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EscapistsReintroduced/addons/ai/Scripts/Game/ERR/ERR_ConvoyService.c
T

457 lines
21 KiB
C

// Independent physical adaptation of the owner's supply-convoy extension.
// HQ must dispatch an authored route using a finite canonical pool receipt.
class ERR_ConvoyResources
{
static ResourceName VehiclePrefab(int index)
{
if (index == 1) return "{3336BE330C4F355B}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_ammo.et";
if (index == 2) return "{16C1F16C9B053801}Prefabs/Vehicles/Wheeled/Ural4320/Ural4320_transport.et";
if (index == 4) return "{1DC01AAACFFA8B63}Prefabs/Vehicles/Tracked/BMP1/BMP1_Base.et";
if (index == 0 || index == 3 || index == 5) return "{0B4DEA8078B78A9B}Prefabs/Vehicles/Wheeled/UAZ469/UAZ469_PKM.et";
return "";
}
static ResourceName GroupPrefab() { return "{7A968AB297475FA7}Prefabs/ERR/ConvoyCrew.et"; }
static ResourceName Soldier() { return "{DCB41B3746FDD1BE}Prefabs/Characters/Factions/OPFOR/USSR_Army/Character_USSR_Rifleman.et"; }
static ResourceName Rifle() { return "{FA5C25BF66A53DCF}Prefabs/Weapons/Rifles/AK74/Rifle_AK74.et"; }
static ResourceName Magazine() { return "{BBB50A815A2F916B}Prefabs/Weapons/Magazines/Magazine_545x39_AK_30rnd_Ball.et"; }
static bool Available()
{
array<ResourceName> required = {GroupPrefab(), Soldier(), Rifle(), Magazine(), ERR_Resources.MoveWaypoint()};
for (int i = 0; i < 6; i++) required.Insert(VehiclePrefab(i));
foreach (ResourceName prefab : required)
{
Resource resource = Resource.Load(prefab);
if (!resource || !resource.IsValid()) return false;
}
return true;
}
}
class ERR_ConvoyRules
{
static bool EmptyCrewTemplate(SCR_AIGroup group)
{
// The vanilla faction base authors six queued soldiers. Only our memberless
// template may receive finite seat occupants; never retire another spawn job.
return group && !group.GetSpawnImmediately() && group.GetAgentsCount() == 0
&& (!group.m_aUnitPrefabSlots || group.m_aUnitPrefabSlots.IsEmpty());
}
static bool Plan(array<vector> positions, array<vector> angles, ERR_ForceRoute route)
{
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6 || !route || route.Looped() || route.Count() < 2 || !route.Seal()) return false;
for (int i = 0; i < 6; i++)
{
if (!ERR_ForceRules.FiniteVector(positions[i]) || !ERR_ForceRules.FiniteVector(angles[i])) return false;
for (int j = 0; j < i; j++) if (vector.DistanceXZ(positions[i], positions[j]) < 18) return false;
}
return true;
}
static bool GroundClear(array<vector> positions, array<vector> angles)
{
if (!positions || !angles || positions.Count() != 6 || angles.Count() != 6) return false;
ERR_ConvoyPlacement placement = new ERR_ConvoyPlacement();
for (int i = 0; i < positions.Count(); i++) if (!placement.Clear(positions[i], angles[i][0])) return false;
return true;
}
static bool PartOf(IEntity entity, IEntity root)
{
int depth;
while (entity && depth++ < 32)
{
if (entity == root) return true;
entity = entity.GetParent();
}
return false;
}
static bool Captured(Vehicle vehicle, SCR_AIGroup group)
{
if (group && group.GetPlayerCount(true) > 0) return true;
if (!vehicle) return false;
array<int> ids = {}; GetGame().GetPlayerManager().GetPlayers(ids);
foreach (int id : ids)
{
IEntity player = GetGame().GetPlayerManager().GetPlayerControlledEntity(id);
if (player && PartOf(CompartmentAccessComponent.GetVehicleIn(player), vehicle)) return true;
}
return false;
}
static bool CollectSeats(IEntity root, array<BaseCompartmentSlot> seats)
{
array<IEntity> pending = {root};
int cursor;
while (cursor < pending.Count() && cursor < 128)
{
IEntity entity = pending[cursor++];
if (!entity) return false;
SCR_BaseCompartmentManagerComponent manager = SCR_BaseCompartmentManagerComponent.Cast(entity.FindComponent(SCR_BaseCompartmentManagerComponent));
if (manager)
{
array<BaseCompartmentSlot> local = {}; manager.GetCompartments(local);
foreach (BaseCompartmentSlot seat : local) if (seat && !seats.Contains(seat)) seats.Insert(seat);
}
IEntity child = entity.GetChildren();
while (child)
{
if (pending.Count() >= 128 || pending.Contains(child)) return false;
pending.Insert(child); child = child.GetSibling();
}
}
return cursor == pending.Count();
}
}
class ERR_ConvoyVehicle
{
int Index;
Vehicle Entity;
SCR_AIGroup Group;
IEntity Driver;
ref array<IEntity> Members = {};
ref array<BaseCompartmentSlot> Seats = {};
AIWaypoint Waypoint;
int RouteIndex;
bool Released;
bool Registered;
ref ERR_ConvoyCombatState Combat = new ERR_ConvoyCombatState();
int SupplyToken;
bool SupplyHeld;
bool Arrived;
float LegDeadline;
float NextReadinessNote;
void ClearOrder()
{
if (Waypoint && Group) Group.RemoveWaypoint(Waypoint);
if (Waypoint) SCR_EntityHelper.DeleteEntityAndChildren(Waypoint);
Waypoint = null;
}
void Release(ERR_GameMode mode)
{
if (Released) return;
Released = true;
Combat.Held = false; SupplyToken = 0; SupplyHeld = false;
ClearOrder();
if (mode && mode.Forces())
{
ERR_ForceRecord record = mode.Forces().FindGroup(Group);
if (record) record.Pinned = false;
}
if (Group)
{
if (mode && mode.Command()) mode.Command().UnregisterGroup(Group);
Group.SetPermanentLOD(-1);
array<AIAgent> agents = {}; Group.GetAgents(agents);
foreach (AIAgent agent : agents) if (agent) agent.SetPermanentLOD(-1);
}
// Vehicle, cargo, casualties and surviving crew remain physical and lootable.
}
bool CrewValid(ERR_GameMode mode)
{
if (!Group || !Entity || !ERR_Actors.Alive(Entity) || Group.GetFaction() != mode.EnemyFaction() || !ERR_Actors.CanFight(Driver)) return false;
if (ERR_Actors.Player(Driver) || !ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(Driver), Entity)) return false;
foreach (IEntity member : Members)
if (!ERR_Actors.Alive(member) || ERR_Actors.Player(member) || ERR_Actors.Group(member) != Group) return false;
return true;
}
bool Order(ERR_ForceRoute route, float now)
{
if (Released || Arrived || Combat.Held || SupplyHeld || !Group || !Entity || !route || RouteIndex >= route.Count()) return false;
if (Waypoint) return true;
Waypoint = AIWaypoint.Cast(ERR_Actors.Spawn(ERR_Resources.MoveWaypoint(), route.At(RouteIndex)));
if (!Waypoint) return false;
Waypoint.SetCompletionRadius(35);
Group.AddWaypoint(Waypoint);
LegDeadline = now + 600000;
return true;
}
void Tick(ERR_GameMode mode, ERR_ForceRoute route, float now)
{
if (Released || Arrived) return;
if (!CrewValid(mode)) { Release(mode); return; }
if (Combat.Held || SupplyHeld) return;
// Native completion measures the seated group, not the vehicle origin.
// Keep the same predicate after native removal of the completed waypoint.
if (Waypoint && Waypoint.IsWithinCompletionRadius(Group))
{
ClearOrder(); RouteIndex++;
if (RouteIndex >= route.Count()) { Arrived = true; return; }
}
if (Waypoint && now >= LegDeadline) { Release(mode); return; }
if (!Order(route, now)) Release(mode);
}
}
class ERR_ConvoyCargoCallback : ScriptedInventoryOperationCallback
{
ResourceName Prefab;
bool Finished;
bool Succeeded;
protected void Finish(bool success) { if (!Finished) { Finished = true; Succeeded = success; } }
protected override void OnComplete() { Finish(true); }
protected override void OnFailed() { Finish(false); }
protected override void OnAllComplete() { Finish(true); }
protected override void OnAllFailed() { Finish(false); }
}
class ERR_ConvoyTask
{
ref ERR_ConvoyReceipt Receipt;
ref ERR_ForceRoute Route;
ref array<ref ERR_ConvoyVehicle> Vehicles = {};
ref array<ref ERR_ConvoyCargoCallback> Cargo = {};
bool Stopped;
bool Ready;
bool CargoIssued;
float Deadline;
float NextCheck;
string Reason;
void Stop(ERR_GameMode mode, string reason)
{
if (Stopped) return;
Stopped = true; Reason = reason;
foreach (ERR_ConvoyVehicle vehicle : Vehicles) vehicle.Release(mode);
ERR_HQ.Event("CONVOY STOP", reason + "; surviving entities and cargo preserved");
}
}
class ERR_ConvoyService
{
protected ERR_GameMode m_Mode;
protected ERR_ConvoyPool m_Pool;
protected ref array<ref ERR_ConvoyTask> m_Tasks = {};
protected bool m_Stopped;
void ERR_ConvoyService(ERR_GameMode mode, ERR_ConvoyPool pool) { m_Mode = mode; m_Pool = pool; }
protected bool Current()
{
return !m_Stopped && Replication.IsServer() && m_Mode && m_Mode == ERR_GameMode.Get() && m_Mode.Active() && m_Pool;
}
protected bool FillCrew(ERR_ConvoyVehicle unit)
{
array<BaseCompartmentSlot> all = {};
if (!ERR_ConvoyRules.CollectSeats(unit.Entity, all)) return false;
array<BaseCompartmentSlot> drivers = {}, turrets = {}, cargo = {};
foreach (BaseCompartmentSlot slot : all)
{
if (!slot.IsCompartmentAccessible() || slot.IsOccupied()) continue;
if (slot.GetType() == ECompartmentType.PILOT) drivers.Insert(slot);
else if (slot.GetType() == ECompartmentType.TURRET) turrets.Insert(slot);
else if (slot.GetType() == ECompartmentType.CARGO) cargo.Insert(slot);
}
int requiredTurrets = 1;
if (unit.Index == 1 || unit.Index == 2) requiredTurrets = 0;
if (unit.Index == 4) requiredTurrets = 2;
if (drivers.Count() != 1 || turrets.Count() < requiredTurrets || (unit.Index == 2 && cargo.Count() < 8)) return false;
unit.Seats.Insert(drivers[0]);
for (int i = 0; i < requiredTurrets; i++) unit.Seats.Insert(turrets[i]);
if (unit.Index == 2) for (int i = 0; i < 8; i++) unit.Seats.Insert(cargo[i]);
// Exact planned population is known before any character is created.
if (unit.Seats.Count() != ERR_ConvoyPool.CrewCount(unit.Index)) return false;
AIGroup nativeGroup = unit.Group;
foreach (BaseCompartmentSlot seat : unit.Seats)
{
IEntity actor = seat.SpawnCharacterInCompartment(ERR_ConvoyResources.Soldier(), nativeGroup, ERR_ConvoyResources.GroupPrefab());
if (actor) { unit.Members.Insert(actor); m_Mode.Own(actor); }
if (!actor || nativeGroup != unit.Group) return false;
}
unit.Driver = unit.Members[0];
return true;
}
ERR_ConvoyTask Dispatch(ERR_ConvoyReceipt receipt, array<vector> positions, array<vector> angles, ERR_ForceRoute route, float now)
{
if (!Current() || !ERR_ForceRules.Finite(now) || now < 0 || !ERR_ConvoyRules.Plan(positions, angles, route) || !ERR_ConvoyResources.Available() || !ERR_ConvoyRules.GroundClear(positions, angles)) return null;
// The selected stock crew and group are USSR. Other factions require a new
// reviewed catalog; never silently rewrite affiliations on incompatible kit.
if (!m_Mode.EnemyFaction() || m_Mode.EnemyFaction().GetFactionKey() != "USSR" || !m_Pool.Consume(receipt)) return null;
ERR_ConvoyTask task = new ERR_ConvoyTask(); task.Receipt = receipt; task.Route = route; task.Deadline = now + 30000;
m_Tasks.Insert(task);
for (int index = 0; index < 6; index++)
{
ERR_ConvoyVehicle unit = new ERR_ConvoyVehicle(); unit.Index = index; task.Vehicles.Insert(unit);
unit.Group = SCR_AIGroup.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.GroupPrefab(), positions[index]));
if (unit.Group) m_Mode.Own(unit.Group);
unit.Entity = Vehicle.Cast(ERR_Actors.Spawn(ERR_ConvoyResources.VehiclePrefab(index), positions[index], angles[index]));
if (unit.Entity) m_Mode.Own(unit.Entity);
if (!unit.Group || !unit.Entity || unit.Group.GetFaction() != m_Mode.EnemyFaction() || !ERR_ConvoyRules.EmptyCrewTemplate(unit.Group) || !FillCrew(unit))
{ task.Stop(m_Mode, "finite convoy startup failed; receipt consumed without retry"); return task; }
FactionAffiliationComponent affiliation = FactionAffiliationComponent.Cast(unit.Entity.FindComponent(FactionAffiliationComponent));
if (affiliation) affiliation.SetAffiliatedFaction(m_Mode.EnemyFaction());
AICarMovementComponent movement = AICarMovementComponent.Cast(unit.Entity.FindComponent(AICarMovementComponent));
if (movement) movement.SetCruiseSpeed(35);
}
ERR_HQ.Event("CONVOY CREATED", "six physical vehicles and 19 finite crew; native readiness and ledger admission pending");
return task;
}
protected string ReadinessReason(ERR_ConvoyVehicle unit)
{
if (unit.Registered) return "already admitted";
if (!unit.Group) return "missing group";
if (!unit.Entity) return "missing vehicle";
if (!ERR_Actors.Alive(unit.Entity)) return "vehicle destroyed or lacks damage state";
if (unit.Group.GetFaction() != m_Mode.EnemyFaction()) return "group faction mismatch";
if (!ERR_Actors.CanFight(unit.Driver)) return "driver absent/dead/unconscious or controller unavailable";
if (ERR_Actors.Player(unit.Driver)) return "driver controlled by player";
if (!ERR_ConvoyRules.PartOf(CompartmentAccessComponent.GetVehicleIn(unit.Driver), unit.Entity)) return "driver outside intended vehicle";
foreach (IEntity member : unit.Members)
{
if (!ERR_Actors.Alive(member)) return "member absent/dead or damage state unavailable";
if (ERR_Actors.Player(member)) return "member controlled by player";
if (ERR_Actors.Group(member) != unit.Group) return "member native agent/parent group mismatch";
}
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
if (agents.Count() != unit.Members.Count()) return "native agent count differs from original crew";
foreach (AIAgent agent : agents)
{
if (!agent) return "null native agent";
if (!unit.Members.Contains(agent.GetControlledEntity())) return "native agent controls foreign entity";
if (!ERR_Actors.CanFight(agent.GetControlledEntity())) return "native agent actor cannot fight";
}
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
if (!utility) return "group utility unavailable";
if (!utility.m_VehicleMgr) return "group vehicle manager unavailable";
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
if (!usage) return "vehicle usage component unavailable";
for (int i = 0; i < unit.Seats.Count(); i++)
if (i >= unit.Members.Count() || !unit.Seats[i] || unit.Seats[i].GetOccupant() != unit.Members[i]) return "intended seat occupant mismatch";
return "readiness guards satisfied; awaiting admission";
}
protected void InspectReadiness(ERR_ConvoyVehicle unit, float now)
{
if (!unit || now < unit.NextReadinessNote) return;
unit.NextReadinessNote = now + 5000;
int agents, activeAgents;
bool activeGroup;
if (unit.Group)
{
array<AIAgent> current = {}; unit.Group.GetAgents(current);
agents = current.Count(); activeGroup = unit.Group.IsAIActivated();
foreach (AIAgent agent : current) if (agent && agent.IsAIActivated()) activeAgents++;
}
ERR_HQ.Event("CONVOY READINESS", string.Format("vehicle=%1 reason=%2 members=%3 agents=%4 activeAgents=%5 activeGroup=%6 seats=%7 registered=%8", unit.Index, ReadinessReason(unit), unit.Members.Count(), agents, activeAgents, activeGroup, unit.Seats.Count(), unit.Registered));
}
protected bool Admit(ERR_ConvoyTask task, float now)
{
foreach (ERR_ConvoyVehicle observed : task.Vehicles) InspectReadiness(observed, now);
foreach (ERR_ConvoyVehicle unit : task.Vehicles)
{
if (unit.Registered) continue;
if (!unit.CrewValid(m_Mode)) return false;
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
if (agents.Count() != unit.Members.Count()) return false;
foreach (AIAgent agent : agents)
if (!agent || !unit.Members.Contains(agent.GetControlledEntity()) || !ERR_Actors.CanFight(agent.GetControlledEntity())) return false;
SCR_AIGroupUtilityComponent utility = unit.Group.GetGroupUtilityComponent();
SCR_AIVehicleUsageComponent usage = SCR_AIVehicleUsageComponent.Cast(unit.Entity.FindComponent(SCR_AIVehicleUsageComponent));
if (!utility || !utility.m_VehicleMgr || !usage || !utility.m_VehicleMgr.TryAddVehicle(usage)) return false;
ERR_ForceRecord record = m_Mode.Forces().Register(task.Receipt.SourceId + "-vehicle-" + unit.Index.ToString(), ERR_ForceKind.CONVOY, unit.Entity.GetOrigin(), unit.Members.Count(), null, unit.Group, now);
if (!record || !m_Pool.BindRecord(task.Receipt, unit.Index, record)) { task.Stop(m_Mode, "convoy ledger admission rejected"); return false; }
record.Pinned = true;
unit.Registered = true;
m_Mode.RegisterGroup(unit.Group);
ERR_HQ hq = ERR_HQ.Cast(m_Mode.Command());
if (hq) hq.ReserveGroup(unit.Group);
// Native helper idempotently registers deletion/damage callbacks and mounted
// combat activity; raw vehicle-manager admission alone omits those hooks.
utility.AddUsableVehicle(usage);
unit.Group.SetPermanentLOD(0); unit.Group.ActivateAI();
foreach (AIAgent active : agents) { active.SetPermanentLOD(0); active.ActivateAI(); }
}
return true;
}
protected void IssueCargo(ERR_ConvoyTask task)
{
if (task.CargoIssued || task.Stopped || task.Vehicles.Count() != 6) return;
task.CargoIssued = true;
InventoryStorageManagerComponent inventory = InventoryStorageManagerComponent.Cast(task.Vehicles[1].Entity.FindComponent(InventoryStorageManagerComponent));
if (!inventory) { ERR_HQ.Event("CONVOY CARGO", "ammo truck inventory unavailable; no retry or free replacement"); return; }
for (int i = 0; i < 56; i++)
{
ResourceName prefab = ERR_ConvoyResources.Magazine();
if (i < 8) prefab = ERR_ConvoyResources.Rifle();
ERR_ConvoyCargoCallback operation = new ERR_ConvoyCargoCallback(); operation.Prefab = prefab; task.Cargo.Insert(operation);
if (!inventory.TrySpawnPrefabToStorage(prefab, null, -1, EStoragePurpose.PURPOSE_DEPOSIT, operation)) operation.Finished = true;
}
ERR_HQ.Event("CONVOY CARGO", "finite target submitted once: eight AK74 and 48 magazines; native capacity/completion may reduce actual stock");
}
void Tick(float now)
{
if (!Current() || !ERR_ForceRules.Finite(now)) return;
foreach (ERR_ConvoyTask task : m_Tasks)
{
if (task.Stopped || now < task.NextCheck) continue;
task.NextCheck = now + 1000;
bool captured;
foreach (ERR_ConvoyVehicle unit : task.Vehicles) if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group)) captured = true;
if (captured) { task.Stop(m_Mode, "player captured convoy vehicle or joined crew"); continue; }
if (!task.Ready)
{
if (now >= task.Deadline) { task.Stop(m_Mode, "native crew readiness expired; no replacement"); continue; }
if (!Admit(task, now)) continue;
task.Ready = true; IssueCargo(task);
}
bool pending;
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles)
{
vehicle.Tick(m_Mode, task.Route, now);
if (!vehicle.Released && !vehicle.Arrived) pending = true;
}
if (!pending) task.Stop(m_Mode, "finite authored road route ended or all vehicle orders released");
}
}
bool ApplyCombatOrder(ERR_ConvoyTask task, ERR_ConvoyCombatOrder order, float now)
{
if (!Current() || !task || !order || !m_Tasks.Contains(task) || task.Stopped || !task.Ready || !task.Receipt || !task.Receipt.Consumed) return false;
if (order.VehicleIndex < 0 || order.VehicleIndex >= task.Vehicles.Count() || order.SourceId != task.Receipt.SourceId) return false;
ERR_ConvoyVehicle unit = task.Vehicles[order.VehicleIndex];
if (!unit || !unit.Registered || unit.Released || unit.Arrived || unit.Index != order.VehicleIndex || unit.Group != order.Group || !unit.CrewValid(m_Mode)) return false;
if (ERR_ConvoyRules.Captured(unit.Entity, unit.Group) || unit.Index >= task.Receipt.Records.Count()) return false;
if (!ERR_ConvoyCombatRules.Accept(unit.Combat, order, now) || !task.Route || unit.RouteIndex >= task.Route.Count()) return false;
ERR_ForceRecord record = m_Mode.Forces().FindGroup(unit.Group);
if (!record || !record.Physical || record.Eliminated || record.Kind != ERR_ForceKind.CONVOY || record.Id != task.Receipt.Records[unit.Index]) return false;
array<AIAgent> agents = {}; unit.Group.GetAgents(agents);
if (agents.Count() != unit.Members.Count()) return false;
foreach (AIAgent agent : agents)
if (!agent || !unit.Members.Contains(agent.GetControlledEntity())) return false;
// No caller can replay even a command whose native waypoint recreation fails.
unit.Combat.LastCommandId = order.CommandId;
if (order.Hold)
{
if (!unit.Combat.Held) unit.ClearOrder();
unit.Combat.Held = true; unit.Combat.ReportId = order.ReportId; unit.Combat.ObservedAt = order.ObservedAt;
}
else
{
unit.Combat.Held = false;
if (!unit.SupplyHeld && !unit.Order(task.Route, now)) { unit.Release(m_Mode); return false; }
}
ERR_HQ.Event("CONVOY COVER", string.Format("command M%1 report M%2 vehicle=%3 held=%4 routeIndex=%5", order.CommandId, order.ReportId, unit.Index, unit.Combat.Held, unit.RouteIndex));
return true;
}
int Count() { return m_Tasks.Count(); }
string Status()
{
int ready, stopped, vehicles, completed, failed, pending;
foreach (ERR_ConvoyTask task : m_Tasks)
{
if (task.Ready) ready++;
if (task.Stopped) stopped++;
foreach (ERR_ConvoyVehicle vehicle : task.Vehicles) if (vehicle && vehicle.Entity) vehicles++;
foreach (ERR_ConvoyCargoCallback operation : task.Cargo)
{
if (!operation.Finished) pending++;
else if (operation.Succeeded) completed++;
else failed++;
}
}
string reason;
if (m_Tasks.Count() == 1 && m_Tasks[0].Stopped) reason = m_Tasks[0].Reason;
if (reason.Length() > 160) reason = reason.Substring(0, 160);
return string.Format("Convoys: %1 tasks, %2 reached readiness, %3 stopped, %4 retained physical vehicles; cargo native insertion successes=%5 failed=%6 pending=%7; current inventory may differ after use/looting", m_Tasks.Count(), ready, stopped, vehicles, completed, failed, pending) + "; reason=" + reason;
}
void Stop()
{
if (m_Stopped) return;
m_Stopped = true;
foreach (ERR_ConvoyTask task : m_Tasks) task.Stop(m_Mode, "HQ ended convoy task service");
}
}