Last Updates

This commit is contained in:
FlightControl 2016-09-12 12:29:20 +02:00
parent dac29f6356
commit cd4d4af559
241 changed files with 6314 additions and 1827 deletions

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@ -285,24 +285,23 @@ STATEMACHINE_TASK = {
--- Creates a new STATEMACHINE_TASK object.
-- @param #STATEMACHINE_TASK self
-- @param #table FSMT
-- @param Task#TASK_BASE Task
-- @param Unit#UNIT TaskUnit
-- @return #STATEMACHINE_TASK
function STATEMACHINE_TASK:New( Task, TaskUnit, options )
function STATEMACHINE_TASK:New( FSMT, Task, TaskUnit )
local FsmTask = routines.utils.deepCopy( self ) -- Create a new self instance
local Parent = STATEMACHINE:New(options)
local self = BASE:Inherit( self, STATEMACHINE:New( FSMT ) ) -- StateMachine#STATEMACHINE_PROCESS
setmetatable( FsmTask, Parent )
FsmTask.__index = FsmTask
self["onstatechange"] = Task.OnStateChange
self["onAssigned"] = Task.OnAssigned
self["onSuccess"] = Task.OnSuccess
self["onFailed"] = Task.OnFailed
FsmTask["onstatechange"] = Task.OnStateChange
FsmTask["onAssigned"] = Task.OnAssigned
FsmTask["onSuccess"] = Task.OnSuccess
FsmTask["onFailed"] = Task.OnFailed
self.Task = Task
self.TaskUnit = TaskUnit
FsmTask.Task = Task
FsmTask.TaskUnit = TaskUnit
return FsmTask
return self
end
function STATEMACHINE_TASK:_call_handler( handler, params )
@ -338,7 +337,7 @@ end
--- Sets the CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs.
-- @param #STATEMACHINE_CONTROLLABLE self
-- @param Controllable#CONTROLLABLE Controllable
-- @param Controllable#CONTROLLABLE FSMControllable
-- @return #STATEMACHINE_CONTROLLABLE
function STATEMACHINE_CONTROLLABLE:SetControllable( FSMControllable )
self:F( FSMControllable )

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@ -0,0 +1,249 @@
--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units).
--
-- ===
--
-- # @{#ACCOUNT} FSM class, extends @{Process#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**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started. The process will go into the Report state.
-- * **Event**: A relevant event has occured that needs to be accounted for. The process will go into the Account state.
-- * **Report**: The process is reporting to the player the accounting status of the DCS events.
-- * **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**:
--
-- 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.
--
-- ### 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.
-- * **Report**: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.
-- * **Account**: The relevant DCS event has occurred, and is accounted for.
-- * **Success (*)**: All DCS events were accounted for.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the 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:
--
-- * **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) @{#ACCOUNT_DEADS} FSM class, extends @{Account#ACCOUNT}
--
-- The 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:
--
-- * @{#ACCOUNT_DEADS.New}(): Creates a new ACCOUNT_DEADS object.
--
-- ===
--
-- @module Account
do -- ACCOUNT
--- ACCOUNT class
-- @type ACCOUNT
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
ACCOUNT = {
ClassName = "ACCOUNT",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACCOUNT self
-- @return #ACCOUNT
function ACCOUNT:New()
local FSMT = {
initial = 'Assigned',
events = {
{ name = 'Start', from = 'Assigned', to = 'Waiting' },
{ name = 'Wait', from = '*', to = 'Waiting' },
{ name = 'Report', from = '*', to = 'Report' },
{ name = 'Event', from = '*', to = 'Account' },
{ name = 'More', from = 'Account', to = 'Wait' },
{ name = 'NoMore', from = 'Account', to = 'Success' },
{ name = 'Fail', from = '*', to = 'Failed' },
},
endstates = { 'Success', 'Failed' }
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "ACCOUNT" ) ) -- #ACCOUNT
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
return self
end
--- Process Events
--- StateMachine callback function
-- @param #ACCOUNT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACCOUNT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT:onenterWaiting( ProcessUnit, Event, From, To )
if self.DisplayCount >= self.DisplayInterval then
self:Report()
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function
-- @param #ACCOUNT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACCOUNT:onafterEvent( ProcessUnit, Event, From, To, Event )
self:__NoMore( 1 )
end
end -- ACCOUNT
do -- ACCOUNT_DEADS
--- ACCOUNT_DEADS class
-- @type ACCOUNT_DEADS
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
ACCOUNT_DEADS = {
ClassName = "ACCOUNT_DEADS",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
-- @return #ACCOUNT_DEADS self
function ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
-- Inherits from BASE
local self = BASE:Inherit( self, ACCOUNT:New() ) -- #ACCOUNT_DEADS
self.TargetSetUnit = TargetSetUnit
self.TaskName = TaskName
_EVENTDISPATCHER:OnDead( self.EventDead, self )
return self
end
--- Process Events
--- StateMachine callback function
-- @param #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 )
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 )
end
--- StateMachine callback function
-- @param #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 )
self.TargetSetUnit:Flush()
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
local TaskGroup = ProcessUnit:GetGroup()
MESSAGE:New( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
end
end
--- StateMachine callback function
-- @param #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 )
if self.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- DCS Events
--- @param #ACCOUNT_DEADS self
-- @param Event#EVENTDATA Event
function ACCOUNT_DEADS:EventDead( Event )
if Event.IniDCSUnit then
self:__Event( 1 )
end
end
end -- ACCOUNT DEADS

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@ -0,0 +1,258 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- # @{#ASSIGN} FSM class, extends @{Process#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**:
--
-- These are the events defined in this class:
--
-- * **Start**: Start the tasking acceptance process.
-- * **Assign**: Assign the task.
-- * **Reject**: Reject the task..
--
-- ### 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:
--
-- * **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**:
--
-- * **UnAssigned**: The player has not accepted the task.
-- * **Assigned (*)**: The player has accepted the task.
-- * **Rejected (*)**: The player has not accepted the task.
-- * **Waiting**: The process is awaiting player feedback.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the 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:
--
-- * **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) @{#ASSIGN_ACCEPT} class, extends @{Assign#ASSIGN}
--
-- The 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:
--
-- * @{#ASSIGN_ACCEPT.New}(): Creates a new ASSIGN_ACCEPT object.
--
-- ===
--
-- # 2) @{#ASSIGN_MENU_ACCEPT} class, extends @{Assign#ASSIGN}
--
-- The 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:
-- -----------------------------------------
--
-- * @{#ASSIGN_MENU_ACCEPT.New}(): Creates a new ASSIGN_MENU_ACCEPT object.
--
-- ===
--
-- @module Assign
do -- ASSIGN
--- ASSIGN class
-- @type ASSIGN
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Process#PROCESS
ASSIGN = {
ClassName = "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()
local FSMT = {
initial = 'UnAssigned',
events = {
{ name = 'Start', from = 'UnAssigned', to = 'Waiting' },
{ name = 'Assign', from = 'Waiting', to = 'Assigned' },
{ name = 'Reject', from = 'Waiting', to = 'Rejected' },
{ name = 'Fail', from = '*', to = 'Failed' },
},
endstates = {
'Assigned', 'Rejected', 'Failed'
},
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "ASSIGN" ) ) -- #ASSIGN
return self
end
end -- ASSIGN
do -- ASSIGN_ACCEPT
--- ASSIGN_ACCEPT class
-- @type ASSIGN_ACCEPT
-- @field Task#TASK_BASE Task
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Process#PROCESS
ASSIGN_ACCEPT = {
ClassName = "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 #string TaskBriefing
-- @return #ASSIGN_ACCEPT The task acceptance process.
function ASSIGN_ACCEPT:New( TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ASSIGN:New() ) -- #ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
--- StateMachine callback function
-- @param #ASSIGN_ACCEPT self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
self:E( { ProcessUnit, Event, From, To } )
MESSAGE:New( self.TaskBriefing, 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() )
self:__Assign( 1 )
end
end -- ASSIGN_ACCEPT
do -- ASSIGN_MENU_ACCEPT
--- ASSIGN_MENU_ACCEPT class
-- @type 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",
}
--- 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 #string TaskName
-- @param #string TaskBriefing
-- @return #ASSIGN_MENU_ACCEPT self
function ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ASSIGN:New() ) -- #ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
self.TaskName = TaskName
return self
end
--- StateMachine callback function
-- @param #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 )
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() )
local ProcessGroup = ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.MenuText, self.Menu, self.MenuAssign, self )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.MenuText, self.Menu, self.MenuReject, self )
end
--- Menu function.
-- @param #ASSIGN_MENU_ACCEPT self
function ASSIGN_MENU_ACCEPT:MenuAssign()
self:E( )
self:__Assign( 1 )
end
--- Menu function.
-- @param #ASSIGN_MENU_ACCEPT self
function ASSIGN_MENU_ACCEPT:MenuReject()
self:E( )
self:__Reject( 1 )
end
--- StateMachine callback function
-- @param #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 )
self:E( { ProcessUnit.UnitNameEvent, From, To } )
self.Menu:Remove()
end
--- StateMachine callback function
-- @param #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 )
self:E( { ProcessUnit.UnitName, Event, From, To } )
self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ...
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
ProcessUnit:Destroy()
end
end -- ASSIGN_MENU_ACCEPT

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@ -1,12 +1,7 @@
--- Management of logical cargo objects, that can be transported from and to transportation carriers.
--
-- ===
--
-- 1) @{Cargo#CARGO_BASE} class, extends @{Base#BASE}
-- ==================================================
-- The @{#CARGO_BASE} class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
--
--
-- Cargo can be of various forms, always are composed out of ONE object ( one unit or one static or one slingload crate ):
--
-- * CARGO_UNIT, represented by a @{Unit} in a @{Group}: Cargo can be represented by a Unit in a Group. Destruction of the Unit will mean that the cargo is lost.
@ -16,20 +11,24 @@
-- * CARGO_SLINGLOAD, represented by a @{Cargo} that is transportable: Cargo can be represented by a Cargo object that is transportable. Destruction of the Cargo will mean that the cargo is lost.
--
-- * CARGO_GROUPED, represented by a Group of CARGO_UNITs.
--
-- 1) @{Cargo#CARGO_BASE} class, extends @{StateMachine#STATEMACHINE_PROCESS}
-- ==========================================================================
-- The @{#CARGO_BASE} class defines the core functions that defines a cargo object within MOOSE.
-- A cargo is a logical object defined that is available for transport, and has a life status within a simulation.
--
-- 1.2) CARGO state machine:
-- -------------------------
-- The CARGO is a state machine: it manages the different events and states of the cargo.
-- 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) CARGO Events:
-- ## 1.2.1) CARBO_BASE Events:
--
-- * @{#CARGO.Board}( ToCarrier ): Boards the cargo to a Carrier.
-- * @{#CARGO.Load}( ToCarrier ): Loads the cargo into a Carrier, regardless of its position.
-- * @{#CARGO.UnBoard}( ToPointVec2 ): UnBoard the cargo from a Carrier. This will trigger a movement of the cargo to the option ToPointVec2.
-- * @{#CARGO.UnLoad}( ToPointVec2 ): UnLoads the cargo from a Carrier.
-- * @{#CARGO.Dead}( Controllable ): The cargo is dead. The cargo process will be ended.
-- * @{#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.
--
-- ### 1.2.2) CARGO States:
-- ## 1.2.2) CARBO_BASE States:
--
-- * **UnLoaded**: The cargo is unloaded from a carrier.
-- * **Boarding**: The cargo is currently boarding (= running) into a carrier.
@ -38,93 +37,144 @@
-- * **Dead**: The cargo is dead ...
-- * **End**: The process has come to an end.
--
-- ### 1.2.3) CARGO state transition functions:
-- ## 1.2.3) CARBO_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 functions will be called by the state machine:
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition function needs to start with the name **OnBefore + the name of the state**.
-- If the state transition function returns false, then the processing of the state transition will not be done!
-- 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 function needs to start with the name **OnAfter + the name of the state**.
-- These state transition functions need to provide a return value, which is specified at the function description.
--
-- 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.
--
-- 2) #CARGO_UNIT class
-- ====================
-- The CARGO_UNIT class defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_UNIT objects to and from carriers.
--
-- 5) #CARGO_GROUPED class
-- =======================
-- The CARGO_GROUPED class defines a cargo that is represented by a group of UNIT objects within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_UNIT objects to and from carriers.
--
-- This module is still under construction, but is described above works already, and will keep working ...
--
-- @module Cargo
-- Events
--- Event Function. The cargo must be in the **UnLoaded** state.
-- Boards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo to the Carrier.
-- @function [parent=#CARGO] Board
-- @param #CARGO self
-- Board
--- 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
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
--- Event Function. The cargo must be in the **Loaded** state.
-- UnBoards the cargo to a Carrier. The event will create a movement (= running or driving) of the cargo from the Carrier.
-- @function [parent=#CARGO] UnBoard
-- @param #CARGO self
--- 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
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
-- UnBoard
--- 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
-- @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.
--- Event Function. The cargo must be in the **UnLoaded** state.
-- 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.
-- @function [parent=#CARGO] Load
-- @param #CARGO self
--- 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
-- @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.
-- Load
--- 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
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
--- Event Function. The cargo must be in the **Loaded** state.
-- 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.
-- @function [parent=#CARGO] Board
-- @param #CARGO self
--- 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
-- @param #number DelaySeconds The amount of seconds to delay the action.
-- @param Controllable#CONTROLLABLE ToCarrier The Carrier that will hold the cargo.
-- UnLoad
--- 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
-- @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
-- @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.
-- State Transition Functions
-- UnLoaded
--- @function [parent=#CARGO] OnBeforeUnLoaded
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnBeforeUnLoaded
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARGO] OnAfterUnLoaded
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnAfterUnLoaded
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- Loaded
--- @function [parent=#CARGO] OnBeforeLoaded
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnBeforeLoaded
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARGO] OnAfterLoaded
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnAfterLoaded
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- Boarding
--- @function [parent=#CARGO] OnBeforeBoarding
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnBeforeBoarding
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARGO] OnAfterBoarding
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnAfterBoarding
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- UnBoarding
--- @function [parent=#CARGO] OnBeforeUnBoarding
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnBeforeUnBoarding
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- @function [parent=#CARGO] OnAfterUnBoarding
-- @param #CARGO self
--- @function [parent=#CARBO_BASE] OnAfterUnBoarding
-- @param #CARBO_BASE self
-- @param Controllable#CONTROLLABLE Controllable
@ -132,9 +182,9 @@
CARGOS = {}
do -- CARGO
do -- CARBO_BASE
--- @type CARGO
--- @type CARBO_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.
@ -147,8 +197,8 @@ do -- CARGO
-- @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.
CARGO = {
ClassName = "CARGO",
CARBO_BASE = {
ClassName = "CARBO_BASE",
Type = nil,
Name = nil,
Weight = nil,
@ -160,20 +210,19 @@ do -- CARGO
Containable = false,
}
--- @type CARGO.CargoObjects
--- @type CARBO_BASE.CargoObjects
-- @map < #string, Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARGO self
-- @param Mission#MISSION Mission
--- CARBO_BASE Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARBO_BASE self
-- @param #string Type
-- @param #string Name
-- @param #number Weight
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO
function CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius )
-- @return #CARBO_BASE
function CARBO_BASE:New( Type, Name, Weight, ReportRadius, NearRadius )
FSMT = {
initial = 'UnLoaded',
@ -189,7 +238,7 @@ function CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius )
},
}
local self = BASE:Inherit( self, STATEMACHINE_PROCESS:New( FSMT ) ) -- #CARGO
local self = BASE:Inherit( self, STATEMACHINE_PROCESS:New( FSMT ) ) -- #CARBO_BASE
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
@ -214,20 +263,20 @@ function CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius )
end
--- Template method to spawn a new representation of the CARGO in the simulator.
-- @param #CARGO self
-- @return #CARGO
function CARGO:Spawn( PointVec2 )
--- 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 )
self:F()
end
--- Check if CargoCarrier is near the Cargo to be Loaded.
-- @param #CARGO self
-- @param #CARBO_BASE self
-- @param Point#POINT_VEC2 PointVec2
-- @return #boolean
function CARGO:IsNear( PointVec2 )
function CARBO_BASE:IsNear( PointVec2 )
self:F( { PointVec2 } )
local Distance = PointVec2:DistanceFromPointVec2( self.CargoObject:GetPointVec2() )
@ -245,14 +294,13 @@ end
do -- CARGO_REPRESENTABLE
--- @type CARGO_REPRESENTABLE
-- @extends #CARGO
-- @extends #CARBO_BASE
CARGO_REPRESENTABLE = {
ClassName = "CARGO_REPRESENTABLE"
}
--- CARGO_REPRESENTABLE Constructor.
-- @param #CARGO_REPRESENTABLE self
-- @param Mission#MISSION Mission
-- @param Controllable#Controllable CargoObject
-- @param #string Type
-- @param #string Name
@ -260,8 +308,8 @@ do -- CARGO_REPRESENTABLE
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( Mission, CargoObject, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Mission, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO
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
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
@ -290,7 +338,7 @@ function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )
return self
end
end -- CARGO
end -- CARBO_BASE
do -- CARGO_UNIT
@ -302,7 +350,6 @@ do -- CARGO_UNIT
--- CARGO_UNIT Constructor.
-- @param #CARGO_UNIT self
-- @param Mission#MISSION Mission
-- @param Unit#UNIT CargoUnit
-- @param #string Type
-- @param #string Name
@ -310,8 +357,8 @@ do -- CARGO_UNIT
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_UNIT
function CARGO_UNIT:New( Mission, CargoUnit, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( Mission, CargoUnit, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO_UNIT
function CARGO_UNIT:New( CargoUnit, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO_UNIT
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self:T( CargoUnit )
@ -555,7 +602,6 @@ do -- CARGO_PACKAGE
--- CARGO_PACKAGE Constructor.
-- @param #CARGO_PACKAGE self
-- @param Mission#MISSION Mission
-- @param Unit#UNIT CargoCarrier The UNIT carrying the package.
-- @param #string Type
-- @param #string Name
@ -563,8 +609,8 @@ do -- CARGO_PACKAGE
-- @param #number ReportRadius (optional)
-- @param #number NearRadius (optional)
-- @return #CARGO_PACKAGE
function CARGO_PACKAGE:New( Mission, CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( Mission, CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO_PACKAGE
function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, ReportRadius, NearRadius ) ) -- #CARGO_PACKAGE
self:F( { Type, Name, Weight, ReportRadius, NearRadius } )
self:T( CargoCarrier )
@ -770,7 +816,7 @@ end
do -- CARGO_GROUP
--- @type CARGO_GROUP
-- @extends Cargo#CARGO
-- @extends Cargo#CARBO_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 = {
@ -787,7 +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, CARGO:New( Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
local self = BASE:Inherit( self, CARBO_BASE:New( Type, Name, 0, ReportRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, ReportRadius, NearRadius } )
self.CargoSet = CargoSet

View File

@ -1,10 +1,10 @@
--- This module contains the PROCESS\_PATROLZONE class.
--- (AI) (FSM) Make AI patrol routes or zones.
--
-- ===
--
-- 1) @{#PROCESS_PATROLZONE} class, extends @{StateMachine#STATEMACHINE}
-- 1) @{#PATROLZONE} class, extends @{StateMachine#STATEMACHINE}
-- ================================================================
-- The @{#PROCESS_PATROLZONE} class implements the core functions to patrol a @{Zone} by an AIR @{Controllable}.
-- The @{#PATROLZONE} class implements the core functions to patrol a @{Zone} by an AIR @{Controllable} @{Group}.
-- The patrol algorithm works that for each airplane patrolling, upon arrival at the patrol zone,
-- a random point is selected as the route point within the 3D space, within the given boundary limits.
-- The airplane will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
@ -12,47 +12,47 @@
-- This cycle will continue until a fuel treshold has been reached by the airplane.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- 1.1) PROCESS\_PATROLZONE constructor:
-- 1.1) PATROLZONE constructor:
-- ----------------------------
--
-- * @{#PROCESS_PATROLZONE.New}(): Creates a new PROCESS\_PATROLZONE object.
-- * @{#PATROLZONE.New}(): Creates a new PATROLZONE object.
--
-- 1.2) PROCESS\_PATROLZONE state machine:
-- 1.2) PATROLZONE state machine:
-- ----------------------------------
-- The PROCESS\_PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
-- The PATROLZONE is a state machine: it manages the different events and states of the AIControllable it is controlling.
--
-- ### 1.2.1) PROCESS\_PATROLZONE Events:
-- ### 1.2.1) PATROLZONE Events:
--
-- * @{#PROCESS_PATROLZONE.Route}( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * @{#PROCESS_PATROLZONE.Patrol}( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.
-- * @{#PROCESS_PATROLZONE.RTB}( AIControllable ): The AIControllable will report return to base.
-- * @{#PROCESS_PATROLZONE.End}( AIControllable ): The end of the PROCESS\_PATROLZONE process.
-- * @{#PROCESS_PATROLZONE.Dead}( AIControllable ): The AIControllable is dead. The PROCESS\_PATROLZONE process will be ended.
-- * @{#PATROLZONE.Route}( AIControllable ): A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * @{#PATROLZONE.Patrol}( AIControllable ): The AIControllable reports it is patrolling. This event is called every 30 seconds.
-- * @{#PATROLZONE.RTB}( AIControllable ): The AIControllable will report return to base.
-- * @{#PATROLZONE.End}( AIControllable ): The end of the PATROLZONE process.
-- * @{#PATROLZONE.Dead}( AIControllable ): The AIControllable is dead. The PATROLZONE process will be ended.
--
-- ### 1.2.2) PROCESS\_PATROLZONE States:
-- ### 1.2.2) PATROLZONE States:
--
-- * **Route**: A new 3D route point is selected and the AIControllable will fly towards that point with the given speed.
-- * **Patrol**: The AIControllable is patrolling. This state is set every 30 seconds, so every 30 seconds, a state transition function can be used.
-- * **Patrol**: The AIControllable is patrolling. This state is set every 30 seconds, so every 30 seconds, a state transition method can be used.
-- * **RTB**: The AIControllable reports it wants to return to the base.
-- * **Dead**: The AIControllable is dead ...
-- * **End**: The process has come to an end.
--
-- ### 1.2.3) PROCESS\_PATROLZONE state transition functions:
-- ### 1.2.3) PATROLZONE 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 functions will be called by the state machine:
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition function needs to start with the name **OnBefore + the name of the state**.
-- If the state transition function returns false, then the processing of the state transition will not be done!
-- 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 function needs to start with the name **OnAfter + the name of the state**.
-- These state transition functions need to provide a return value, which is specified at the function description.
-- 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.
--
-- An example how to manage a state transition for an PROCESS\_PATROLZONE object **Patrol** for the state **RTB**:
-- An example how to manage a state transition for an PATROLZONE object **Patrol** for the state **RTB**:
--
-- local PatrolZoneGroup = GROUP:FindByName( "Patrol Zone" )
-- local PatrolZone = ZONE_POLYGON:New( "PatrolZone", PatrolZoneGroup )
@ -60,46 +60,46 @@
-- local PatrolSpawn = SPAWN:New( "Patrol Group" )
-- local PatrolGroup = PatrolSpawn:Spawn()
--
-- local Patrol = PROCESS_PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
-- local Patrol = PATROLZONE:New( PatrolZone, 3000, 6000, 300, 600 )
-- Patrol:SetControllable( PatrolGroup )
-- Patrol:ManageFuel( 0.2, 60 )
--
-- **OnBefore**RTB( AIGroup ) will be called by the PROCESS\_PATROLZONE object when the AIGroup reports RTB, but **before** the RTB default action is processed by the PROCESS_PATROLZONE object.
-- **OnBefore**RTB( AIGroup ) will be called by the PATROLZONE object when the AIGroup reports RTB, but **before** the RTB default action is processed by the PATROLZONE object.
--
-- --- State transition function for the PROCESS\_PATROLZONE **Patrol** object
-- -- @param #PROCESS_PATROLZONE self
-- --- State transition function for the PATROLZONE **Patrol** object
-- -- @param #PATROLZONE self
-- -- @param Controllable#CONTROLLABLE AIGroup
-- -- @return #boolean If false is returned, then the OnAfter state transition function will not be called.
-- -- @return #boolean If false is returned, then the OnAfter state transition method will not be called.
-- function Patrol:OnBeforeRTB( AIGroup )
-- AIGroup:MessageToRed( "Returning to base", 20 )
-- end
--
-- **OnAfter**RTB( AIGroup ) will be called by the PROCESS\_PATROLZONE object when the AIGroup reports RTB, but **after** the RTB default action was processed by the PROCESS_PATROLZONE object.
-- **OnAfter**RTB( AIGroup ) will be called by the PATROLZONE object when the AIGroup reports RTB, but **after** the RTB default action was processed by the PATROLZONE object.
--
-- --- State transition function for the PROCESS\_PATROLZONE **Patrol** object
-- -- @param #PROCESS_PATROLZONE self
-- --- State transition function for the PATROLZONE **Patrol** object
-- -- @param #PATROLZONE self
-- -- @param Controllable#CONTROLLABLE AIGroup
-- -- @return #Controllable#CONTROLLABLE The new AIGroup object that is set to be patrolling the zone.
-- function Patrol:OnAfterRTB( AIGroup )
-- return PatrolSpawn:Spawn()
-- end
--
-- 1.3) Manage the PROCESS\_PATROLZONE parameters:
-- 1.3) Manage the PATROLZONE parameters:
-- ------------------------------------------
-- The following methods are available to modify the parameters of a PROCESS\_PATROLZONE object:
-- The following methods are available to modify the parameters of a PATROLZONE object:
--
-- * @{#PROCESS_PATROLZONE.SetControllable}(): Set the AIControllable.
-- * @{#PROCESS_PATROLZONE.GetControllable}(): Get the AIControllable.
-- * @{#PROCESS_PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
-- * @{#PROCESS_PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
-- * @{#PATROLZONE.SetControllable}(): Set the AIControllable.
-- * @{#PATROLZONE.GetControllable}(): Get the AIControllable.
-- * @{#PATROLZONE.SetSpeed}(): Set the patrol speed of the AI, for the next patrol.
-- * @{#PATROLZONE.SetAltitude}(): Set altitude of the AI, for the next patrol.
--
-- 1.3) Manage the out of fuel in the PROCESS\_PATROLZONE:
-- 1.3) Manage the out of fuel in the PATROLZONE:
-- ----------------------------------------------
-- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the PROCESS\_PATROLZONE.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the PATROLZONE.
-- Once the time is finished, the old AIControllable will return to the base.
-- Use the method @{#PROCESS_PATROLZONE.ManageFuel}() to have this proces in place.
-- Use the method @{#PATROLZONE.ManageFuel}() to have this proces in place.
--
-- ====
--
@ -113,9 +113,7 @@
--
-- Hereby the change log:
--
-- 2016-08-17: PROCESS\_PATROLZONE:New( **PatrolSpawn,** PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed ) replaces PROCESS\_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
--
-- 2016-07-01: Initial class and API.
-- 2016-09-01: Initial class and API.
--
-- ===
--
@ -132,25 +130,25 @@
-- * **FlightControl**: Design & Programming.
--
--
-- @module Process_PatrolZone
-- @module Patrol
-- State Transition Functions
--- OnBefore State Transition Function
-- @function [parent=#PROCESS_PATROLZONE] OnBeforeRoute
-- @param #PROCESS_PATROLZONE self
-- @function [parent=#PATROLZONE] OnBeforeRoute
-- @param #PATROLZONE self
-- @param Controllable#CONTROLLABLE Controllable
-- @return #boolean
--- OnAfter State Transition Function
-- @function [parent=#PROCESS_PATROLZONE] OnAfterRoute
-- @param #PROCESS_PATROLZONE self
-- @function [parent=#PATROLZONE] OnAfterRoute
-- @param #PATROLZONE self
-- @param Controllable#CONTROLLABLE Controllable
--- PROCESS\_PATROLZONE class
-- @type PROCESS_PATROLZONE
--- PATROLZONE class
-- @type PATROLZONE
-- @field Controllable#CONTROLLABLE AIControllable The @{Controllable} patrolling.
-- @field Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @field DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
@ -158,26 +156,26 @@
-- @field DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @field DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @extends StateMachine#STATEMACHINE_CONTROLLABLE
PROCESS_PATROLZONE = {
ClassName = "PROCESS_PATROLZONE",
PATROLZONE = {
ClassName = "PATROLZONE",
}
--- Creates a new PROCESS\_PATROLZONE object
-- @param #PROCESS_PATROLZONE self
--- Creates a new PATROLZONE object
-- @param #PATROLZONE self
-- @param Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @return #PROCESS_PATROLZONE self
-- @return #PATROLZONE self
-- @usage
-- -- Define a new PROCESS_PATROLZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- -- Define a new PATROLZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = PROCESS_PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )
function PROCESS_PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
-- PatrolArea = PATROLZONE:New( PatrolZone, 3000, 6000, 600, 900 )
function PATROLZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed )
local FSMT = {
initial = 'None',
@ -207,11 +205,11 @@ end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #PROCESS_PATROLZONE self
-- @param #PATROLZONE self
-- @param DCSTypes#Speed PatrolMinSpeed The minimum speed of the @{Controllable} in km/h.
-- @param DCSTypes#Speed PatrolMaxSpeed The maximum speed of the @{Controllable} in km/h.
-- @return #PROCESS_PATROLZONE self
function PROCESS_PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
-- @return #PATROLZONE self
function PATROLZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
@ -221,11 +219,11 @@ end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #PROCESS_PATROLZONE self
-- @param #PATROLZONE self
-- @param DCSTypes#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCSTypes#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #PROCESS_PATROLZONE self
function PROCESS_PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
-- @return #PATROLZONE self
function PATROLZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
@ -238,7 +236,7 @@ end
function _NewPatrolRoute( AIControllable )
AIControllable:T( "NewPatrolRoute" )
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolZone#PROCESS_PATROLZONE
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolZone#PATROLZONE
PatrolZone:__Route( 1 )
end
@ -247,13 +245,13 @@ end
--- When the AIControllable is out of fuel, it is required that a new AIControllable is started, before the old AIControllable can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the PROCESS\_PATROLZONE.
-- When the fuel treshold is reached, the AIControllable will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the PATROLZONE.
-- Once the time is finished, the old AIControllable will return to the base.
-- @param #PROCESS_PATROLZONE self
-- @param #PATROLZONE self
-- @param #number PatrolFuelTresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #PROCESS_PATROLZONE self
function PROCESS_PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
-- @return #PATROLZONE self
function PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolManageFuel = true
self.PatrolFuelTresholdPercentage = PatrolFuelTresholdPercentage
@ -263,9 +261,9 @@ function PROCESS_PATROLZONE:ManageFuel( PatrolFuelTresholdPercentage, PatrolOutO
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
-- @param #PROCESS_PATROLZONE self
-- @return #PROCESS_PATROLZONE self
function PROCESS_PATROLZONE:onenterRoute()
-- @param #PATROLZONE self
-- @return #PATROLZONE self
function PATROLZONE:onenterRoute()
self:F2()
@ -360,8 +358,8 @@ function PROCESS_PATROLZONE:onenterRoute()
end
--- @param #PROCESS_PATROLZONE self
function PROCESS_PATROLZONE:onenterPatrol()
--- @param #PATROLZONE self
function PATROLZONE:onenterPatrol()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then

View File

@ -2,17 +2,13 @@
--- The PROCESS class
-- @type PROCESS
-- @field Scheduler#SCHEDULER ProcessScheduler
-- @field Unit#UNIT ProcessUnit
-- @field Group#GROUP ProcessGroup
-- @field Menu#MENU_GROUP MissionMenu
-- @field Task#TASK_BASE Task
-- @field StateMachine#STATEMACHINE_TASK Fsm
-- @field #string ProcessName
-- @extends Base#BASE
-- @extends StateMachine#STATEMACHINE_CONTROLLABLE
PROCESS = {
ClassName = "TASK",
ProcessScheduler = nil,
ClassName = "PROCESS",
NextEvent = nil,
Scores = {},
}
@ -23,66 +19,55 @@ PROCESS = {
-- @param Task#TASK_BASE Task
-- @param Unit#UNIT ProcessUnit
-- @return #PROCESS self
function PROCESS:New( ProcessName, Task, ProcessUnit )
local self = BASE:Inherit( self, BASE:New() )
function PROCESS:New( FSMT, ProcessUnit, ProcessName )
local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FSMT, ProcessUnit ) )
self:F()
self.ProcessUnit = ProcessUnit
self.ProcessGroup = ProcessUnit:GetGroup()
self.MissionMenu = Task.Mission:GetMissionMenu( self.ProcessGroup )
self.Task = Task
--self.MissionMenu = Task.Mission:GetMissionMenu( self.ProcessGroup )
self.ProcessName = ProcessName
self.ProcessScheduler = SCHEDULER:New()
return self
end
--- @param #PROCESS self
function PROCESS:NextEvent( NextEvent, ... )
self:F(self.ProcessName)
self.ProcessScheduler:Schedule( self.Fsm, NextEvent, arg, 1 ) -- This schedules the next event, but only if scheduling is activated.
end
--- @param #PROCESS self
function PROCESS:StopEvents()
self:F( { "Stop Process ", self.ProcessName } )
self.ProcessScheduler:Stop()
end
--- Adds a score for the PROCESS to be achieved.
-- @param #PROCESS self
-- @param #string ProcessStatus is the status of the PROCESS when the score needs to be given.
-- @param Task#TASK_BASE Task The task for which the process needs to account score.
-- @param #string ProcessStatus is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
-- @param #string ScoreText is a text describing the score that is given according the status.
-- @param #number Score is a number providing the score of the status.
-- @return #PROCESS self
function PROCESS:AddScore( ProcessStatus, ScoreText, Score )
function PROCESS:AddScore( Task, ProcessStatus, ScoreText, Score )
self:F2( { ProcessStatus, ScoreText, Score } )
self.Scores[ProcessStatus] = self.Scores[ProcessStatus] or {}
self.Scores[ProcessStatus].ScoreText = ScoreText
self.Scores[ProcessStatus].Score = Score
self.Scores[ProcessStatus].Task = Task
return self
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS:OnStateChange( Fsm, Event, From, To )
self:E( { self.ProcessName, Event, From, To, self.ProcessUnit.UnitName } )
function PROCESS:OnStateChange( ProcessUnit, Event, From, To )
self:E( { self.ProcessName, Event, From, To, ProcessUnit.UnitName } )
if self:IsTrace() then
MESSAGE:New( "Process " .. self.ProcessName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
end
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
if self.Scores[To] then
local Scoring = self.Task:GetScoring()
local Task = self.Scores[To].Task
local Scoring = Task:GetScoring()
if Scoring then
Scoring:_AddMissionTaskScore( self.Task.Mission, self.ProcessUnit, self.Scores[To].ScoreText, self.Scores[To].Score )
Scoring:_AddMissionTaskScore( Task.Mission, ProcessUnit, self.Scores[To].ScoreText, self.Scores[To].Score )
end
end
end

View File

@ -21,13 +21,7 @@ do -- PROCESS_SMOKE_TARGETS
-- @return #PROCESS_SMOKE_TARGETS self
function PROCESS_SMOKE_TARGETS:New( Task, ProcessUnit, TargetSetUnit, TargetZone )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_MENU_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_SMOKE_TARGETS
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self.Fsm = STATEMACHINE_PROCESS:New( self, {
local FSMT = {
initial = 'None',
events = {
{ name = 'Start', from = 'None', to = 'AwaitSmoke' },
@ -44,49 +38,56 @@ do -- PROCESS_SMOKE_TARGETS
},
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 for a TASK2
--- StateMachine callback function
-- @param #PROCESS_SMOKE_TARGETS self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS:OnStart( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
function PROCESS_SMOKE_TARGETS:OnStart( ProcessUnit, Event, From, To )
self:E( { Event, From, To, ProcessUnit.UnitName} )
self:E("Set smoke menu")
local ProcessGroup = self.ProcessUnit:GetGroup()
local MissionMenu = self.Task.Mission:GetMissionMenu( ProcessGroup )
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:NextEvent( self.Fsm.Next )
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 } )
--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 for a TASK2
--- StateMachine callback function
-- @param #PROCESS_SMOKE_TARGETS self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SMOKE_TARGETS:OnSmoking( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
function PROCESS_SMOKE_TARGETS:OnSmoking( ProcessUnit, Event, From, To )
self:E( { Event, From, To, ProcessUnit.UnitName} )
self.TargetSetUnit:ForEachUnit(
--- @param Unit#UNIT SmokeUnit

View File

@ -0,0 +1,233 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ===
--
-- # @{#ROUTE} FSM class, extends @{Process#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**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started. The process will go into the Report state.
-- * **Report**: The process is reporting to the player the route to be followed.
-- * **Route**: The process is routing the controllable.
-- * **Pause**: The process is pausing the route of the controllable.
-- * **Arrive**: The controllable has arrived at a route point.
-- * **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**:
--
-- 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.
--
-- ### ROUTE **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **Arrived (*)**: The controllable has arrived at a route point.
-- * **Aborted (*)**: The controllable has aborted the route path.
-- * **Routing**: The controllable is understay to the route point.
-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
-- * **Success (*)**: All route points were reached.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the 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:
--
-- * **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) @{#ROUTE_ZONE} class, extends @{Route#ROUTE}
--
-- The 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:
--
-- * @{#ROUTE_ZONE.New}(): Creates a new ROUTE_ZONE object.
--
-- ===
--
-- @module Route
do -- ROUTE
--- ROUTE class
-- @type ROUTE
-- @field Task#TASK TASK
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
ROUTE = {
ClassName = "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()
local FSMT = {
initial = 'None',
events = {
{ name = 'Start', from = 'None', to = 'Routing' },
{ name = 'Report', from = '*', to = 'Reporting' },
{ name = 'Route', from = '*', to = 'Routing' },
{ name = 'Pause', from = 'Routing', to = 'Pausing' },
{ name = 'Abort', from = '*', to = 'Aborted' },
{ name = 'Arrive', from = 'Routing', to = 'Arrived' },
{ name = 'Success', from = 'Arrived', to = 'Success' },
{ name = 'Fail', from = '*', to = 'Failed' },
},
endstates = {
'Arrived', 'Failed', 'Success'
},
}
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( FSMT, "ROUTE" ) ) -- #ROUTE
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Route is the default display category
return self
end
--- Task Events
--- StateMachine callback function
-- @param #ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ROUTE:onafterStart( ProcessUnit, Event, From, To )
self:__Route( 1 )
end
--- Check if the controllable has arrived.
-- @param #ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function ROUTE:HasArrived( ProcessUnit )
return false
end
--- StateMachine callback function
-- @param #ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ROUTE:onafterRoute( ProcessUnit, Event, From, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:HasArrived( ProcessUnit )
if self.DisplayCount >= self.DisplayInterval then
self:T( { HasArrived = HasArrived } )
if not HasArrived then
self:__Report( 1 )
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
self:T( { DisplayCount = self.DisplayCount } )
self:__Route( 1 )
return HasArrived -- if false, then the event will not be executed...
end
return false
end
end -- ROUTE
do -- ROUTE_ZONE
--- ROUTE_ZONE class
-- @type ROUTE_ZONE
-- @field Task#TASK TASK
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
ROUTE_ZONE = {
ClassName = "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 Zone#ZONE_BASE TargetZone
-- @return #ROUTE_ZONE self
function ROUTE_ZONE:New( TargetZone )
local self = BASE:Inherit( self, ROUTE:New() ) -- #ROUTE_ZONE
self.TargetZone = TargetZone
return self
end
--- Method override to check if the controllable has arrived.
-- @param #ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function ROUTE_ZONE:HasArrived( ProcessUnit )
return ProcessUnit:IsInZone( self.TargetZone )
end
--- Task Events
--- StateMachine callback function
-- @param #ROUTE_ZONE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To )
local ZoneVec2 = self.TargetZone:GetVec2()
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
local TaskUnitVec2 = ProcessUnit:GetVec2()
local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
local RouteText = ProcessUnit:GetCallsign() .. ": Route to " .. TaskUnitPointVec2:GetBRText( ZonePointVec2 ) .. " km to target."
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() )
end
end -- ROUTE_ZONE

View File

@ -10,7 +10,7 @@
-- of the underlying AI GROUPS.
--
-- The parent class @{StateMachine#STATEMACHINE_SET} manages the functionality to control the Finite State Machine (FSM)
-- and calls for each event the state transition functions providing the internal @{StateMachine#STATEMACHINE_SET.Set} object containing the
-- and calls for each event the state transition methods providing the internal @{StateMachine#STATEMACHINE_SET.Set} object containing the
-- SET_GROUP and additional event parameters provided during the event.
--
-- 1.1) AIBALANCER construction method

View File

@ -1,61 +1,60 @@
--- The main include file for the MOOSE system.
--- Core Routines
Include.File( "Routines" )
Include.File( "Utils" )
Include.File( "Utilities/Routines" )
Include.File( "Utilities/Utils" )
--- Core Classes
Include.File( "Base" )
Include.File( "Object" )
Include.File( "Identifiable" )
Include.File( "Positionable" )
Include.File( "Controllable" )
Include.File( "Scheduler" )
Include.File( "Event" )
Include.File( "Menu" )
Include.File( "Group" )
Include.File( "Unit" )
Include.File( "Zone" )
Include.File( "Client" )
Include.File( "Static" )
Include.File( "Airbase" )
Include.File( "Database" )
Include.File( "Set" )
Include.File( "Point" )
Include.File( "Scoring" )
Include.File( "Core/Base" )
Include.File( "Core/Scheduler" )
Include.File( "Core/Event" )
Include.File( "Core/Menu" )
Include.File( "Core/Zone" )
Include.File( "Core/Database" )
Include.File( "Core/Set" )
Include.File( "Core/Point" )
Include.File( "Core/Message" )
Include.File( "Core/StateMachine" )
--- Wrapper Classes
Include.File( "Wrapper/Object" )
Include.File( "Wrapper/Identifiable" )
Include.File( "Wrapper/Positionable" )
Include.File( "Wrapper/Controllable" )
Include.File( "Wrapper/Group" )
Include.File( "Wrapper/Unit" )
Include.File( "Wrapper/Client" )
Include.File( "Wrapper/Static" )
Include.File( "Wrapper/Airbase" )
--- Functional Classes
Include.File( "Cargo" )
Include.File( "Message" )
Include.File( "Mission" )
Include.File( "CleanUp" )
Include.File( "Spawn" )
Include.File( "Movement" )
Include.File( "Sead" )
Include.File( "Escort" )
Include.File( "MissileTrainer" )
Include.File( "AirbasePolice" )
Include.File( "Detection" )
Include.File( "Functional/Scoring" )
Include.File( "Functional/CleanUp" )
Include.File( "Functional/Spawn" )
Include.File( "Functional/Movement" )
Include.File( "Functional/Sead" )
Include.File( "Functional/Escort" )
Include.File( "Functional/MissileTrainer" )
Include.File( "Functional/AirbasePolice" )
Include.File( "Functional/Detection" )
Include.File( "Functional/AIBalancer" )
--- Process 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" )
--- Task Handling Classes
Include.File( "DetectionManager" )
Include.File( "StateMachine" )
Include.File( "Process" )
Include.File( "Process_Assign" )
Include.File( "Process_Route" )
Include.File( "Process_Smoke" )
Include.File( "Process_Destroy" )
Include.File( "Process_JTAC" )
Include.File( "Process_PatrolZone" )
Include.File( "Task" )
Include.File( "Task_SEAD" )
Include.File( "Task_A2G" )
--- AI Set Handling Classes
Include.File( "AIBalancer" )
Include.File( "Tasking/Mission" )
Include.File( "Tasking/Task" )
Include.File( "Tasking/DetectionManager" )
Include.File( "Tasking/Task_SEAD" )
Include.File( "Tasking/Task_A2G" )
-- The order of the declarations is important here. Don't touch it.

View File

@ -1,185 +0,0 @@
--- This module contains the PROCESS_ASSIGN classes.
--
-- ===
--
-- 1) @{Task_Assign#TASK_ASSIGN_ACCEPT} class, extends @{Task#TASK_BASE}
-- =====================================================================
-- The @{Task_Assign#TASK_ASSIGN_ACCEPT} class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
-- 2) @{Task_Assign#TASK_ASSIGN_MENU_ACCEPT} class, extends @{Task#TASK_BASE}
-- ==========================================================================
-- The @{Task_Assign#TASK_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.
--
--
--
--
--
--
-- @module Task_Assign
--
do -- PROCESS_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 Task2#TASK2
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 #PROCESS_ASSIGN_ACCEPT self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_ASSIGN_ACCEPT self
function PROCESS_ASSIGN_ACCEPT:New( Task, ProcessUnit, TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnAssigned',
events = {
{ name = 'Start', from = 'UnAssigned', to = 'Assigned' },
{ name = 'Fail', from = 'UnAssigned', to = 'Failed' },
},
callbacks = {
onAssign = self.OnAssign,
},
endstates = {
'Assigned', 'Failed'
},
} )
return self
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_ACCEPT:OnAssigned( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
end
end
do -- PROCESS_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
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 #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:New( Task, ProcessUnit, TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_MENU_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnAssigned',
events = {
{ name = 'Start', from = 'UnAssigned', to = 'AwaitAccept' },
{ name = 'Assign', from = 'AwaitAccept', to = 'Assigned' },
{ name = 'Reject', from = 'AwaitAccept', to = 'Rejected' },
{ name = 'Fail', from = 'AwaitAccept', to = 'Rejected' },
},
callbacks = {
onStart = self.OnStart,
onAssign = self.OnAssign,
onReject = self.OnReject,
},
endstates = {
'Assigned', 'Rejected'
},
} )
return self
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_MENU_ACCEPT:OnStart( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Assignment" ):ToGroup( self.ProcessUnit:GetGroup() )
self.MenuText = self.Task.TaskName
local ProcessGroup = self.ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.MenuText .. " acceptance" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.MenuText, self.Menu, self.MenuAssign, self )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.MenuText, self.Menu, self.MenuReject, self )
end
--- Menu function.
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:MenuAssign()
self:E( )
self:NextEvent( self.Fsm.Assign )
end
--- Menu function.
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
function PROCESS_ASSIGN_MENU_ACCEPT:MenuReject()
self:E( )
self:NextEvent( self.Fsm.Reject )
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_MENU_ACCEPT:OnAssign( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.Menu:Remove()
end
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_MENU_ACCEPT:OnReject( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.Menu:Remove()
self.Task:UnAssignFromUnit( self.ProcessUnit )
self.ProcessUnit:Destroy()
end
end

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@ -1,180 +0,0 @@
--- @module Process_Destroy
--- PROCESS_DESTROY class
-- @type PROCESS_DESTROY
-- @field Unit#UNIT ProcessUnit
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Process#PROCESS
PROCESS_DESTROY = {
ClassName = "PROCESS_DESTROY",
Fsm = {},
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #PROCESS_DESTROY self
-- @param Task#TASK Task
-- @param Unit#UNIT ProcessUnit
-- @param Set#SET_UNIT TargetSetUnit
-- @return #PROCESS_DESTROY self
function PROCESS_DESTROY:New( Task, ProcessName, ProcessUnit, TargetSetUnit )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_DESTROY
self.TargetSetUnit = TargetSetUnit
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'Assigned',
events = {
{ name = 'Start', from = 'Assigned', to = 'Waiting' },
{ name = 'Start', from = 'Waiting', to = 'Waiting' },
{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Waiting', to = 'Failed' },
{ name = 'Fail', from = 'Destroy', to = 'Failed' },
},
callbacks = {
onStart = self.OnStart,
onWaiting = self.OnWaiting,
onHitTarget = self.OnHitTarget,
onMoreTargets = self.OnMoreTargets,
onDestroyed = self.OnDestroyed,
onKilled = self.OnKilled,
},
endstates = { 'Success', 'Failed' }
} )
_EVENTDISPATCHER:OnDead( self.EventDead, self )
return self
end
--- Process Events
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnStart( Fsm, Event, From, To )
self:NextEvent( Fsm.Start )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnWaiting( Fsm, Event, From, To )
local TaskGroup = self.ProcessUnit:GetGroup()
if self.DisplayCount >= self.DisplayInterval then
MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup )
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function PROCESS_DESTROY:OnHitTarget( Fsm, Event, From, To, Event )
self.TargetSetUnit:Flush()
if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then
self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName )
local TaskGroup = self.ProcessUnit:GetGroup()
MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup )
end
if self.TargetSetUnit:Count() > 0 then
self:NextEvent( Fsm.MoreTargets )
else
self:NextEvent( Fsm.Destroyed )
end
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnMoreTargets( Fsm, Event, From, To )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA DCSEvent
function PROCESS_DESTROY:OnKilled( Fsm, Event, From, To )
self:NextEvent( Fsm.Restart )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnRestart( Fsm, Event, From, To )
self:NextEvent( Fsm.Menu )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_DESTROY self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_DESTROY:OnDestroyed( Fsm, Event, From, To )
end
--- DCS Events
--- @param #PROCESS_DESTROY self
-- @param Event#EVENTDATA Event
function PROCESS_DESTROY:EventDead( Event )
if Event.IniDCSUnit then
self:NextEvent( self.Fsm.HitTarget, Event )
end
end

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@ -1,86 +0,0 @@
--- @module Task_Route
--- PROCESS_ROUTE class
-- @type PROCESS_ROUTE
-- @field Task#TASK TASK
-- @field Unit#UNIT ProcessUnit
-- @field Zone#ZONE_BASE TargetZone
-- @extends Task2#TASK2
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 #PROCESS_ROUTE self
-- @param Task#TASK Task
-- @param Unit#UNIT Unit
-- @return #PROCESS_ROUTE self
function PROCESS_ROUTE:New( Task, ProcessUnit, TargetZone )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( "ROUTE", Task, ProcessUnit ) ) -- #PROCESS_ROUTE
self.TargetZone = TargetZone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Route is the default display category
self.Fsm = STATEMACHINE_PROCESS:New( self, {
initial = 'UnArrived',
events = {
{ name = 'Start', from = 'UnArrived', to = 'UnArrived' },
{ name = 'Fail', from = 'UnArrived', to = 'Failed' },
},
callbacks = {
onleaveUnArrived = self.OnLeaveUnArrived,
onFail = self.OnFail,
},
endstates = {
'Arrived', 'Failed'
},
} )
return self
end
--- Task Events
--- StateMachine callback function for a TASK2
-- @param #PROCESS_ROUTE self
-- @param StateMachine#STATEMACHINE_PROCESS Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ROUTE:OnLeaveUnArrived( Fsm, Event, From, To )
if self.ProcessUnit:IsAlive() then
local IsInZone = self.ProcessUnit:IsInZone( self.TargetZone )
if self.DisplayCount >= self.DisplayInterval then
if not IsInZone then
local ZoneVec2 = self.TargetZone:GetVec2()
local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
local TaskUnitVec2 = self.ProcessUnit:GetVec2()
local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
local RouteText = self.ProcessUnit:GetCallsign() .. ": Route to " .. TaskUnitPointVec2:GetBRText( ZonePointVec2 ) .. " km to target."
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( self.ProcessUnit:GetGroup() )
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
--if not IsInZone then
self:NextEvent( Fsm.Start )
--end
return IsInZone -- if false, then the event will not be executed...
end
return false
end

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@ -59,14 +59,14 @@
TASK_BASE = {
ClassName = "TASK_BASE",
TaskScheduler = nil,
Processes = {},
ProcessClasses = {}, -- The container of the Process classes that will be used to create and assign new processes for the task to ProcessUnits.
Processes = {}, -- The container of actual process objects instantiated and assigned to ProcessUnits.
Players = nil,
Scores = {},
Menu = {},
SetGroup = nil,
}
--- Instantiates a new TASK_BASE. Should never be used. Interface Class.
-- @param #TASK_BASE self
-- @param Mission#MISSION The mission wherein the Task is registered.
@ -113,6 +113,7 @@ end
--- Assign the @{Task}to a @{Group}.
-- @param #TASK_BASE self
-- @param Group#GROUP TaskGroup
-- @return #TASK_BASE
function TASK_BASE:AssignToGroup( TaskGroup )
self:F2( TaskGroup:GetName() )
@ -131,6 +132,8 @@ function TASK_BASE:AssignToGroup( TaskGroup )
self:AssignToUnit( TaskUnit )
end
end
return self
end
--- Send the briefng message of the @{Task} to the assigned @{Group}s.
@ -401,19 +404,61 @@ function TASK_BASE:GetTaskName()
end
--- Add Process to @{Task} with key @{Unit}.
--- This is the key worker function for the class. Instantiate a new Process based on the ProcessName to @{Task} and assign it to the ProcessUnit.
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_BASE self
function TASK_BASE:AddProcess( TaskUnit, Process )
local TaskUnitName = TaskUnit:GetName()
-- @param Unit#UNIT ProcessUnit The unit to which the process should be assigned.
-- @param #string ProcessName The name of the Process.
-- @return Process#PROCESS The Process that was added.
function TASK_BASE:AssignProcess( ProcessUnit, ProcessName )
self:F( { ProcessName } )
local ProcessUnitName = ProcessUnit:GetName()
-- Create the Process instance base on the ProcessClasses collection assigned to the Task
local ProcessClass, ProcessArguments
ProcessClass, ProcessArguments = self:GetProcessClass( ProcessName )
local Process = ProcessClass:New( unpack( ProcessArguments ) ) -- Process#PROCESS
Process:SetControllable( ProcessUnit )
self.Processes = self.Processes or {}
self.Processes[TaskUnitName] = self.Processes[TaskUnitName] or {}
self.Processes[TaskUnitName][#self.Processes[TaskUnitName]+1] = Process
self.Processes[ProcessUnitName] = self.Processes[ProcessUnitName] or {}
self.Processes[ProcessUnitName][ProcessName] = Process
return Process
end
--- Get the default or currently assigned @{Process} class with key ProcessName.
-- @param #TASK_BASE self
-- @param #string ProcessName
-- @return Process#PROCESS
-- @return #table
function TASK_BASE:GetProcessClass( ProcessName )
local ProcessClass = self.ProcessClasses[ProcessName].Class
local ProcessArguments = self.ProcessClasses[ProcessName].Arguments
return ProcessClass, ProcessArguments
end
--- Set the Process default class with key ProcessName providing the ProcessClass and the constructor initialization parameters when it is assigned to a Unit by the task.
-- @param #TASK_BASE self
-- @param #string ProcessName
-- @param Process#PROCESS ProcessClass
-- @param #table ... The parameters for the New() constructor of the ProcessClass, when the Task is assigning a new Process to the Unit.
-- @return Process#PROCESS
function TASK_BASE:SetProcessClass( ProcessName, ProcessClass, ... )
self.ProcessClasses[ProcessName] = self.ProcessClasses[ProcessName] or {}
self.ProcessClasses[ProcessName].Class = ProcessClass
self.ProcessClasses[ProcessName].Arguments = ...
return ProcessClass
end
--- Remove Processes from @{Task} with key @{Unit}
-- @param #TASK_BASE self
-- @param #string TaskUnitName
@ -749,6 +794,7 @@ function TASK_BASE:AddScore( TaskStatus, ScoreText, Score )
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_BASE self
-- @param Unit#UNIT TaskUnit

View File

@ -1,4 +1,4 @@
--- This module contains the TASK_A2G classes.
--- (AI) (SP) (MP) Tasking for Air to Ground Processes.
--
-- 1) @{#TASK_A2G} class, extends @{Task#TASK_BASE}
-- =================================================

View File

@ -19,6 +19,7 @@
-- @module Task_SEAD
do -- TASK_SEAD
--- The TASK_SEAD class
@ -43,6 +44,18 @@ do -- TASK_SEAD
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
-- ASSIGN_ACCEPT:New(TaskBriefing)
self:SetProcessClass( "ASSIGN", ASSIGN_ACCEPT, self.TaskBriefing )
-- ROUTE_ZONE:New(TargetZone)
self:SetProcessClass( "ROUTE", ROUTE_ZONE, self.TargetZone )
-- ACCOUNT_DEADS:New(TargetSetUnit,TaskName)
self:SetProcessClass( "ACCOUNT", ACCOUNT_DEADS, self.TargetSetUnit, "SEAD" )
-- 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 )
@ -71,38 +84,31 @@ do -- TASK_SEAD
function TASK_SEAD: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 ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_DESTROY:New( self, "SEAD", TaskUnit, self.TargetSetUnit ) )
local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
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 Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, TaskUnit, {
local FSMT = {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Start' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Start', returnevents = { 'Next' } },
Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke.Fsm, event = 'Start', }
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', }
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a radar", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a radar", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a radar", -100 )
self:AddScore( "Success", "Destroyed all target radars", 250 )
}
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( FSMT, self, TaskUnit ) )
Process:Next()
return self
@ -115,32 +121,15 @@ do -- TASK_SEAD
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_SEAD:OnNext( Fsm, Event, From, To )
function TASK_SEAD:onafterNext( Fsm, Event, From, To )
self:SetState( self, "State", To )
end
--- @param #TASK_SEAD self
function TASK_SEAD:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_SEAD self
function TASK_SEAD:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_SEAD self
function TASK_SEAD._Scheduler()
self:F2()
return true
end
end

View File

@ -1,3 +1,13 @@
2016-09-01
- Expanded the CARGO classes and implemented the CARGO_GROUPED classes.
-- Finished the correct state machine implementation to Board, UnBoard, Load, UnLoad cargo to and from carriers.
-- Created the CARGO_GROUPED class, which groups CARGO_UNITs into one group. The cargo behaves like groups, but can be transported by carriers.
-- Documented CARGO event functions, state transition functions + overall documentation.
-- Updated test missions located in the directory: Moose_Test_CARGO
- Expanded the PROCESS_PATROLZONE class.
2016-08-21
- Made a new STATEMACHINE_CONTROLLABLE object, which models a base state machine class to be inherited by AI controllable classes.
@ -8,9 +18,9 @@
-- Added immediate and delayed event processing as part of the STATEMACHINE_CONTROLLABLE class.
--- Events that start with __Event are processed with a delay. The delay is given in seconds as a parameter.
- Created a new AI_PATROLZONE class, which inherites STATEMACHINE_CONTROLLABLE.
- Created a new PROCESS_PATROLZONE class, which inherites STATEMACHINE_CONTROLLABLE.
-- This class implements a complete new revamped patrol zone AI pattern.
-- Created a new test directory: Moose_Test_AI_PATROLZONE with test missions.
-- Created a new test directory: Moose_Test_PROCESS_PATROLZONE with test missions.
2016-08-15

View File

@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160831_0559' )
env.info( 'Moose Generation Timestamp: 20160902_0901' )
local base = _G

View File

@ -1,5 +1,5 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20160831_0559' )
env.info( 'Moose Generation Timestamp: 20160902_0901' )
local base = _G

View File

@ -1,11 +1,9 @@
local Mission = MISSION:New( "Transfer Cargo", "High", "Test for Cargo", coalition.side.RED )
local CargoSet = SET_BASE:New()
CargoSet:Add( "Engineer1", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer1" ), "Engineers", "Engineer", 81, 2000, 25 ) )
CargoSet:Add( "Engineer2", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer2" ), "Engineers", "Engineer", 64, 2000, 25 ) )
CargoSet:Add( "Engineer3", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer3" ), "Engineers", "Engineer", 72, 2000, 25 ) )
CargoSet:Add( "Engineer4", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer4" ), "Engineers", "Engineer", 69, 2000, 25 ) )
CargoSet:Add( "Engineer1", CARGO_UNIT:New( UNIT:FindByName( "Engineer1" ), "Engineers", "Engineer", 81, 2000, 25 ) )
CargoSet:Add( "Engineer2", CARGO_UNIT:New( UNIT:FindByName( "Engineer2" ), "Engineers", "Engineer", 64, 2000, 25 ) )
CargoSet:Add( "Engineer3", CARGO_UNIT:New( UNIT:FindByName( "Engineer3" ), "Engineers", "Engineer", 72, 2000, 25 ) )
CargoSet:Add( "Engineer4", CARGO_UNIT:New( UNIT:FindByName( "Engineer4" ), "Engineers", "Engineer", 69, 2000, 25 ) )
local InfantryCargo = CARGO_GROUPED:New( CargoSet, "Engineers", "Engineers", 2000, 25 )

View File

@ -1,11 +1,9 @@
local Mission = MISSION:New( "Transfer Cargo", "High", "Test for Cargo", coalition.side.RED )
local CargoSet = SET_BASE:New()
CargoSet:Add( "Engineer1", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer1" ), "Engineers", "Engineer", 81, 2000, 25 ) )
CargoSet:Add( "Engineer2", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer2" ), "Engineers", "Engineer", 64, 2000, 25 ) )
CargoSet:Add( "Engineer3", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer3" ), "Engineers", "Engineer", 72, 2000, 25 ) )
CargoSet:Add( "Engineer4", CARGO_UNIT:New( Mission, UNIT:FindByName( "Engineer4" ), "Engineers", "Engineer", 69, 2000, 25 ) )
CargoSet:Add( "Engineer1", CARGO_UNIT:New( UNIT:FindByName( "Engineer1" ), "Engineers", "Engineer", 81, 2000, 25 ) )
CargoSet:Add( "Engineer2", CARGO_UNIT:New( UNIT:FindByName( "Engineer2" ), "Engineers", "Engineer", 64, 2000, 25 ) )
CargoSet:Add( "Engineer3", CARGO_UNIT:New( UNIT:FindByName( "Engineer3" ), "Engineers", "Engineer", 72, 2000, 25 ) )
CargoSet:Add( "Engineer4", CARGO_UNIT:New( UNIT:FindByName( "Engineer4" ), "Engineers", "Engineer", 69, 2000, 25 ) )
local InfantryCargo = CARGO_GROUPED:New( CargoSet, "Engineers", "Engineers", 2000, 25 )

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@ -1,8 +1,6 @@
local Mission = MISSION:New( "Pickup Cargo", "High", "Test for Cargo Pickup", coalition.side.RED )
local DeliveryUnit = UNIT:FindByName( "Delivery" )
local Letter = CARGO_PACKAGE:New( Mission, DeliveryUnit, "Letter", "Secret Orders", "0.3", 2000, 25 )
local Letter = CARGO_PACKAGE:New( DeliveryUnit, "Letter", "Secret Orders", "0.3", 2000, 25 )
local CargoCarrier = UNIT:FindByName( "Carrier" )

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@ -1,8 +1,6 @@
local Mission = MISSION:New( "Pickup Cargo", "High", "Test for Cargo Pickup", coalition.side.RED )
local CargoEngineer = UNIT:FindByName( "Engineer" )
local InfantryCargo = CARGO_UNIT:New( Mission, CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local InfantryCargo = CARGO_UNIT:New( CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local CargoCarrier = UNIT:FindByName( "Carrier" )

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@ -1,8 +1,6 @@
local Mission = MISSION:New( "Transfer Cargo", "High", "Test for Cargo", coalition.side.RED )
local CargoEngineer = UNIT:FindByName( "Engineer" )
local InfantryCargo = CARGO_UNIT:New( Mission, CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local InfantryCargo = CARGO_UNIT:New( CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local CargoCarrier = UNIT:FindByName( "Carrier" )

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@ -1,8 +1,6 @@
local Mission = MISSION:New( "Transfer Cargo", "High", "Test for Cargo", coalition.side.RED )
local CargoEngineer = UNIT:FindByName( "Engineer" )
local InfantryCargo = CARGO_UNIT:New( Mission, CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local InfantryCargo = CARGO_UNIT:New( CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local CargoCarrierFrom = UNIT:FindByName( "CarrierFrom" )

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@ -1,8 +1,6 @@
local Mission = MISSION:New( "Transfer Cargo", "High", "Test for Cargo", coalition.side.RED )
local CargoEngineer = UNIT:FindByName( "Engineer" )
local InfantryCargo = CARGO_UNIT:New( Mission, CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local InfantryCargo = CARGO_UNIT:New( CargoEngineer, "Engineer", "Engineer Sven", "81", 2000, 25 )
local CargoCarrier = UNIT:FindByName( "Carrier" )

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