_DISPATCHER:Is(State)

Check if FSM is in state.

TASK_CAPTURE_DISPATCHER:LoadCallBacks(CallBackTable)

Load call backs.

TASK_CAPTURE_DISPATCHER:New()

Creates a new FSM object.

TASK_CAPTURE_DISPATCHER.Scores

TASK_CAPTURE_DISPATCHER:SetProcess(From, Event, Fsm)

TASK_CAPTURE_DISPATCHER:SetStartState(State)

Sets the start state of the FSM.

TASK_CAPTURE_DISPATCHER._EndStates

TASK_CAPTURE_DISPATCHER._EventSchedules

TASK_CAPTURE_DISPATCHER._Processes

TASK_CAPTURE_DISPATCHER._Scores

TASK_CAPTURE_DISPATCHER._StartState

TASK_CAPTURE_DISPATCHER._Transitions

TASK_CAPTURE_DISPATCHER:_add_to_map(Map, Event)

Add to map.

TASK_CAPTURE_DISPATCHER:_call_handler(step, trigger, params, EventName)

Call handler.

TASK_CAPTURE_DISPATCHER:_create_transition(EventName)

Create transition.

TASK_CAPTURE_DISPATCHER:_delayed_transition(EventName)

Delayed transition.

TASK_CAPTURE_DISPATCHER:_eventmap(Events, EventStructure)

Event map.

TASK_CAPTURE_DISPATCHER:_gosub(ParentFrom, ParentEvent)

Go sub.

TASK_CAPTURE_DISPATCHER:_handler(EventName, ...)

Handler.

TASK_CAPTURE_DISPATCHER:_isendstate(Current)

Is end state.

TASK_CAPTURE_DISPATCHER:_submap(subs, sub, name)

Sub maps.

TASK_CAPTURE_DISPATCHER:can(e)

Check if can do an event.

TASK_CAPTURE_DISPATCHER:cannot(e)

Check if cannot do an event.

TASK_CAPTURE_DISPATCHER.current

TASK_CAPTURE_DISPATCHER.endstates

TASK_CAPTURE_DISPATCHER:is(State, state)

Check if FSM is in state.

TASK_CAPTURE_DISPATCHER.options

TASK_CAPTURE_DISPATCHER.subs

TASK_CAPTURE_DISPATCHER class.

Field(s)

Function(s)

Add a capture zone task.

Defined in:

TASK_CAPTURE_DISPATCHER

Parameters:

#string TaskPrefix

(optional) The prefix of the capture zone task. If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix. The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.

The zone of the coalition to be captured as the task goal.

#string Briefing

The briefing of the task to be shown to the player.

Return value:

Usage:


 

Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the AI A2G dispatcher!

Defined in:

TASK_CAPTURE_DISPATCHER

Return value:

Get the linked task capture dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the other coalition!

Defined in:

TASK_CAPTURE_DISPATCHER

Return value:

Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.

Assigns tasks to the Core.Set#SET_GROUP.

Defined in:

TASK_CAPTURE_DISPATCHER

Return value:

#boolean:

Return true if you want the task assigning to continue... false will cancel the loop.

TASK_CAPTURE_DISPATCHER constructor.

Defined in:

TASK_CAPTURE_DISPATCHER

Parameters:

The mission for which the task dispatching is done.

The set of groups that can join the tasks within the mission.

Return value:

Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the other AI A2G dispatcher!

Defined in:

TASK_CAPTURE_DISPATCHER

Parameter:

Link a task capture dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the other coalition!

Defined in:

TASK_CAPTURE_DISPATCHER

Parameter:

#TASK_CAPTURE_DISPATCHER DefenseTaskCaptureDispatcher

Field(s)

Function(s)

TASK_MANAGER constructor.

Defined in:

Parameter:

The set of group objects containing players for which tasks are managed.

Return value:

Aborted Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Cancelled Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Failed Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

StartTasks Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

StopTasks Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Success Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

StartTasks Handler OnBefore for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

StopTasks Handler OnBefore for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Set the refresh time interval in seconds when a new task management action needs to be done.

Defined in:

Parameter:

#number RefreshTimeInterval

The refresh time interval in seconds when a new task management action needs to be done.

Return value:

StartTasks Trigger for TASK_MANAGER

StopTasks Trigger for TASK_MANAGER

StartTasks Asynchronous Trigger for TASK_MANAGER

Defined in:

Parameter:

#number Delay

StopTasks Asynchronous Trigger for TASK_MANAGER

Defined in:

Parameter:

#number Delay

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM 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.

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.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

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.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

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.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

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.