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Moose Development/Moose/Tasking/Task_Pickup.lua
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137
Moose Development/Moose/Tasking/Task_Pickup.lua
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--- This module contains the TASK_PICKUP classes.
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--
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-- 1) @{#TASK_PICKUP} class, extends @{Task#TASK_BASE}
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-- ===================================================
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-- The @{#TASK_PICKUP} class defines a pickup task of a @{Set} of @{CARGO} objects defined within the mission.
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-- based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_PICKUP 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_PICKUP
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do -- TASK_PICKUP
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--- The TASK_PICKUP class
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-- @type TASK_PICKUP
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-- @extends Task#TASK_BASE
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TASK_PICKUP = {
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ClassName = "TASK_PICKUP",
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}
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--- Instantiates a new TASK_PICKUP.
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-- @param #TASK_PICKUP self
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-- @param Mission#MISSION Mission
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-- @param Set#SET_GROUP AssignedSetGroup 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_PICKUP self
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function TASK_PICKUP:New( Mission, AssignedSetGroup, TaskName, TaskType )
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local self = BASE:Inherit( self, TASK_BASE:New( Mission, AssignedSetGroup, TaskName, TaskType, "PICKUP" ) )
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self:F()
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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_PICKUP.
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-- @param #TASK_PICKUP self
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-- @return #nil
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function TASK_PICKUP: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_PICKUP self
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-- @param Unit#UNIT TaskUnit
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-- @return #TASK_PICKUP self
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function TASK_PICKUP: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 ProcessPickup = self:AddProcess( TaskUnit, PROCESS_PICKUP:New( self, self.TaskType, TaskUnit ) )
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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 = 'Next', from = 'Assigned', to = 'Success' },
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{ name = 'Fail', from = 'Assigned', to = 'Failed' },
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},
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callbacks = {
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onNext = self.OnNext,
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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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Pickup = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessDestroy.Fsm, event = 'Start', returnevents = { 'Next' } },
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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( "Pickup", "Picked-Up a Cargo", 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_PICKUP 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_PICKUP: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_PICKUP self
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function TASK_PICKUP:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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end
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--- @param #TASK_PICKUP self
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function TASK_PICKUP:_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_PICKUP self
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function TASK_PICKUP._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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