Got SEAD tasking working now with new Process Templates...

This commit is contained in:
FlightControl 2016-11-06 11:34:32 +01:00
parent 6239b6263c
commit 764266d552
17 changed files with 477 additions and 356 deletions

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@ -20,15 +20,15 @@
-- The CARGO_BASE is a state machine: it manages the different events and states of the cargo.
-- All derived classes from CARGO_BASE follow the same state machine, expose the same cargo event functions, and provide the same cargo states.
--
-- ## 1.2.1) CARBO_BASE Events:
-- ## 1.2.1) CARGO_BASE Events:
--
-- * @{#CARBO_BASE.Board}( ToCarrier ): Boards the cargo to a carrier.
-- * @{#CARBO_BASE.Load}( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
-- * @{#CARBO_BASE.UnBoard}( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
-- * @{#CARBO_BASE.UnLoad}( ToPointVec2 ): UnLoads the cargo from a carrier.
-- * @{#CARBO_BASE.Dead}( Controllable ): The cargo is dead. The cargo process will be ended.
-- * @{#CARGO_BASE.Board}( ToCarrier ): Boards the cargo to a carrier.
-- * @{#CARGO_BASE.Load}( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
-- * @{#CARGO_BASE.UnBoard}( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
-- * @{#CARGO_BASE.UnLoad}( ToPointVec2 ): UnLoads the cargo from a carrier.
-- * @{#CARGO_BASE.Dead}( Controllable ): The cargo is dead. The cargo process will be ended.
--
-- ## 1.2.2) CARBO_BASE States:
-- ## 1.2.2) CARGO_BASE States:
--
-- * **UnLoaded**: The cargo is unloaded from a carrier.
-- * **Boarding**: The cargo is currently boarding (= running) into a carrier.
@ -37,7 +37,7 @@
-- * **Dead**: The cargo is dead ...
-- * **End**: The process has come to an end.
--
-- ## 1.2.3) CARBO_BASE state transition methods:
-- ## 1.2.3) CARGO_BASE state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
@ -72,14 +72,14 @@
--- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
-- The cargo must be in the **UnLoaded** state.
-- @function [parent=#CARBO_BASE] Board
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] Board
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
--- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
-- The cargo must be in the **UnLoaded** state.
-- @function [parent=#CARBO_BASE] __Board
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] __Board
-- @param #CARGO_BASE self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
@ -88,14 +88,14 @@
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARBO_BASE] UnBoard
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] UnBoard
-- @param #CARGO_BASE self
-- @param Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
--- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARBO_BASE] __UnBoard
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] __UnBoard
-- @param #CARGO_BASE self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
@ -104,14 +104,14 @@
--- Loads the cargo to a Carrier. The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **UnLoaded** state.
-- @function [parent=#CARBO_BASE] Load
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] Load
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
--- Loads the cargo to a Carrier. The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **UnLoaded** state.
-- @function [parent=#CARBO_BASE] __Load
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] __Load
-- @param #CARGO_BASE self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
@ -120,14 +120,14 @@
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARBO_BASE] UnLoad
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] UnLoad
-- @param #CARGO_BASE self
-- @param Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
--- UnLoads the cargo to a Carrier. The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading.
-- The cargo must be in the **Loaded** state.
-- @function [parent=#CARBO_BASE] __UnLoad
-- @param #CARBO_BASE self
-- @function [parent=#CARGO_BASE] __UnLoad
-- @param #CARGO_BASE self
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Point#POINT_VEC2 ToPointVec2 (optional) @{Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
@ -135,46 +135,46 @@
-- UnLoaded
--- @function [parent=#CARBO_BASE] OnBeforeUnLoaded
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnBeforeUnLoaded
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARBO_BASE] OnAfterUnLoaded
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnAfterUnLoaded
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- Loaded
--- @function [parent=#CARBO_BASE] OnBeforeLoaded
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnBeforeLoaded
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARBO_BASE] OnAfterLoaded
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnAfterLoaded
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- Boarding
--- @function [parent=#CARBO_BASE] OnBeforeBoarding
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnBeforeBoarding
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARBO_BASE] OnAfterBoarding
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnAfterBoarding
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- UnBoarding
--- @function [parent=#CARBO_BASE] OnBeforeUnBoarding
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnBeforeUnBoarding
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARBO_BASE] OnAfterUnBoarding
-- @param #CARBO_BASE self
--- @function [parent=#CARGO_BASE] OnAfterUnBoarding
-- @param #CARGO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
@ -182,9 +182,9 @@
CARGOS = {}
do -- CARBO_BASE
do -- CARGO_BASE
--- @type CARBO_BASE
--- @type CARGO_BASE
-- @extends StateMachine#STATEMACHINE_PROCESS
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
@ -197,8 +197,8 @@ do -- CARBO_BASE
-- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
CARBO_BASE = {
ClassName = "CARBO_BASE",
CARGO_BASE = {
ClassName = "CARGO_BASE",
Type = nil,
Name = nil,
Weight = nil,
@ -210,19 +210,19 @@ do -- CARBO_BASE
Containable = false,
}
--- @type CARBO_BASE.CargoObjects
--- @type CARGO_BASE.CargoObjects
-- @map < #string, Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARBO_BASE Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARBO_BASE self
--- CARGO_BASE Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARGO_BASE self
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARBO_BASE
function CARBO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius )
-- @return #CARGO_BASE
function CARGO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius )
FSMT = {
initial = 'UnLoaded',
@ -238,7 +238,7 @@ function CARBO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius )
},
}
local self = BASE:Inherit( self, STATEMACHINE_PROCESS:New( FSMT ) ) -- #CARBO_BASE
local self = BASE:Inherit( self, STATEMACHINE_PROCESS:New( FSMT ) ) -- #CARGO_BASE
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
@ -263,20 +263,20 @@ function CARBO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius )
end
--- Template method to spawn a new representation of the CARBO_BASE in the simulator.
-- @param #CARBO_BASE self
-- @return #CARBO_BASE
function CARBO_BASE:Spawn( PointVec2 )
--- Template method to spawn a new representation of the CARGO_BASE in the simulator.
-- @param #CARGO_BASE self
-- @return #CARGO_BASE
function CARGO_BASE:Spawn( PointVec2 )
self:F()
end
--- Check if CargoCarrier is near the Cargo to be Loaded.
-- @param #CARBO_BASE self
-- @param #CARGO_BASE self
-- @param Point#POINT_VEC2 PointVec2
-- @return #boolean
function CARBO_BASE:IsNear( PointVec2 )
function CARGO_BASE:IsNear( PointVec2 )
self:F( { PointVec2 } )
local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
@ -294,7 +294,7 @@ end
do -- CARGO_REPRESENTABLE
--- @type CARGO_REPRESENTABLE
-- @extends #CARBO_BASE
-- @extends #CARGO_BASE
CARGO_REPRESENTABLE = {
ClassName = "CARGO_REPRESENTABLE"
}
@ -309,7 +309,7 @@ do -- CARGO_REPRESENTABLE
-- @param #number NearRadius (optional)
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARBO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARBO_BASE
local self = BASE:Inherit( self, CARGO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO_BASE
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
@ -338,7 +338,7 @@ function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )
return self
end
end -- CARBO_BASE
end -- CARGO_BASE
do -- CARGO_UNIT
@ -816,7 +816,7 @@ end
do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @extends Cargo#CARBO_BASE
-- @extends Cargo#CARGO_BASE
-- @field Set#SET_BASE CargoSet A set of cargo objects.
-- @field #string Name A string defining the name of the cargo group. The name is the unique identifier of the cargo.
CARGO_GROUP = {
@ -833,7 +833,7 @@ do -- CARGO_GROUP
-- @param #number NearRadius (optional)
-- @return #CARGO_GROUP
function CARGO_GROUP:New( CargoSet, Type, Name, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARBO_BASE:New( Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
local self = BASE:Inherit( self, CARGO_BASE:New( Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, ReportRadius, NearRadius } )
self.CargoSet = CargoSet

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@ -349,7 +349,7 @@ function PATROLZONE:onenterRoute()
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
self.Controllable:WayPointFunction( #PatrolRoute, 1, "_NewPatrolRoute" )
--- NOW ROUTE THE GROUP!
--- NOW PROCESS_ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1 )
self:__Patrol( 30 )

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@ -2,9 +2,9 @@
--- The PROCESS class
-- @type PROCESS
-- @field Task#TASK_BASE ProcessTask
-- @field Group#GROUP ProcessGroup
-- @field Menu#MENU_GROUP MissionMenu
-- @field Task#TASK_BASE Task
-- @field #string ProcessName
-- @extends StateMachine#STATEMACHINE_CONTROLLABLE
PROCESS = {
@ -16,8 +16,8 @@ PROCESS = {
--- Instantiates a new TASK Base. Should never be used. Interface Class.
-- @param #PROCESS self
-- @param #string ProcessName
-- @param Unit#UNIT ProcessUnit
-- @return #PROCESS self
-- @param Unit#UNIT ProcessUnit (Optional) If provided, it defines the UNIT for which the process is running.
-- @return #PROCESS
function PROCESS:New( FSMT, ProcessName, ProcessUnit )
local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FSMT, ProcessUnit ) )
self:F()
@ -32,13 +32,50 @@ function PROCESS:New( FSMT, ProcessName, ProcessUnit )
return self
end
--- Gets the Group of the process.
-- @param #PROCESS self
-- @return Group#GROUP
function PROCESS:GetGroup()
return self.ProcessGroup
end
--- Sets the task of the process.
-- @param #PROCESS self
-- @param Tasking.Task#TASK_BASE ProcessTask
-- @return #PROCESS
function PROCESS:SetTask( ProcessTask )
self.ProcessTask = ProcessTask
return self
end
--- Gets the task of the process.
-- @param #PROCESS self
-- @return Task#TASK_BASE
function PROCESS:GetTask()
return self.ProcessTask
end
--- Gets the mission of the process.
-- @param #PROCESS self
-- @return Mission#MISSION
function PROCESS:GetMission()
return self.ProcessTask.Mission
end
--- Assign the process to a @{Unit} and activate the process.
-- @param #PROCESS self
-- @param Unit#UNIT ProcessUnit
-- @return #PROCESS self
function PROCESS:Assign( ProcessUnit )
function PROCESS:Assign( ProcessTask, ProcessUnit )
self:SetControllable( ProcessUnit )
self:SetTask( ProcessTask )
self.ProcessGroup = ProcessUnit:GetGroup()
--self:Activate()

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@ -1,109 +0,0 @@
--- @module Process_Smoke
do -- PROCESS_SMOKE_TARGETS
--- PROCESS_SMOKE_TARGETS class
-- @type PROCESS_SMOKE_TARGETS
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Set#SET_UNIT TargetSetUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
PROCESS_SMOKE_TARGETS = {
ClassName = "PROCESS_SMOKE_TARGETS",
}
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_SMOKE_TARGETS self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_SMOKE_TARGETS self
function PROCESS_SMOKE_TARGETS:New( Task, ProcessUnit, TargetSetUnit, TargetZone )
local FSMT = {
initial = 'None',
events = {
{ name = 'Start', from = 'None', to = 'AwaitSmoke' },
{ name = 'Next', from = 'AwaitSmoke', to = 'Smoking' },
{ name = 'Next', from = 'Smoking', to = 'AwaitSmoke' },
{ name = 'Fail', from = 'Smoking', to = 'Failed' },
{ name = 'Fail', from = 'AwaitSmoke', to = 'Failed' },
{ name = 'Fail', from = 'None', to = 'Failed' },
},
callbacks = {
onStart = self.OnStart,
onNext = self.OnNext,
onSmoking = self.OnSmoking,
},
endstates = {
},
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, ProcessUnit, "SMOKE_TARGETS" ) ) -- #PROCESS_SMOKE_TARGETS
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
--- StateMachine callback function
-- @param #PROCESS_SMOKE_TARGETS self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS:OnStart( ProcessUnit, Event, From, To )
self:E( { Event, From, To, ProcessUnit.UnitName} )
self:E("Set smoke menu")
local ProcessGroup = ProcessUnit:GetGroup()
--local MissionMenu = self.Task.Mission:GetMissionMenu( ProcessGroup )
local function MenuSmoke( MenuParam )
self:E( MenuParam )
local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor
self:__Next( 1 )
end
--self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
--self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
--self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
--self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
--self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
--self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
end
--- StateMachine callback function
-- @param #PROCESS_SMOKE_TARGETS self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS:OnSmoking( ProcessUnit, Event, From, To )
self:E( { Event, From, To, ProcessUnit.UnitName} )
self.TargetSetUnit:ForEachUnit(
--- @param Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( self.SmokeColor, 150 )
end
end, {}, math.random( 10, 60 )
)
end
end
)
end
end

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@ -39,16 +39,18 @@ Include.File( "Functional/AirbasePolice" )
Include.File( "Functional/Detection" )
Include.File( "Functional/AIBalancer" )
--- Process Classes
--- Fsm Classes
Include.File( "Fsm/Process" )
Include.File( "Fsm/Assign" )
Include.File( "Fsm/Route" )
Include.File( "Fsm/Process_Smoke" )
Include.File( "Fsm/Account" )
Include.File( "Fsm/Process_JTAC" )
Include.File( "Fsm/Patrol" )
Include.File( "Fsm/Cargo" )
--- Process Classes
Include.File( "Process/Assign" )
Include.File( "Process/Route" )
Include.File( "Process/Account" )
Include.File( "Process/Smoke" )
--- Task Handling Classes
Include.File( "Tasking/Mission" )
Include.File( "Tasking/Task" )

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@ -2,16 +2,16 @@
--
-- ===
--
-- # @{#ACCOUNT} FSM class, extends @{Process#PROCESS}
-- # @{#PROCESS_ACCOUNT} FSM class, extends @{Process#PROCESS}
--
-- ## ACCOUNT state machine:
-- ## PROCESS_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ACCOUNT **Events**:
-- ### PROCESS_ACCOUNT **Events**:
--
-- These are the events defined in this class:
--
@ -21,7 +21,7 @@
-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
--
-- ### ACCOUNT **Event methods**:
-- ### PROCESS_ACCOUNT **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
@ -29,7 +29,7 @@
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACCOUNT **States**:
-- ### PROCESS_ACCOUNT **States**:
--
-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
@ -40,7 +40,7 @@
--
-- (*) End states of the process.
--
-- ### ACCOUNT state transition methods:
-- ### PROCESS_ACCOUNT state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
@ -55,38 +55,38 @@
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # 1) @{#ACCOUNT_DEADS} FSM class, extends @{Account#ACCOUNT}
-- # 1) @{#PROCESS_ACCOUNT_DEADS} FSM class, extends @{Account#PROCESS_ACCOUNT}
--
-- The ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The PROCESS_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACCOUNT_DEADS constructor:
-- ## PROCESS_ACCOUNT_DEADS constructor:
--
-- * @{#ACCOUNT_DEADS.New}(): Creates a new ACCOUNT_DEADS object.
-- * @{#PROCESS_ACCOUNT_DEADS.New}(): Creates a new PROCESS_ACCOUNT_DEADS object.
--
-- ===
--
-- @module Account
do -- ACCOUNT
do -- PROCESS_ACCOUNT
--- ACCOUNT class
-- @type ACCOUNT
--- PROCESS_ACCOUNT class
-- @type PROCESS_ACCOUNT
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
ACCOUNT = {
ClassName = "ACCOUNT",
-- @extends Fsm.Process#PROCESS
PROCESS_ACCOUNT = {
ClassName = "PROCESS_ACCOUNT",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACCOUNT self
-- @return #ACCOUNT
function ACCOUNT:New()
-- @param #PROCESS_ACCOUNT self
-- @return #PROCESS_ACCOUNT
function PROCESS_ACCOUNT:New()
local FSMT = {
initial = 'Assigned',
@ -103,7 +103,7 @@ do -- ACCOUNT
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "ACCOUNT" ) ) -- #ACCOUNT
local self = BASE:Inherit( self, PROCESS:New( FSMT, "PROCESS_ACCOUNT" ) ) -- #PROCESS_ACCOUNT
self.DisplayInterval = 30
self.DisplayCount = 30
@ -117,23 +117,23 @@ do -- ACCOUNT
--- Process Events
--- StateMachine callback function
-- @param #ACCOUNT self
-- @param #PROCESS_ACCOUNT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
function PROCESS_ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACCOUNT self
-- @param #PROCESS_ACCOUNT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT:onenterWaiting( ProcessUnit, Event, From, To )
function PROCESS_ACCOUNT:onenterWaiting( ProcessUnit, Event, From, To )
if self.DisplayCount >= self.DisplayInterval then
self:Report()
@ -146,39 +146,39 @@ do -- ACCOUNT
end
--- StateMachine callback function
-- @param #ACCOUNT self
-- @param #PROCESS_ACCOUNT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT:onafterEvent( ProcessUnit, Event, From, To, Event )
function PROCESS_ACCOUNT:onafterEvent( ProcessUnit, Event, From, To, Event )
self:__NoMore( 1 )
end
end -- ACCOUNT
end -- PROCESS_ACCOUNT
do -- ACCOUNT_DEADS
do -- PROCESS_ACCOUNT_DEADS
--- ACCOUNT_DEADS class
-- @type ACCOUNT_DEADS
--- PROCESS_ACCOUNT_DEADS class
-- @type PROCESS_ACCOUNT_DEADS
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
ACCOUNT_DEADS = {
ClassName = "ACCOUNT_DEADS",
PROCESS_ACCOUNT_DEADS = {
ClassName = "PROCESS_ACCOUNT_DEADS",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACCOUNT_DEADS self
-- @param #PROCESS_ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
-- @return #ACCOUNT_DEADS self
function ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
-- @return #PROCESS_ACCOUNT_DEADS self
function PROCESS_ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
-- Inherits from BASE
local self = BASE:Inherit( self, ACCOUNT:New() ) -- #ACCOUNT_DEADS
local self = BASE:Inherit( self, PROCESS_ACCOUNT:New() ) -- #PROCESS_ACCOUNT_DEADS
self.TargetSetUnit = TargetSetUnit
self.TaskName = TaskName
@ -191,12 +191,12 @@ do -- ACCOUNT_DEADS
--- Process Events
--- StateMachine callback function
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT_DEADS:onenterReport( ProcessUnit, Event, From, To )
function PROCESS_ACCOUNT_DEADS:onenterReport( ProcessUnit, Event, From, To )
local TaskGroup = ProcessUnit:GetGroup()
MESSAGE:New( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
@ -204,12 +204,12 @@ do -- ACCOUNT_DEADS
--- StateMachine callback function
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT_DEADS:onenterAccount( ProcessUnit, Event, From, To, Event )
function PROCESS_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Event, From, To, Event )
self.TargetSetUnit:Flush()
@ -221,12 +221,12 @@ do -- ACCOUNT_DEADS
end
--- StateMachine callback function
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT_DEADS:onafterEvent( ProcessUnit, Event, From, To, Event )
function PROCESS_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Event, From, To, Event )
if self.TargetSetUnit:Count() > 0 then
self:__More( 1 )
@ -237,13 +237,13 @@ do -- ACCOUNT_DEADS
--- DCS Events
--- @param #ACCOUNT_DEADS self
--- @param #PROCESS_ACCOUNT_DEADS self
-- @param Event#EVENTDATA Event
function ACCOUNT_DEADS:EventDead( Event )
function PROCESS_ACCOUNT_DEADS:EventDead( Event )
if Event.IniDCSUnit then
self:__Event( 1 )
end
end
end -- ACCOUNT DEADS
end -- PROCESS_ACCOUNT DEADS

View File

@ -2,16 +2,16 @@
--
-- ===
--
-- # @{#ASSIGN} FSM class, extends @{Process#PROCESS}
-- # @{#PROCESS_ASSIGN} FSM class, extends @{Process#PROCESS}
--
-- ## ASSIGN state machine:
-- ## PROCESS_ASSIGN state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ASSIGN **Events**:
-- ### PROCESS_ASSIGN **Events**:
--
-- These are the events defined in this class:
--
@ -19,7 +19,7 @@
-- * **Assign**: Assign the task.
-- * **Reject**: Reject the task..
--
-- ### ASSIGN **Event methods**:
-- ### PROCESS_ASSIGN **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
@ -27,7 +27,7 @@
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ASSIGN **States**:
-- ### PROCESS_ASSIGN **States**:
--
-- * **UnAssigned**: The player has not accepted the task.
-- * **Assigned (*)**: The player has accepted the task.
@ -37,7 +37,7 @@
--
-- (*) End states of the process.
--
-- ### ASSIGN state transition methods:
-- ### PROCESS_ASSIGN state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
@ -54,49 +54,49 @@
--
-- ===
--
-- # 1) @{#ASSIGN_ACCEPT} class, extends @{Assign#ASSIGN}
-- # 1) @{#PROCESS_ASSIGN_ACCEPT} class, extends @{Assign#PROCESS_ASSIGN}
--
-- The ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
-- The PROCESS_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
-- ## 1.1) ASSIGN_ACCEPT constructor:
-- ## 1.1) PROCESS_ASSIGN_ACCEPT constructor:
--
-- * @{#ASSIGN_ACCEPT.New}(): Creates a new ASSIGN_ACCEPT object.
-- * @{#PROCESS_ASSIGN_ACCEPT.New}(): Creates a new PROCESS_ASSIGN_ACCEPT object.
--
-- ===
--
-- # 2) @{#ASSIGN_MENU_ACCEPT} class, extends @{Assign#ASSIGN}
-- # 2) @{#PROCESS_ASSIGN_MENU_ACCEPT} class, extends @{Assign#PROCESS_ASSIGN}
--
-- The ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- The PROCESS_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
-- The assignment type also allows to reject the task.
--
-- ## 2.1) ASSIGN_MENU_ACCEPT constructor:
-- ## 2.1) PROCESS_ASSIGN_MENU_ACCEPT constructor:
-- -----------------------------------------
--
-- * @{#ASSIGN_MENU_ACCEPT.New}(): Creates a new ASSIGN_MENU_ACCEPT object.
-- * @{#PROCESS_ASSIGN_MENU_ACCEPT.New}(): Creates a new PROCESS_ASSIGN_MENU_ACCEPT object.
--
-- ===
--
-- @module Assign
do -- ASSIGN
do -- PROCESS_ASSIGN
--- ASSIGN class
-- @type ASSIGN
--- PROCESS_ASSIGN class
-- @type PROCESS_ASSIGN
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Process#PROCESS
ASSIGN = {
ClassName = "ASSIGN",
-- @extends Fsm.Process#PROCESS
PROCESS_ASSIGN = {
ClassName = "PROCESS_ASSIGN",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ASSIGN self
-- @return #ASSIGN The task acceptance process.
function ASSIGN:New()
-- @param #PROCESS_ASSIGN self
-- @return #PROCESS_ASSIGN The task acceptance process.
function PROCESS_ASSIGN:New()
local FSMT = {
initial = 'UnAssigned',
@ -112,36 +112,36 @@ do -- ASSIGN
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "ASSIGN" ) ) -- #ASSIGN
local self = BASE:Inherit( self, PROCESS:New( FSMT, "PROCESS_ASSIGN" ) ) -- #PROCESS_ASSIGN
return self
end
end -- ASSIGN
end -- PROCESS_ASSIGN
do -- ASSIGN_ACCEPT
do -- PROCESS_ASSIGN_ACCEPT
--- ASSIGN_ACCEPT class
-- @type ASSIGN_ACCEPT
--- PROCESS_ASSIGN_ACCEPT class
-- @type PROCESS_ASSIGN_ACCEPT
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Process#PROCESS
ASSIGN_ACCEPT = {
ClassName = "ASSIGN_ACCEPT",
PROCESS_ASSIGN_ACCEPT = {
ClassName = "PROCESS_ASSIGN_ACCEPT",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ASSIGN_ACCEPT self
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
-- @return #ASSIGN_ACCEPT The task acceptance process.
function ASSIGN_ACCEPT:New( TaskBriefing )
-- @return #PROCESS_ASSIGN_ACCEPT The task acceptance process.
function PROCESS_ASSIGN_ACCEPT:New( TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ASSIGN:New() ) -- #ASSIGN_ACCEPT
local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
@ -150,12 +150,12 @@ do -- ASSIGN_ACCEPT
--- StateMachine callback function
-- @param #ASSIGN_ACCEPT self
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
function PROCESS_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
self:E( { ProcessUnit, Event, From, To } )
MESSAGE:New( self.TaskBriefing, 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() )
@ -163,31 +163,31 @@ do -- ASSIGN_ACCEPT
self:__Assign( 1 )
end
end -- ASSIGN_ACCEPT
end -- PROCESS_ASSIGN_ACCEPT
do -- ASSIGN_MENU_ACCEPT
do -- PROCESS_ASSIGN_MENU_ACCEPT
--- ASSIGN_MENU_ACCEPT class
-- @type ASSIGN_MENU_ACCEPT
--- PROCESS_ASSIGN_MENU_ACCEPT class
-- @type PROCESS_ASSIGN_MENU_ACCEPT
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
ASSIGN_MENU_ACCEPT = {
ClassName = "ASSIGN_MENU_ACCEPT",
-- @extends #PROCESS_ASSIGN
PROCESS_ASSIGN_MENU_ACCEPT = {
ClassName = "PROCESS_ASSIGN_MENU_ACCEPT",
}
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param #string TaskName
-- @param #string TaskBriefing
-- @return #ASSIGN_MENU_ACCEPT self
function ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
-- @return #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ASSIGN:New() ) -- #ASSIGN_MENU_ACCEPT
local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
self.TaskName = TaskName
@ -196,12 +196,12 @@ do -- ASSIGN_MENU_ACCEPT
end
--- StateMachine callback function
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
function PROCESS_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
self:E( { ProcessUnit, Event, From, To } )
MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() )
@ -214,40 +214,40 @@ do -- ASSIGN_MENU_ACCEPT
end
--- Menu function.
-- @param #ASSIGN_MENU_ACCEPT self
function ASSIGN_MENU_ACCEPT:MenuAssign()
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:MenuAssign()
self:E( )
self:__Assign( 1 )
end
--- Menu function.
-- @param #ASSIGN_MENU_ACCEPT self
function ASSIGN_MENU_ACCEPT:MenuReject()
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:MenuReject()
self:E( )
self:__Reject( 1 )
end
--- StateMachine callback function
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To )
function PROCESS_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To )
self:E( { ProcessUnit.UnitNameEvent, From, To } )
self.Menu:Remove()
end
--- StateMachine callback function
-- @param #ASSIGN_MENU_ACCEPT self
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To )
function PROCESS_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To )
self:E( { ProcessUnit.UnitName, Event, From, To } )
self.Menu:Remove()
@ -256,4 +256,4 @@ do -- ASSIGN_MENU_ACCEPT
ProcessUnit:Destroy()
end
end -- ASSIGN_MENU_ACCEPT
end -- PROCESS_ASSIGN_MENU_ACCEPT

View File

@ -2,16 +2,16 @@
--
-- ===
--
-- # @{#ROUTE} FSM class, extends @{Process#PROCESS}
-- # @{#PROCESS_ROUTE} FSM class, extends @{Process#PROCESS}
--
-- ## ROUTE state machine:
-- ## PROCESS_ROUTE state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ROUTE **Events**:
-- ### PROCESS_ROUTE **Events**:
--
-- These are the events defined in this class:
--
@ -23,7 +23,7 @@
-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
--
-- ### ROUTE **Event methods**:
-- ### PROCESS_ROUTE **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
@ -31,7 +31,7 @@
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ROUTE **States**:
-- ### PROCESS_ROUTE **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **Arrived (*)**: The controllable has arrived at a route point.
@ -43,7 +43,7 @@
--
-- (*) End states of the process.
--
-- ### ROUTE state transition methods:
-- ### PROCESS_ROUTE state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
@ -60,38 +60,38 @@
--
-- ===
--
-- # 1) @{#ROUTE_ZONE} class, extends @{Route#ROUTE}
-- # 1) @{#PROCESS_ROUTE_ZONE} class, extends @{Route#PROCESS_ROUTE}
--
-- The ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
-- The PROCESS_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
-- # 1.1) ROUTE_ZONE constructor:
-- # 1.1) PROCESS_ROUTE_ZONE constructor:
--
-- * @{#ROUTE_ZONE.New}(): Creates a new ROUTE_ZONE object.
-- * @{#PROCESS_ROUTE_ZONE.New}(): Creates a new PROCESS_ROUTE_ZONE object.
--
-- ===
--
-- @module Route
do -- ROUTE
do -- PROCESS_ROUTE
--- ROUTE class
-- @type ROUTE
--- PROCESS_ROUTE class
-- @type PROCESS_ROUTE
-- @field Task#TASK TASK
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
ROUTE = {
ClassName = "ROUTE",
-- @extends Fsm.Process#PROCESS
PROCESS_ROUTE = {
ClassName = "PROCESS_ROUTE",
}
--- Creates a new routing state machine. The task will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
-- @param #ROUTE self
-- @return #ROUTE self
function ROUTE:New()
--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
-- @param #PROCESS_ROUTE self
-- @return #PROCESS_ROUTE self
function PROCESS_ROUTE:New()
local FSMT = {
@ -112,7 +112,7 @@ do -- ROUTE
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "ROUTE" ) ) -- #ROUTE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "PROCESS_ROUTE" ) ) -- #PROCESS_ROUTE
self.DisplayInterval = 30
self.DisplayCount = 30
@ -126,31 +126,31 @@ do -- ROUTE
--- Task Events
--- StateMachine callback function
-- @param #ROUTE self
-- @param #PROCESS_ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ROUTE:onafterStart( ProcessUnit, Event, From, To )
function PROCESS_ROUTE:onafterStart( ProcessUnit, Event, From, To )
self:__Route( 1 )
end
--- Check if the controllable has arrived.
-- @param #ROUTE self
-- @param #PROCESS_ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function ROUTE:HasArrived( ProcessUnit )
function PROCESS_ROUTE:HasArrived( ProcessUnit )
return false
end
--- StateMachine callback function
-- @param #ROUTE self
-- @param #PROCESS_ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ROUTE:onafterRoute( ProcessUnit, Event, From, To )
function PROCESS_ROUTE:onafterRoute( ProcessUnit, Event, From, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:HasArrived( ProcessUnit )
@ -174,30 +174,30 @@ do -- ROUTE
end
end -- ROUTE
end -- PROCESS_ROUTE
do -- ROUTE_ZONE
do -- PROCESS_ROUTE_ZONE
--- ROUTE_ZONE class
-- @type ROUTE_ZONE
--- PROCESS_ROUTE_ZONE class
-- @type PROCESS_ROUTE_ZONE
-- @field Task#TASK TASK
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
ROUTE_ZONE = {
ClassName = "ROUTE_ZONE",
-- @extends Process.Route#PROCESS_ROUTE
PROCESS_ROUTE_ZONE = {
ClassName = "PROCESS_ROUTE_ZONE",
}
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
-- @param #ROUTE_ZONE self
-- @param #PROCESS_ROUTE_ZONE self
-- @param Zone#ZONE_BASE TargetZone
-- @return #ROUTE_ZONE self
function ROUTE_ZONE:New( TargetZone )
-- @return #PROCESS_ROUTE_ZONE self
function PROCESS_ROUTE_ZONE:New( TargetZone )
local self = BASE:Inherit( self, ROUTE:New() ) -- #ROUTE_ZONE
local self = BASE:Inherit( self, PROCESS_ROUTE:New() ) -- #PROCESS_ROUTE_ZONE
self.TargetZone = TargetZone
@ -205,22 +205,22 @@ do -- ROUTE_ZONE
end
--- Method override to check if the controllable has arrived.
-- @param #ROUTE self
-- @param #PROCESS_ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function ROUTE_ZONE:HasArrived( ProcessUnit )
function PROCESS_ROUTE_ZONE:HasArrived( ProcessUnit )
return ProcessUnit:IsInZone( self.TargetZone )
end
--- Task Events
--- StateMachine callback function
-- @param #ROUTE_ZONE self
-- @param #PROCESS_ROUTE_ZONE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To )
function PROCESS_ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To )
local ZoneVec2 = self.TargetZone:GetVec2()
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
@ -230,4 +230,4 @@ do -- ROUTE_ZONE
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() )
end
end -- ROUTE_ZONE
end -- PROCESS_ROUTE_ZONE

View File

@ -0,0 +1,188 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ===
--
-- # @{#PROCESS_SMOKE} FSM class, extends @{Process#PROCESS}
--
-- ## PROCESS_SMOKE state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### PROCESS_SMOKE **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started.
-- * **Next**: The process is smoking the targets in the given zone.
--
-- ### PROCESS_SMOKE **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### PROCESS_SMOKE **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
-- * **Smoking (*)**: The process is smoking the targets in the zone.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### PROCESS_SMOKE state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- ===
--
-- # 1) @{#PROCESS_SMOKE_TARGETS_ZONE} class, extends @{Route#PROCESS_SMOKE}
--
-- The PROCESS_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked.
--
-- # 1.1) PROCESS_SMOKE_TARGETS_ZONE constructor:
--
-- * @{#PROCESS_SMOKE_TARGETS_ZONE.New}(): Creates a new PROCESS_SMOKE_TARGETS_ZONE object.
--
-- ===
--
-- @module Smoke
do -- PROCESS_SMOKE
--- PROCESS_SMOKE class
-- @type PROCESS_SMOKE
-- @extends Fsm.Process#PROCESS
PROCESS_SMOKE = {
ClassName = "PROCESS_SMOKE",
}
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_SMOKE self
-- @return #PROCESS_SMOKE
function PROCESS_SMOKE:New()
local FSMT = {
initial = 'None',
events = {
{ name = 'Start', from = 'None', to = 'AwaitSmoke' },
{ name = 'Next', from = 'AwaitSmoke', to = 'Smoking' },
{ name = 'Next', from = 'Smoking', to = 'AwaitSmoke' },
{ name = 'Stop', from = '*', to = 'Success' },
{ name = 'Fail', from = 'Smoking', to = 'Failed' },
{ name = 'Fail', from = 'AwaitSmoke', to = 'Failed' },
{ name = 'Fail', from = 'None', to = 'Failed' },
},
endstates = {
'Failed', 'Success'
},
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "PROCESS_SMOKE" ) ) -- #PROCESS_SMOKE
return self
end
--- Task Events
--- StateMachine callback function
-- @param #PROCESS_SMOKE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE:onafterStart( ProcessUnit, Event, From, To )
local ProcessGroup = self:GetGroup()
local MissionMenu = self:GetMission():GetMissionMenu( ProcessGroup )
local function MenuSmoke( MenuParam )
self:E( MenuParam )
local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor
self:__Next( 1 )
end
self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
end
end
do -- PROCESS_SMOKE_TARGETS_ZONE
--- PROCESS_SMOKE_TARGETS_ZONE class
-- @type PROCESS_SMOKE_TARGETS_ZONE
-- @field Set#SET_UNIT TargetSetUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends #PROCESS_SMOKE
PROCESS_SMOKE_TARGETS_ZONE = {
ClassName = "PROCESS_SMOKE_TARGETS_ZONE",
}
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_SMOKE_TARGETS_ZONE self
-- @param Set#SET_UNIT TargetSetUnit
-- @param Zone#ZONE_BASE TargetZone
-- @return #PROCESS_SMOKE_TARGETS_ZONE self
function PROCESS_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, PROCESS_SMOKE:New() ) -- #PROCESS_SMOKE
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
--- StateMachine callback function
-- @param #PROCESS_SMOKE_TARGETS_ZONE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, Event, From, To )
self.TargetSetUnit:ForEachUnit(
--- @param Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( self.SmokeColor, 150 )
end
end, {}, math.random( 10, 60 )
)
end
end
)
end
end

View File

@ -55,7 +55,7 @@
-- @field Mission#MISSION Mission
-- @field StateMachine#STATEMACHINE Fsm
-- @field Set#SET_GROUP SetGroup The Set of Groups assigned to the Task
-- @extends Base#BASE
-- @extends Core.Base#BASE
TASK_BASE = {
ClassName = "TASK_BASE",
TaskScheduler = nil,
@ -418,8 +418,9 @@ function TASK_BASE:AssignProcess( ProcessUnit, ProcessName )
ProcessTemplate = self:GetProcessTemplate( ProcessName )
self:E( "Deepcopy" )
local Process = UTILS.DeepCopy( ProcessTemplate ) -- Process#PROCESS
Process:Assign( ProcessUnit )
-- This statement copies the process template assigned to the task and creates a new process.
local Process = UTILS.DeepCopy( ProcessTemplate ) -- Fsm.Process#PROCESS
Process:Assign( self, ProcessUnit )
self.Processes = self.Processes or {}
self.Processes[ProcessUnitName] = self.Processes[ProcessUnitName] or {}

View File

@ -23,7 +23,7 @@ do -- TASK_A2G
--- The TASK_A2G class
-- @type TASK_A2G
-- @extends Task#TASK_BASE
-- @extends Tasking.Task#TASK_BASE
TASK_A2G = {
ClassName = "TASK_A2G",
}
@ -45,6 +45,13 @@ do -- TASK_A2G
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 ) )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
@ -71,11 +78,11 @@ do -- TASK_A2G
function TASK_A2G:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessDestroy = self:AddProcess( TaskUnit, PROCESS_DESTROY:New( self, self.TaskType, TaskUnit, self.TargetSetUnit ) )
local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
local ProcessJTAC = self:AddProcess( TaskUnit, PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
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',

View File

@ -25,7 +25,7 @@ do -- TASK_SEAD
--- The TASK_SEAD class
-- @type TASK_SEAD
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Task#TASK_BASE
-- @extends Tasking.Task#TASK_BASE
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
@ -45,13 +45,11 @@ do -- TASK_SEAD
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self:SetProcessTemplate( "ASSIGN", ASSIGN_ACCEPT:New( self.TaskBriefing ) )
self:SetProcessTemplate( "ROUTE", ROUTE_ZONE:New( self.TargetZone ) )
self:SetProcessTemplate( "ACCOUNT", ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ) )
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 ) )
-- SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone )
--self:SetProcessClass( "SMOKE", SMOKE_TARGETS_ZONE, self.TargetSetUnit, self.TargetZone )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
@ -81,8 +79,8 @@ do -- TASK_SEAD
local ProcessAssign = self:AssignProcess( TaskUnit, "ASSIGN" )
local ProcessRoute = self:AssignProcess( TaskUnit, "ROUTE" )
local ProcessSEAD = self:AssignProcess( TaskUnit, "ACCOUNT" )
--local ProcessSmoke = self:AssignProcess( TaskUnit, "SMOKE" )
local ProcessAccount = self:AssignProcess( TaskUnit, "ACCOUNT" )
local ProcessSmoke = self:AssignProcess( TaskUnit, "SMOKE" )
local FSMT = {
initial = 'None',
@ -97,8 +95,8 @@ do -- TASK_SEAD
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 = ProcessSEAD, event = 'Start', returnevents = { 'Next' } },
--Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke, event = 'Start', }
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessAccount, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke, event = 'Start', }
}
}

View File

@ -968,7 +968,7 @@ function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation,
return DCSTask
end
-- EN-ROUTE TASKS FOR AIRBORNE CONTROLLABLES
-- EN-PROCESS_ROUTE TASKS FOR AIRBORNE CONTROLLABLES
--- (AIR) Engaging targets of defined types.
-- @param #CONTROLLABLE self

View File

@ -915,7 +915,7 @@ end
_TransportStage: Defines the different stages of which of transport missions can be in. This table is internal and is used to control the sequence of messages, actions and flow.
- _TransportStage.START
- _TransportStage.ROUTE
- _TransportStage.PROCESS_ROUTE
- _TransportStage.LAND
- _TransportStage.EXECUTE
- _TransportStage.DONE
@ -924,7 +924,7 @@ end
_TransportStage = {
HOLD = "HOLD",
START = "START",
ROUTE = "ROUTE",
PROCESS_ROUTE = "PROCESS_ROUTE",
LANDING = "LANDING",
LANDED = "LANDED",
EXECUTING = "EXECUTING",
@ -937,7 +937,7 @@ _TransportStage = {
_TransportStageMsgTime = {
HOLD = 10,
START = 60,
ROUTE = 5,
PROCESS_ROUTE = 5,
LANDING = 10,
LANDED = 30,
EXECUTING = 30,
@ -950,7 +950,7 @@ _TransportStageMsgTime = {
_TransportStageTime = {
HOLD = 10,
START = 5,
ROUTE = 5,
PROCESS_ROUTE = 5,
LANDING = 1,
LANDED = 1,
EXECUTING = 5,

View File

@ -15,13 +15,10 @@ local TaskSEAD = TASK_SEAD
TaskSEAD:AddScore( "Success", "Destroyed all target radars", 250 )
TaskSEAD:AddScore( "Failed", "Failed to destroy all target radars", -100 )
-- ASSIGN_MENU_ACCEPT:New(TaskName,TaskBriefing)
local AssignProcess = TaskSEAD:SetProcessTemplate( "ASSIGN", ASSIGN_MENU_ACCEPT:New( "SEAD", "Hello World" ) )
--local AssignProcess = TaskSEAD:SetProcessClass( "ASSIGN", ASSIGN_MENU_ACCEPT, "SEAD", "Hello World" )
local AssignProcess = TaskSEAD:SetProcessTemplate( "ASSIGN", PROCESS_ASSIGN_MENU_ACCEPT:New( "SEAD", "Hello World" ) )
AssignProcess:AddScore( TaskSEAD, "Assign", "You are assigned to the task", 10 )
-- ACCOUNT_DEADS:New(ProcessUnit,TargetSetUnit,TaskName)
local AccountProcess = TaskSEAD:SetProcessTemplate( "ACCOUNT", ACCOUNT_DEADS:New( TargetSet, "SEAD" ) )
local AccountProcess = TaskSEAD:SetProcessTemplate( "ACCOUNT", PROCESS_ACCOUNT_DEADS:New( TargetSet, "SEAD" ) )
AccountProcess:AddScore( TaskSEAD, "Account", "destroyed a radar", 25 )
AccountProcess:AddScore( TaskSEAD, "Failed", "failed to destroy a radar", -100 )