Starting to harmonize the new TASK logic with the old DETECTION_DISPATCHER

This commit is contained in:
FlightControl
2016-11-23 18:37:12 +01:00
parent 20dca5088a
commit 35ac87109b
12 changed files with 98 additions and 197 deletions

View File

@@ -170,6 +170,11 @@ function TASK_BASE:AssignToUnit( TaskUnit )
for FsmSubID, FsmSub in pairs( FsmUnit:GetSubs() ) do
self:E( { "Sub ID", FsmSub.fsm:GetClassNameAndID(), FsmSubID } )
FsmSub.fsm:Assign( self, TaskUnit )
--FsmSub.fsm:_SetDestructor()
--FsmSub.fsm = nil
--collectgarbage()
end
@@ -190,6 +195,8 @@ function TASK_BASE:AssignToUnit( TaskUnit )
FsmUnit:SetInitialState( "Planned" )
FsmUnit:Accept() -- Each Task needs to start with an Accept event to start the flow.
return self
end

View File

@@ -44,114 +44,41 @@ do -- TASK_A2G
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self.FACUnit = FACUnit
self:SetProcessTemplate( "PROCESS_ASSIGN", PROCESS_ASSIGN_ACCEPT:New( self.TaskBriefing ) )
self:SetProcessTemplate( "PROCESS_ROUTE", PROCESS_ROUTE_ZONE:New( self.TargetZone ) )
self:SetProcessTemplate( "PROCESS_ACCOUNT", PROCESS_ACCOUNT_DEADS:New( self.TargetSetUnit, "A2G" ) )
local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS_ZONE:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
local ProcessJTAC = self:AddProcess( TaskUnit, PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
local Fsm = self:GetFsmTemplate()
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
Fsm:AddProcess( "Planned", "Accept", PROCESS_ASSIGN_ACCEPT:New( "Attack the Area" ), { Assigned = "Route", Rejected = "Eject" } )
Fsm:AddProcess( "Assigned", "Route", PROCESS_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } )
Fsm:AddAction ( "Rejected", "Eject", "Planned" )
Fsm:AddAction ( "Arrived", "Update", "Updated" )
Fsm:AddProcess( "Updated", "Account", PROCESS_ACCOUNT_DEADS:New( self.TargetSetUnit, "Attack" ), { Accounted = "Success" } )
Fsm:AddProcess( "Updated", "Smoke", PROCESS_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
--Fsm:AddProcess( "Updated", "JTAC", PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
Fsm:AddAction ( "Accounted", "Success", "Success" )
Fsm:AddAction ( "Failed", "Fail", "Failed" )
function Fsm:onenterUpdated( TaskUnit )
self:E( { self } )
self:Account()
self:Smoke()
end
--_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
--_EVENTDISPATCHER:OnDead( self._EventDead, self )
--_EVENTDISPATCHER:OnCrash( self._EventDead, self )
--_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- Removes a TASK_A2G.
-- @param #TASK_A2G self
-- @return #nil
function TASK_A2G:CleanUp()
self:GetParent( self ):CleanUp()
return nil
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_A2G self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_A2G self
function TASK_A2G:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AssignProcess( TaskUnit, "PROCESS_ASSIGN" )
local ProcessRoute = self:AssignProcess( TaskUnit, "PROCESS_ROUTE" )
local ProcessDestroy = self:AssignProcess( TaskUnit, "PROCESS_ACCOUNT" )
--local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS_ZONE:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
--local ProcessJTAC = self:AddProcess( TaskUnit, PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, TaskUnit, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Start' },
Destroy = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessDestroy.Fsm, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke.Fsm, event = 'Start', },
JTAC = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessJTAC.Fsm, event = 'Start', },
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
ProcessDestroy:AddScore( "Destroy", "destroyed a ground unit", 25 )
ProcessDestroy:AddScore( "Failed", "failed to destroy a ground unit", -100 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_A2G self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_A2G:OnNext( Fsm, Event, From, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_A2G self
function TASK_A2G:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_A2G self
function TASK_A2G:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_A2G self
function TASK_A2G._Scheduler()
self:F2()
return true
end
end

View File

@@ -45,80 +45,31 @@ do -- TASK_SEAD
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self:SetProcessTemplate( "ASSIGN", PROCESS_ASSIGN_ACCEPT:New( self.TaskBriefing ) )
self:SetProcessTemplate( "ROUTE", PROCESS_ROUTE_ZONE:New( self.TargetZone ) )
self:SetProcessTemplate( "ACCOUNT", PROCESS_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ) )
self:SetProcessTemplate( "SMOKE", PROCESS_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
local Fsm = self:GetFsmTemplate()
Fsm:AddProcess( "Planned", "Accept", "Planned", PROCESS_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Route", Rejected = "Eject" } )
Fsm:AddProcess( "Assigned", "Route", PROCESS_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } )
Fsm:AddAction ( "Rejected", "Eject", "Planned" )
Fsm:AddAction ( "Arrived", "Update", "Updated" )
Fsm:AddProcess( "Updated", "Account", PROCESS_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } )
Fsm:AddProcess( "Updated", "Smoke", PROCESS_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
Fsm:AddAction ( "Accounted", "Success", "Success" )
Fsm:AddAction ( "Failed", "Fail", "Failed" )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
function Fsm:onenterUpdated( TaskUnit )
self:E( { self } )
self:Account()
self:Smoke()
end
-- _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
-- _EVENTDISPATCHER:OnDead( self._EventDead, self )
-- _EVENTDISPATCHER:OnCrash( self._EventDead, self )
-- _EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- Removes a TASK_SEAD.
-- @param #TASK_SEAD self
-- @return #nil
function TASK_SEAD:CleanUp()
self:GetParent(self):CleanUp()
return nil
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_SEAD self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_SEAD self
function TASK_SEAD:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AssignProcess( TaskUnit, "ASSIGN" )
local ProcessRoute = self:AssignProcess( TaskUnit, "ROUTE" )
local ProcessAccount = self:AssignProcess( TaskUnit, "ACCOUNT" )
local ProcessSmoke = self:AssignProcess( TaskUnit, "SMOKE" )
local FSMT = {
initial = 'None',
events = {
{ name = 'Start', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute, event = 'Start' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessAccount, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke, event = 'Start', }
}
}
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( FSMT, self, TaskUnit ) )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_SEAD:onafterNext( Fsm, Event, From, To )
self:SetState( self, "State", To )
end
--- @param #TASK_SEAD self
function TASK_SEAD:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"