# Task Usage Guide

The task module stores transient mission task metadata for active server or
mission lifecycle workflows. SQF still owns Arma-only runtime state such as
objects and participants.

The server addon at `arma/server/addons/task` also owns task execution:
creating BIS tasks, registering task entities, tracking participants, binding
task ownership, applying player/org rewards, and clearing task state when a
task completes.

Runtime dependencies:

- `forge_server_extension`
- `forge_server_common`
- `forge_server_actor`
- `forge_server_bank`
- `forge_server_org`
- `forge_client_notifications`

## Data Model

Catalog entries are flexible JSON objects. The service normalizes these fields
when a catalog entry is inserted or ownership changes:

- `taskId`
- `taskID`
- `accepted`
- `requesterUid`
- `orgID`

Ownership context:

```json
{
  "requesterUid": "76561198000000000",
  "orgId": "default"
}
```

## Commands

| Command | Arguments | Returns |
| --- | --- | --- |
| `task:reset` | none | `true`. |
| `task:catalog:active` | none | Active catalog entry array JSON. |
| `task:catalog:get` | `task_id` | Catalog entry JSON or `null`. |
| `task:catalog:upsert` | `task_id`, `entry_json` | Stored catalog entry JSON. |
| `task:catalog:delete` | `task_id` | `true`. |
| `task:ownership:bind` | `task_id`, `ownership_json` | Ownership mutation result JSON. |
| `task:ownership:release` | `task_id` | Ownership mutation result JSON. |
| `task:ownership:accept` | `task_id`, `ownership_json` | Ownership mutation result JSON. |
| `task:ownership:reward_context` | `task_id` | Reward context JSON. |
| `task:status:set` | `task_id`, `status` | `true`. |
| `task:status:get` | `task_id` | Status string JSON. |
| `task:status:clear` | `task_id` | `true`. |
| `task:defuse:increment` | `task_id` | New counter value JSON. |
| `task:defuse:get` | `task_id` | Counter value JSON. |
| `task:clear` | `task_id` | `true`. |

## Upsert a Catalog Entry

```sqf
private _entry = createHashMapFromArray [
    ["title", "Destroy Cache"],
    ["description", "Destroy the enemy supply cache."],
    ["reward", 1500]
];

private _result = "forge_server" callExtension ["task:catalog:upsert", [
    "task-cache-1",
    toJSON _entry
]];
```

## Mark a Task Active

```sqf
"forge_server" callExtension ["task:status:set", [
    "task-cache-1",
    "active"
]];

private _active = "forge_server" callExtension ["task:catalog:active", []];
```

Completed statuses `succeeded` and `failed` are also stored as completed status
fallbacks. Clearing status removes active and completed state.

## Accept a Task

```sqf
private _ownership = createHashMapFromArray [
    ["requesterUid", getPlayerUID player],
    ["orgId", "default"]
];

private _result = "forge_server" callExtension ["task:ownership:accept", [
    "task-cache-1",
    toJSON _ownership
]];
```

`task:ownership:accept` fails if the task is not active or another requester
already accepted it.

## Rewards

```sqf
private _result = "forge_server" callExtension ["task:ownership:reward_context", [
    "task-cache-1"
]];

private _context = fromJSON (_result select 0);
```

The reward context contains `requesterUid` and `orgId`.

## Server Task Flows

The task addon provides these server-owned task flows:

- `attack`
- `defend`
- `defuse`
- `delivery`
- `destroy`
- `hostage`
- `hvt`

Mission designers can create tasks in four ways:

- Eden modules for editor-authored tasks.
- `forge_server_task_fnc_startTask` for script-authored tasks.
- `forge_server_task_fnc_handler` for pre-registered entities with reputation
  gating and ownership binding. This path expects the BIS task and catalog
  entry to already exist if map-task and CAD visibility are required.
- Direct task function calls for server-owned or mission-authored flows that
  intentionally fall back to the `default` org. This path expects the BIS task
  to already exist if map-task visibility is required.

The dynamic mission manager can also generate attack tasks from config. That is
system-generated content rather than a hand-authored task creation path.

## CAD Compatibility

CAD hydrates assignable tasks from `TaskStore.getActiveTaskCatalog`. A task must
have a catalog entry and a task status of `available`, `assigned`, or `active`
before CAD can show it.
CAD assignment only reserves a task for a group. The task is accepted and task
logic starts after the assigned group leader acknowledges the assignment. If
the leader declines, the CAD assignment is removed and the task returns to the
open contract board.

CAD-compatible creation paths:

- Eden modules: compatible because they delegate to
  `forge_server_task_fnc_startTask`.
- `forge_server_task_fnc_startTask`: compatible because it registers the
  catalog entry, creates the BIS task, and dispatches through the handler.
- Dynamic mission manager attack tasks: compatible because the mission manager
  uses `forge_server_task_fnc_startTask`.

Limited or incompatible paths:

- `forge_server_task_fnc_handler`: only compatible if a catalog entry was
  already registered elsewhere. The handler sets available status and ownership,
  but it does not create the BIS task shown in the map task tab or upsert the
  catalog entry.
- Direct task function calls: not CAD-compatible by default. They bypass
  `startTask` and usually do not register the task catalog entry or active
  status that CAD hydrates from. They also only call `BIS_fnc_taskSetState` at
  completion/failure; they do not create the BIS task first.

## BIS Map Task Prerequisite

Only the Eden task modules and `forge_server_task_fnc_startTask` create the BIS
task automatically through `BIS_fnc_taskCreate`.

If a mission uses `forge_server_task_fnc_handler` directly or calls a task flow
function such as `forge_server_task_fnc_attack`, the mission must create a BIS
task with the same task ID before the Forge task completes. Otherwise the
success/failure `BIS_fnc_taskSetState` call has no visible map task to update.

That prerequisite can be satisfied with a vanilla Eden task creation module or
a scripted `BIS_fnc_taskCreate` call. `forge_server_task_fnc_startTask` is the
preferred Forge path because it handles BIS task creation, Forge catalog
registration, entity registration, and handler dispatch together.

## Eden Modules

Eden task modules are the normal designer-facing path. Place the module,
configure its attributes, and sync it to the relevant entities or grouping
modules.

Available task modules:

- `FORGE_Module_Attack`: sync directly to target units or vehicles.
- `FORGE_Module_Destroy`: sync directly to objects, vehicles, or units.
- `FORGE_Module_Defuse`: sync to `FORGE_Module_Explosives` and optionally
  `FORGE_Module_Protected`.
- `FORGE_Module_Delivery`: sync to `FORGE_Module_Cargo`; the cargo module syncs
  to cargo objects.
- `FORGE_Module_Hostage`: sync to `FORGE_Module_Hostages` and
  `FORGE_Module_Shooters`.
- `FORGE_Module_HVT`: sync directly to HVT units.
- `FORGE_Module_Defend`: configure the defense marker and wave settings; sync
  enemy units to use their groups as wave templates.

These modules delegate to `forge_server_task_fnc_startTask`.

## Mission Designer Guide

This section is the practical Eden setup guide for mission designers.

### General Rules

Use these rules for every Forge task:

1. Give every task a unique `TaskID`.
2. Use area markers for zone-style fields such as:
   - `DefenseZone`
   - `DeliveryZone`
   - `ExtZone`
   - `CBRNZone`
3. Prefer `RECTANGLE` or `ELLIPSE` markers with real size.
4. Set success and fail limits explicitly instead of relying on defaults.
5. If a task uses a timer, the countdown now waits until the assigned group
   leader acknowledges the task.
6. Grouping modules such as `Explosive Entities`, `Protected Entities`,
   `Cargo`, `Hostages`, and `Shooters` should be synced to real world objects,
   not other logic modules.

### Attack Task

Use `FORGE_Module_Attack` when players need to eliminate hostile units or
vehicles.

Setup:

1. Place the enemy units or vehicles.
2. Place `FORGE_Module_Attack`.
3. Set `TaskID`.
4. Set `LimitSuccess` to the number of targets that must be killed.
5. Set `LimitFail` if you want a fail threshold.
6. Set rewards, rating, and optional `TimeLimit`.
7. Sync the attack module directly to the target units or vehicles.

Notes:

- This module reads its synced entities directly.
- `TimeLimit` uses seconds. `0` means no limit.

### Destroy Task

Use `FORGE_Module_Destroy` when players must destroy objects, vehicles, or
units.

Setup:

1. Place the objects, vehicles, or units that must be destroyed.
2. Place `FORGE_Module_Destroy`.
3. Set `TaskID`.
4. Set `LimitSuccess` to the number of targets that must be destroyed.
5. Set `LimitFail` if the mission should fail after too many losses.
6. Set rewards, rating, and optional `TimeLimit`.
7. Sync the destroy module directly to the targets.

Notes:

- This module reads its synced entities directly.
- `TimeLimit` uses seconds. `0` means no limit.

### Defuse Task

Use `FORGE_Module_Defuse` when players must defuse one or more explosives while
protecting other entities.

Required module layout:

```text
[Defuse Task] --> [Explosive Entities] --> explosive objects
[Defuse Task] --> [Protected Entities] --> protected objects/vehicles/units
```

Setup:

1. Place the explosive objects that players must defuse.
2. Place `FORGE_Module_Explosives`.
3. Sync each explosive object to `FORGE_Module_Explosives`.
4. Place the objects, vehicles, or units that must survive.
5. Place `FORGE_Module_Protected`.
6. Sync each protected entity to `FORGE_Module_Protected`.
7. Place `FORGE_Module_Defuse`.
8. Set `TaskID`.
9. Set `LimitSuccess` to the number of explosives that must be defused.
10. Set `LimitFail` to the number of protected entities that can be lost before failure.
11. Set `TimeLimit` to the IED countdown in seconds. This is per-IED countdown behavior, not a global mission timer.
12. Set rewards, rating, and end-state options.
13. Sync `FORGE_Module_Defuse` to `FORGE_Module_Explosives`.
14. Sync `FORGE_Module_Defuse` to `FORGE_Module_Protected`.

Notes:

- The module reads grouped objects from the `Explosive Entities` and
  `Protected Entities` modules, not from direct object syncs.
- Logic objects are filtered out already, so only real explosives and protected
  entities are counted.
- The ACE defuse event is wired to the task system and resolves IEDs back to
  the correct task.

### Delivery Task

Use `FORGE_Module_Delivery` when players must move cargo into a delivery zone.

Required module layout:

```text
[Delivery Task] --> [Cargo] --> cargo objects
```

Setup:

1. Place the cargo objects.
2. Create an area marker for the delivery zone.
3. Place `FORGE_Module_Cargo`.
4. Sync each cargo object to `FORGE_Module_Cargo`.
5. Place `FORGE_Module_Delivery`.
6. Set `TaskID`.
7. Set `DeliveryZone` to the marker name.
8. Set `LimitSuccess` to the number of cargo objects that must arrive.
9. Set `LimitFail` to the number of cargo objects that can be damaged past the fail threshold.
10. Set rewards, rating, and optional `TimeLimit`.
11. Sync `FORGE_Module_Delivery` to `FORGE_Module_Cargo`.

Notes:

- The runtime checks `inArea DeliveryZone`, so the zone must be an area marker.

### Hostage Task

Use `FORGE_Module_Hostage` when players must rescue hostages and move them to
an extraction zone.

Required module layout:

```text
[Hostage Task] --> [Hostage Entities] --> hostage units
[Hostage Task] --> [Shooter Entities] --> hostile shooter units
```

Setup:

1. Place the hostage AI units.
2. Place the hostile shooter AI units.
3. Create an area marker for the extraction zone.
4. If using the CBRN variant, create an area marker for the `CBRNZone`.
5. Place `FORGE_Module_Hostages`.
6. Sync the hostage units to `FORGE_Module_Hostages`.
7. Place `FORGE_Module_Shooters`.
8. Sync the shooter units to `FORGE_Module_Shooters`.
9. Place `FORGE_Module_Hostage`.
10. Set `TaskID`.
11. Set `ExtZone` to the extraction marker name.
12. Set `LimitSuccess` to the number of hostages that must be rescued.
13. Set `LimitFail` to the number of hostages that can be lost before failure.
14. Set `Execution` or `CBRN` as needed for the mission variant.
15. If `CBRN` is enabled, set `CBRNZone`.
16. Set rewards, rating, and optional `TimeLimit`.
17. Sync `FORGE_Module_Hostage` to `FORGE_Module_Hostages`.
18. Sync `FORGE_Module_Hostage` to `FORGE_Module_Shooters`.

Notes:

- Hostages and shooters are filtered to real units only.
- Hostages are protected immediately on task registration to avoid startup race conditions.
- The hostage timer now waits until the assigned group leader acknowledges the
  task before counting down.
- `ExtZone` is checked with `inArea`, so it must be an area marker.

### HVT Task

Use `FORGE_Module_HVT` when players must capture or eliminate a high-value
target.

Setup:

1. Place the HVT unit or units.
2. If using capture mode, create an area marker for the extraction zone.
3. Place `FORGE_Module_HVT`.
4. Set `TaskID`.
5. Set `CaptureHVT` as needed:
   - enabled for capture/extract
   - disabled for kill/eliminate
6. If using capture mode, set `ExtZone` to the extraction marker name.
7. Set `LimitSuccess` to the number of HVTs that must be captured or eliminated.
8. Set `LimitFail` if the mission should fail after too many HVT deaths in capture mode.
9. Set rewards, rating, and optional `TimeLimit`.
10. Sync the HVT module directly to the HVT unit or units.

Notes:

- Capture mode uses `ExtZone` with `inArea`, so use an area marker.
- Elimination mode does not require an extraction zone.
- The HVT timer now waits until the assigned group leader acknowledges the task
  before counting down.

### Defend Task

Use `FORGE_Module_Defend` when players must hold an area against spawned enemy
waves.

Setup:

1. Create an area marker for the defense zone.
2. Place `FORGE_Module_Defend`.
3. Set `TaskID`.
4. Set `DefenseZone` to the defense marker name.
5. Set `DefendTime` to how long the area must be held.
6. Set `WaveCount`.
7. Set `WaveCooldown`.
8. Set `MinBlufor` to the minimum number of friendlies required in the zone.
9. Place one or more enemy groups or units to use as wave templates.
10. Sync any unit from each enemy group to the defend module.
11. Set rewards, rating, and end-state options.

Notes:

- Synced enemy units are treated as templates. Syncing one unit from a group
  makes the whole group available as a wave composition.
- If no enemy units are synced, the defend task falls back to default CSAT
  infantry waves.
- The defend task waits for the required number of BLUFOR to enter the zone
  before the timer, waves, and empty-zone failure checks begin.
- `DefenseZone` must be an area marker.

### Quick Reference

Use direct syncs:

- `Attack Task` -> target units/vehicles
- `Destroy Task` -> target objects/vehicles/units
- `HVT Task` -> HVT units

Use grouping modules:

- `Defuse Task` -> `Explosive Entities`, `Protected Entities`
- `Delivery Task` -> `Cargo`
- `Hostage Task` -> `Hostage Entities`, `Shooter Entities`

Use area markers:

- `DefenseZone`
- `DeliveryZone`
- `ExtZone`
- `CBRNZone`

## Scripted Start Task

Use `forge_server_task_fnc_startTask` when creating tasks from modules,
mission scripts, or generated mission-manager content. It registers task
entities, creates the BIS task, stores the catalog entry, then dispatches
through `forge_server_task_fnc_handler`.

```sqf
[
    "attack",
    "compound_attack_01",
    getPosATL leader1,
    "Attack: East Compound",
    "Eliminate all hostile forces.",
    createHashMapFromArray [["targets", [unit1, unit2, unit3]]],
    createHashMapFromArray [
        ["limitFail", 0],
        ["limitSuccess", 3],
        ["funds", 50000],
        ["ratingFail", -10],
        ["ratingSuccess", 20],
        ["timeLimit", 900]
    ],
    0,
    getPlayerUID player,
    "script"
] call forge_server_task_fnc_startTask;
```

## Handler Calls

Use `forge_server_task_fnc_handler` directly when the task entities are already
registered and you want reputation gating plus ownership binding. Create the
BIS task and catalog entry separately if this task should appear in the map
task tab or CAD:

```sqf
[
    "delivery",
    ["delivery_1", 1, 3, "delivery_zone", 250000, -75, 300, false, false, 900],
    250,
    getPlayerUID player
] call forge_server_task_fnc_handler;
```

## Direct Task Calls

Direct task function calls still work for mission-authored or server-owned
tasks, but they do not provide a requester UID. Ownership falls back to the
`default` org. Create the BIS task separately if this task should appear in the
map task tab.

## Timer Semantics

Task time limits use `0` for no limit:

- attack `timeLimit`
- destroy `timeLimit`
- delivery `timeLimit`
- hostage `timeLimit`
- HVT `timeLimit`

Positive values are measured in seconds. Do not pass `-1` as a no-limit value;
the task runtime treats any non-zero task time limit as active.

Defuse IED timers are different. `iedTimer` must be greater than `0`, because
IEDs are expected to have an active countdown. The Eden defuse module defaults
to `300` seconds.

## Defuse Counter

```sqf
"forge_server" callExtension ["task:defuse:increment", ["task-cache-1"]];
private _count = "forge_server" callExtension ["task:defuse:get", ["task-cache-1"]];
```

## Error Handling

```sqf
private _payload = _result select 0;
if (_payload find "Error:" == 0) exitWith {
    systemChat format ["Task error: %1", _payload];
};
```
