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@@ -1,14 +1,14 @@
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--- This module contains the TASK_PICKUP classes.
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--
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-- 1) @{#TASK_PICKUP} class, extends @{Tasking.Task#TASK_BASE}
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-- 1) @{#TASK_PICKUP} class, extends @{Tasking.Task#TASK}
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-- ===================================================
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-- The @{#TASK_PICKUP} class defines a pickup task of a @{Set} of @{CARGO} objects defined within the mission.
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-- based on the tasking capabilities defined in @{Tasking.Task#TASK_BASE}.
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-- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
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-- The TASK_PICKUP is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#FSM_ASSIGN_ACCEPT} is started to accept the task.
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-- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#FSM_ROUTE} is started to route the active Units in the Group to the attack zone.
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
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-- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
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-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
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-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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@@ -23,7 +23,7 @@ do -- TASK_PICKUP
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--- The TASK_PICKUP class
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-- @type TASK_PICKUP
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-- @extends Tasking.Task#TASK_BASE
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-- @extends Tasking.Task#TASK
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TASK_PICKUP = {
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ClassName = "TASK_PICKUP",
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}
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@@ -38,7 +38,7 @@ do -- TASK_PICKUP
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-- @param Core.Zone#ZONE_BASE TargetZone
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-- @return #TASK_PICKUP self
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function TASK_PICKUP:New( Mission, AssignedSetGroup, TaskName, TaskType )
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local self = BASE:Inherit( self, TASK_BASE:New( Mission, AssignedSetGroup, TaskName, TaskType, "PICKUP" ) )
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local self = BASE:Inherit( self, TASK:New( Mission, AssignedSetGroup, TaskName, TaskType, "PICKUP" ) )
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self:F()
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
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@@ -67,7 +67,7 @@ do -- TASK_PICKUP
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function TASK_PICKUP:AssignToUnit( TaskUnit )
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self:F( TaskUnit:GetName() )
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local ProcessAssign = self:AddProcess( TaskUnit, FSM_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
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local ProcessAssign = self:AddProcess( TaskUnit, ACT_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
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local ProcessPickup = self:AddProcess( TaskUnit, PROCESS_PICKUP:New( self, self.TaskType, TaskUnit ) )
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local Process = self:AddStateMachine( TaskUnit, FSM_TASK:New( self, TaskUnit, {
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@@ -98,7 +98,7 @@ do -- TASK_PICKUP
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--- StateMachine callback function for a TASK
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-- @param #TASK_PICKUP self
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-- @param Fsm.Fsm#FSM_TASK Fsm
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-- @param Core.Fsm#FSM_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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