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. |
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:AddCaptureZoneTask(TaskPrefix, CaptureZone, Briefing) |
Add a capture zone task. |
Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses. |
|
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. |
Assigns tasks to the Core.Set#SET_GROUP. |
|
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. |
ZONE ZONE |
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Fields and Methods inherited from TASK_MANAGER | Description |
---|---|
Manages the tasks for the Core.Set#SET_GROUP. |
|
TASK_MANAGER constructor. |
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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 |
StartTasks Handler OnAfter for TASK_MANAGER |
|
StopTasks Handler OnAfter for TASK_MANAGER |
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TASK_CAPTURE_DISPATCHER:OnAfterSuccess(From, Event, To, Task) |
Success Handler OnAfter for TASK_MANAGER |
StartTasks Handler OnBefore for TASK_MANAGER |
|
StopTasks Handler OnBefore for TASK_MANAGER |
|
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. |
StartTasks Trigger for TASK_MANAGER |
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StopTasks Trigger for TASK_MANAGER |
|
StartTasks Asynchronous Trigger for TASK_MANAGER |
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StopTasks Asynchronous Trigger for TASK_MANAGER |
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Fields and Methods inherited from FSM | Description |
---|---|
Adds an End state. |
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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. |
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. |
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. |
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TASK_CAPTURE_DISPATCHER:_call_handler(step, trigger, params, EventName) |
Call handler. |
Create transition. |
|
Delayed transition. |
|
Event map. |
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Go sub. |
|
Handler. |
|
Is end state. |
|
Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Check if FSM is in state. |
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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!
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!
Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.
Defined in:
TASK_CAPTURE_DISPATCHER
Parameter:
AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER AI_A2G_Dispatcher
The AI Dispatcher to be linked to the tasking.
Return value:
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:
Tasking.Mission#MISSION Mission
The mission for which the task dispatching is done.
Core.Set#SET_GROUP SetGroup
The set of groups that can join the tasks within the mission.
Return value:
self
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:
AI.AI_A2G_Dispatcher#AI_A2G_DISPATCHER DefenseAIA2GDispatcher
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)
Manages the tasks for the Core.Set#SET_GROUP.
TASK_MANAGER constructor.
Defined in:
Parameter:
Core.Set#SET_GROUP SetGroup
The set of group objects containing players for which tasks are managed.
Return value:
self
Aborted Handler OnAfter for TASK_MANAGER
Cancelled Handler OnAfter for TASK_MANAGER
Failed Handler OnAfter for TASK_MANAGER
StartTasks Handler OnAfter for TASK_MANAGER
StopTasks Handler OnAfter for TASK_MANAGER
Success Handler OnAfter for TASK_MANAGER
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:
self
StartTasks Trigger for TASK_MANAGER
Defined in:
StopTasks Trigger for TASK_MANAGER
Defined in:
StartTasks Asynchronous Trigger for TASK_MANAGER
StopTasks Asynchronous Trigger for TASK_MANAGER
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.
Creates a new FSM object.
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.