diff --git a/Moose Development/Moose/Fsm/Cargo.lua b/Moose Development/Moose/Fsm/Cargo.lua index f43de4acb..56aa7e12b 100644 --- a/Moose Development/Moose/Fsm/Cargo.lua +++ b/Moose Development/Moose/Fsm/Cargo.lua @@ -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 diff --git a/Moose Development/Moose/Fsm/Patrol.lua b/Moose Development/Moose/Fsm/Patrol.lua index 183e730e5..5a50f78ec 100644 --- a/Moose Development/Moose/Fsm/Patrol.lua +++ b/Moose Development/Moose/Fsm/Patrol.lua @@ -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 ) diff --git a/Moose Development/Moose/Fsm/Process.lua b/Moose Development/Moose/Fsm/Process.lua index 2429f58e1..a93a17552 100644 --- a/Moose Development/Moose/Fsm/Process.lua +++ b/Moose Development/Moose/Fsm/Process.lua @@ -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() diff --git a/Moose Development/Moose/Fsm/Process_Smoke.lua b/Moose Development/Moose/Fsm/Process_Smoke.lua deleted file mode 100644 index 4bcf480f7..000000000 --- a/Moose Development/Moose/Fsm/Process_Smoke.lua +++ /dev/null @@ -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 \ No newline at end of file diff --git a/Moose Development/Moose/Moose.lua b/Moose Development/Moose/Moose.lua index cf72666e0..685876f1c 100644 --- a/Moose Development/Moose/Moose.lua +++ b/Moose Development/Moose/Moose.lua @@ -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" ) diff --git a/Moose Development/Moose/Fsm/Account.lua b/Moose Development/Moose/Process/Account.lua similarity index 77% rename from Moose Development/Moose/Fsm/Account.lua rename to Moose Development/Moose/Process/Account.lua index 736e46872..5be525333 100644 --- a/Moose Development/Moose/Fsm/Account.lua +++ b/Moose Development/Moose/Process/Account.lua @@ -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 \ No newline at end of file +end -- PROCESS_ACCOUNT DEADS \ No newline at end of file diff --git a/Moose Development/Moose/Fsm/Assign.lua b/Moose Development/Moose/Process/Assign.lua similarity index 68% rename from Moose Development/Moose/Fsm/Assign.lua rename to Moose Development/Moose/Process/Assign.lua index 7d5da4baf..4cc51bd00 100644 --- a/Moose Development/Moose/Fsm/Assign.lua +++ b/Moose Development/Moose/Process/Assign.lua @@ -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 diff --git a/Moose Development/Moose/Fsm/Route.lua b/Moose Development/Moose/Process/Route.lua similarity index 78% rename from Moose Development/Moose/Fsm/Route.lua rename to Moose Development/Moose/Process/Route.lua index 69287d868..482f070a4 100644 --- a/Moose Development/Moose/Fsm/Route.lua +++ b/Moose Development/Moose/Process/Route.lua @@ -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 diff --git a/Moose Development/Moose/Process/Smoke.lua b/Moose Development/Moose/Process/Smoke.lua new file mode 100644 index 000000000..c203e08f9 --- /dev/null +++ b/Moose Development/Moose/Process/Smoke.lua @@ -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 \ No newline at end of file diff --git a/Moose Development/Moose/Tasking/Task.lua b/Moose Development/Moose/Tasking/Task.lua index 686e92c3d..1744c7a99 100644 --- a/Moose Development/Moose/Tasking/Task.lua +++ b/Moose Development/Moose/Tasking/Task.lua @@ -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 {} diff --git a/Moose Development/Moose/Tasking/Task_A2G.lua b/Moose Development/Moose/Tasking/Task_A2G.lua index ec1a94e01..8dad3d9cf 100644 --- a/Moose Development/Moose/Tasking/Task_A2G.lua +++ b/Moose Development/Moose/Tasking/Task_A2G.lua @@ -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', diff --git a/Moose Development/Moose/Tasking/Task_SEAD.lua b/Moose Development/Moose/Tasking/Task_SEAD.lua index 8cd4fce1b..3e6a46e10 100644 --- a/Moose Development/Moose/Tasking/Task_SEAD.lua +++ b/Moose Development/Moose/Tasking/Task_SEAD.lua @@ -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', } } } diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index 36374374b..dc91512e7 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -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 diff --git a/Moose Development/Old/Stage.lua b/Moose Development/Old/Stage.lua index 2a08e1820..b283eab03 100644 --- a/Moose Development/Old/Stage.lua +++ b/Moose Development/Old/Stage.lua @@ -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, diff --git a/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.lua b/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.lua index 3bfb57142..c644de7cc 100644 --- a/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.lua +++ b/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.lua @@ -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 ) diff --git a/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.miz b/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.miz index 7e044d377..c2735ea44 100644 Binary files a/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.miz and b/Moose Test Missions/Moose_Test_Tasking/Moose_Test_Task_SEAD/Moose_Test_Task_SEAD.miz differ diff --git a/Moose Training/Presentations/DCS World - MOOSE - Tasking - SEAD.pptx b/Moose Training/Presentations/DCS World - MOOSE - Tasking - SEAD.pptx index 9faf97025..08ab81152 100644 Binary files a/Moose Training/Presentations/DCS World - MOOSE - Tasking - SEAD.pptx and b/Moose Training/Presentations/DCS World - MOOSE - Tasking - SEAD.pptx differ