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