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Moose Development/Moose/Tasking/Task_A2G.lua
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150
Moose Development/Moose/Tasking/Task_A2G.lua
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--- (AI) (SP) (MP) Tasking for Air to Ground Processes.
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--
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-- 1) @{#TASK_A2G} class, extends @{Task#TASK_BASE}
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-- =================================================
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-- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units,
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-- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_A2G is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
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--
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-- * **None**: Start of the process
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-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
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-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Route#PROCESS_ROUTE} is started to route the active Units in the Group to the attack zone.
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-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
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-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
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--
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-- ===
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--
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-- ### Authors: FlightControl - Design and Programming
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--
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-- @module Task_A2G
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do -- TASK_A2G
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--- The TASK_A2G class
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-- @type TASK_A2G
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-- @extends Task#TASK_BASE
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TASK_A2G = {
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ClassName = "TASK_A2G",
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}
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--- Instantiates a new TASK_A2G.
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-- @param #TASK_A2G self
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-- @param Mission#MISSION Mission
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-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
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-- @param #string TaskName The name of the Task.
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-- @param #string TaskType BAI or CAS
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-- @param Set#SET_UNIT UnitSetTargets
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-- @param Zone#ZONE_BASE TargetZone
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-- @return #TASK_A2G self
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function TASK_A2G:New( Mission, SetGroup, TaskName, TaskType, TargetSetUnit, TargetZone, FACUnit )
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local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, TaskType, "A2G" ) )
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self:F()
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self.TargetSetUnit = TargetSetUnit
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self.TargetZone = TargetZone
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self.FACUnit = FACUnit
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_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
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_EVENTDISPATCHER:OnDead( self._EventDead, self )
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_EVENTDISPATCHER:OnCrash( self._EventDead, self )
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_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
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return self
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end
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--- Removes a TASK_A2G.
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-- @param #TASK_A2G self
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-- @return #nil
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function TASK_A2G:CleanUp()
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self:GetParent( self ):CleanUp()
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return nil
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end
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--- Assign the @{Task} to a @{Unit}.
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-- @param #TASK_A2G self
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-- @param Unit#UNIT TaskUnit
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-- @return #TASK_A2G self
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function TASK_A2G:AssignToUnit( TaskUnit )
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self:F( TaskUnit:GetName() )
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local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) )
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local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
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local ProcessDestroy = self:AddProcess( TaskUnit, PROCESS_DESTROY:New( self, self.TaskType, TaskUnit, self.TargetSetUnit ) )
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local ProcessSmoke = self:AddProcess( TaskUnit, PROCESS_SMOKE_TARGETS:New( self, TaskUnit, self.TargetSetUnit, self.TargetZone ) )
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local ProcessJTAC = self:AddProcess( TaskUnit, PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) )
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local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, TaskUnit, {
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initial = 'None',
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events = {
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{ name = 'Next', from = 'None', to = 'Planned' },
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{ name = 'Next', from = 'Planned', to = 'Assigned' },
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{ name = 'Reject', from = 'Planned', to = 'Rejected' },
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{ name = 'Next', from = 'Assigned', to = 'Success' },
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{ name = 'Fail', from = 'Assigned', to = 'Failed' },
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{ name = 'Fail', from = 'Arrived', to = 'Failed' }
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},
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callbacks = {
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onNext = self.OnNext,
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onRemove = self.OnRemove,
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},
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subs = {
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Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } },
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Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Start' },
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Destroy = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessDestroy.Fsm, event = 'Start', returnevents = { 'Next' } },
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Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke.Fsm, event = 'Start', },
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JTAC = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessJTAC.Fsm, event = 'Start', },
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}
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} ) )
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ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 )
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ProcessDestroy:AddScore( "Destroy", "destroyed a ground unit", 25 )
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ProcessDestroy:AddScore( "Failed", "failed to destroy a ground unit", -100 )
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Process:Next()
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return self
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end
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--- StateMachine callback function for a TASK
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-- @param #TASK_A2G self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Event#EVENTDATA Event
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function TASK_A2G:OnNext( Fsm, Event, From, To, Event )
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self:SetState( self, "State", To )
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end
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--- @param #TASK_A2G self
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function TASK_A2G:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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end
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--- @param #TASK_A2G self
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function TASK_A2G:_Schedule()
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self:F2()
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self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
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return self
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end
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--- @param #TASK_A2G self
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function TASK_A2G._Scheduler()
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self:F2()
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return true
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end
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end
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