mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
SEAD task is working!
This commit is contained in:
parent
e2250dc92f
commit
65391223d5
@ -228,6 +228,7 @@
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SET_BASE = {
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ClassName = "SET_BASE",
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Set = {},
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List = {},
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}
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--- Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
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@ -246,6 +247,10 @@ function SET_BASE:New( Database )
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self.YieldInterval = 10
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self.TimeInterval = 0.001
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self.List = {}
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self.List.__index = self.List
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self.List = setmetatable( { Count = 0 }, self.List )
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return self
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end
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@ -275,18 +280,72 @@ end
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-- @param Base#BASE Object
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-- @return Base#BASE The added BASE Object.
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function SET_BASE:Add( ObjectName, Object )
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self:E( ObjectName )
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self.Set[ObjectName] = Object
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local t = { _ = Object }
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if self.List.last then
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self.List.last._next = t
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t._prev = self.List.last
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self.List.last = t
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else
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-- this is the first node
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self.List.first = t
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self.List.last = t
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end
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self.List.Count = self.List.Count + 1
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self.Set[ObjectName] = t
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end
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--- Removes a @{Base#BASE} object from the @{Set#SET_BASE} and derived classes, based on the Object Name.
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-- @param #SET_BASE self
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-- @param #string ObjectName
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function SET_BASE:Remove( ObjectName )
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self:E( ObjectName )
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self.Set[ObjectName] = nil
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local t = self.Set[ObjectName]
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if t then
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if t._next then
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if t._prev then
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t._next._prev = t._prev
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t._prev._next = t._next
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else
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-- this was the first node
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t._next._prev = nil
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self.List._first = t._next
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end
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elseif t._prev then
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-- this was the last node
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t._prev._next = nil
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self.List._last = t._prev
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else
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-- this was the only node
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self.List._first = nil
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self.List._last = nil
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end
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t._next = nil
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t._prev = nil
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self.List.Count = self.List.Count - 1
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self.Set[ObjectName] = nil
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end
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end
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--- Retrieves the amount of objects in the @{Set#SET_BASE} and derived classes.
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-- @param #SET_BASE self
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-- @return #number Count
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function SET_BASE:Count()
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return self.List.Count
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end
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--- Define the SET iterator **"yield interval"** and the **"time interval"**.
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-- @param #SET_BASE self
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-- @param #number YieldInterval Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed.
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@ -454,7 +513,8 @@ function SET_BASE:ForEach( IteratorFunction, arg, Set, Function, FunctionArgumen
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local function CoRoutine()
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local Count = 0
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for ObjectID, Object in pairs( Set ) do
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for ObjectID, ObjectData in pairs( Set ) do
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local Object = ObjectData._
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self:T3( Object )
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if Function then
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if Function( unpack( FunctionArguments ), Object ) == true then
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@ -1,6 +1,3 @@
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local machine = {}
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machine.__index = machine
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--- This module contains the STATEMACHINE class.
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--
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-- ===
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@ -23,42 +20,42 @@ STATEMACHINE = {
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--- Creates a new STATEMACHINE object.
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-- @param #STATEMACHINE self
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-- @return #STATEMACHINE
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function STATEMACHINE:New(options)
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function STATEMACHINE:New( options )
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local self = routines.utils.deepCopy( self ) -- Create a new self instance
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assert(options.events)
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local FiniteStateMachine = {}
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setmetatable( FiniteStateMachine, self )
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local MT = {}
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setmetatable( self, MT )
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self.__index = self
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FiniteStateMachine.options = options
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FiniteStateMachine.current = options.initial or 'none'
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FiniteStateMachine.events = {}
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self.options = options
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self.current = options.initial or 'none'
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self.events = {}
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for _, event in ipairs(options.events or {}) do
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local name = event.name
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FiniteStateMachine[name] = FiniteStateMachine[name] or self:create_transition(name)
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FiniteStateMachine.events[name] = FiniteStateMachine.events[name] or { map = {} }
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self:add_to_map(FiniteStateMachine.events[name].map, event)
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self[name] = self[name] or self:_create_transition(name)
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self.events[name] = self.events[name] or { map = {} }
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self:_add_to_map(self.events[name].map, event)
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end
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for name, callback in pairs(options.callbacks or {}) do
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FiniteStateMachine[name] = callback
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self[name] = callback
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end
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return FiniteStateMachine
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return self
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end
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function STATEMACHINE:call_handler(handler, params)
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function STATEMACHINE:_call_handler(handler, params)
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if handler then
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return handler(unpack(params))
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end
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end
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function STATEMACHINE:create_transition(name)
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function STATEMACHINE:_create_transition(name)
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return function(self, ...)
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local can, to = self:can(name)
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@ -66,16 +63,16 @@ function STATEMACHINE:create_transition(name)
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local from = self.current
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local params = { self, name, from, to, ... }
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if self:call_handler(self["onbefore" .. name], params) == false
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or self:call_handler(self["onleave" .. from], params) == false then
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if self:_call_handler(self["onbefore" .. name], params) == false
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or self:_call_handler(self["onleave" .. from], params) == false then
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return false
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end
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self.current = to
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self:call_handler(self["onenter" .. to] or self["on" .. to], params)
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self:call_handler(self["onafter" .. name] or self["on" .. name], params)
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self:call_handler(self["onstatechange"], params)
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self:_call_handler(self["onenter" .. to] or self["on" .. to], params)
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self:_call_handler(self["onafter" .. name] or self["on" .. name], params)
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self:_call_handler(self["onstatechange"], params)
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return true
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end
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@ -84,7 +81,7 @@ function STATEMACHINE:create_transition(name)
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end
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end
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function STATEMACHINE:add_to_map(map, event)
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function STATEMACHINE:_add_to_map(map, event)
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if type(event.from) == 'string' then
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map[event.from] = event.to
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else
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@ -126,3 +123,33 @@ function STATEMACHINE:todot(filename)
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dotfile:write('}\n')
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dotfile:close()
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end
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--- STATEMACHINE_TASK class
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-- @type STATEMACHINE_TASK
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-- @field Task2#TASK2 Task
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-- @extends StateMachine#STATEMACHINE
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STATEMACHINE_TASK = {
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ClassName = "STATEMACHINE_TASK",
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}
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--- Creates a new STATEMACHINE_TASK object.
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-- @param #STATEMACHINE_TASK self
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-- @return #STATEMACHINE_TASK
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function STATEMACHINE_TASK:New( Task, options )
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local FsmT = routines.utils.deepCopy( self ) -- Create a new self instance
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local Parent = STATEMACHINE:New(options)
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setmetatable( FsmT, Parent )
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FsmT.__index = FsmT
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FsmT.Task = Task
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return FsmT
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end
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function STATEMACHINE_TASK:_call_handler( handler, params )
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if handler then
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return handler( self.Task, unpack( params ) )
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end
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end
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@ -24,14 +24,14 @@ end
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--- @param #TASK2 self
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function TASK2:Schedule()
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self.TaskScheduler = SCHEDULER:New( self.StateMachine, self.StateMachine.Assign, { self, self.Client }, 1)
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self.TaskScheduler = SCHEDULER:New( self.Fsm, self.Fsm.Assign, { self, self.Client }, 1)
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end
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--- @param #TASK2 self
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function TASK2:NextEvent( NextEvent, ... )
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self:E( NextEvent )
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self.TaskScheduler = SCHEDULER:New( self.StateMachine, NextEvent, { self, self.Client }, 1 )
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self.TaskScheduler = SCHEDULER:New( self.Fsm, NextEvent, { self, self.Client, unpack( arg ) }, 1 )
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end
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@ -4,103 +4,166 @@
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--- TASK2_SEAD class
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-- @type TASK2_SEAD
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-- @field Client#CLIENT Client
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-- @field Set#SET_UNIT TargetSet
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-- @extends Task2#TASK2
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TASK2_SEAD = {
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ClassName = "TASK2_SEAD",
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StateMachine = {},
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Fsm = {},
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TargetSet = nil,
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}
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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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function TASK2_SEAD:OnAssign( Fsm, Event, From, To )
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self:E( { Event, From, To, self.Client.ClientName} )
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function TASK2_SEAD:New( Client )
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self.Client:Message( "Assigned", 15 )
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self:NextEvent( Fsm.Await )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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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function TASK2_SEAD:OnAwait( Fsm, Event, From, To )
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self:E( { Event, From, To, self.Client.ClientName} )
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self.Client:Message( "Waiting", 15 )
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self:NextEvent( Fsm.Await )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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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function TASK2_SEAD:OnHitTarget( Fsm, Event, From, To, TargetUnit )
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self.Client:Message( "Hit Target", 15 )
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if self.TargetSet:Count() > 0 then
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self:NextEvent( Fsm.MoreTargets )
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else
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self:NextEvent( Fsm.Destroyed )
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end
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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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function TASK2_SEAD:OnMoreTargets( Fsm, Event, From, To )
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self.Client:Message( "More Targets", 15 )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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 Unit#UNIT KilledUnit
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function TASK2_SEAD:OnKilled( Fsm, Event, From, To, KilledUnit )
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if KilledUnit:GetName() == self.Client:GetName() then
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self.Client:Message( "Player got killed", 15 )
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self:NextEvent( Fsm.Restart )
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end
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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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function TASK2_SEAD:OnRestart( Fsm, Event, From, To )
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self.Client:Message( "Restart SEAD Task", 15 )
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_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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function TASK2_SEAD:OnDestroyed( Fsm, Event, From, To )
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self.Client:Message( "Destroyed", 15 )
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end
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function TASK2_SEAD:New( Client, TargetSet )
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-- Inherits from BASE
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local self = BASE:Inherit( self, TASK2:New( Client ) ) -- #TASK2_SEAD
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self.TargetSet = TargetSet
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--- @param #TASK2_SEAD self
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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 Client#CLIENT Client
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local function OnAssign( self, Event, From, To, Task, Client )
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Task:E( { Event, From, To, Client.ClientName} )
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Client:Message( "Assigned", 15 )
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Task:NextEvent( self.Await )
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end
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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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local function OnAwait( self, Event, From, To, Task, Client )
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Task:E( { Event, From, To, Client.ClientName} )
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Client:Message( "Waiting", 15 )
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Task:NextEvent( self.Await )
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end
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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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local function OnHitTarget( self, Event, From, To )
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end
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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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local function OnMoreTargets( self, Event, From, To )
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end
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local function OnKilled( self, Event, From, To )
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end
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local function OnFailed( self, Event, From, To )
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end
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local function OnDestroyed( self, Event, From, To )
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end
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self.StateMachine = STATEMACHINE:New( {
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self.Fsm = STATEMACHINE_TASK:New( self, {
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initial = 'Unassigned',
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events = {
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{ name = 'Assign', from = 'Unassigned', to = 'Assigned' },
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{ name = 'Await', from = 'Assigned', to = 'Waiting' },
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{ name = 'Await', from = 'Waiting', to = 'Waiting' },
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{ name = 'HitTarget', from = 'Waiting', to = 'Destroyed' },
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{ name = 'MoreTargets', from = 'Destroyed', to = 'Waiting' },
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{ name = 'Killed', from = 'Waiting', to = 'Killed' },
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{ name = 'Failed', from = 'Killed', to = 'Unassigned' },
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{ name = 'Destroyed', from = 'Destroyed', to = 'Finished' }
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{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
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{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
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{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
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{ name = 'Killed', from = 'Assigned', to = 'Failed' },
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{ name = 'Killed', from = 'Waiting', to = 'Failed' },
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{ name = 'Killed', from = 'Destroy', to = 'Failed' },
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{ name = 'Restart', from = 'Failed', to = 'Unassigned' }
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},
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callbacks = {
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onAssign = OnAssign,
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onAwait = OnAwait,
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onHitTarget = OnHitTarget,
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onMoreTargets = OnMoreTargets,
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onKilled = OnKilled,
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onFailed = OnFailed,
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onDestroyed = OnDestroyed,
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onAssign = self.OnAssign,
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onAwait = self.OnAwait,
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onHitTarget = self.OnHitTarget,
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onMoreTargets = self.OnMoreTargets,
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onDestroyed = self.OnDestroyed,
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onKilled = self.OnKilled,
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onRestart = self.OnRestart,
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}
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} )
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_EVENTDISPATCHER:OnHit( self.OnHit, self )
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_EVENTDISPATCHER:OnHit( self.EventHit, self )
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_EVENTDISPATCHER:OnDead( self.EventKilled, self )
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_EVENTDISPATCHER:OnCrash( self.EventKilled, self )
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self:Schedule()
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end
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--- @param #TASK2_SEAD self
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-- @param Event#EVENTDATA Event
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function TASK2_SEAD:OnHit( Event )
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function TASK2_SEAD:EventHit( Event )
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if Event.IniUnit then
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self:NextEvent( self.StateMachine.OnHitTarget )
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self:NextEvent( self.Fsm.HitTarget, Event.IniUnit )
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end
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end
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--- @param #TASK2_SEAD self
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-- @param Event#EVENTDATA Event
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function TASK2_SEAD:EventKilled( Event )
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if Event.IniUnit then
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self:NextEvent( self.Fsm.Killed, Event.IniUnit )
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end
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end
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@ -1,4 +1,5 @@
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local Client = CLIENT:FindByName( "Test SEAD" )
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local TargetSet = SET_UNIT:New():FilterPrefixes( "US Hawk SR" ):FilterStart()
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local Task_SEAD = TASK2_SEAD:New( Client )
|
||||
local Task_SEAD = TASK2_SEAD:New( Client, TargetSet )
|
||||
|
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Reference in New Issue
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