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135
Moose Development/Moose/Tasking/Task_SEAD.lua
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135
Moose Development/Moose/Tasking/Task_SEAD.lua
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--- This module contains the TASK_SEAD classes.
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--
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-- 1) @{#TASK_SEAD} class, extends @{Task#TASK_BASE}
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-- =================================================
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-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone,
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-- based on the tasking capabilities defined in @{Task#TASK_BASE}.
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-- The TASK_SEAD 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_SEAD
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do -- TASK_SEAD
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--- The TASK_SEAD class
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-- @type TASK_SEAD
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Task#TASK_BASE
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TASK_SEAD = {
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ClassName = "TASK_SEAD",
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}
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--- Instantiates a new TASK_SEAD.
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-- @param #TASK_SEAD 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 Set#SET_UNIT UnitSetTargets
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-- @param Zone#ZONE_BASE TargetZone
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-- @return #TASK_SEAD self
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function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone )
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local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, "SEAD", "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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-- ASSIGN_ACCEPT:New(TaskBriefing)
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self:SetProcessClass( "ASSIGN", ASSIGN_ACCEPT, self.TaskBriefing )
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-- ROUTE_ZONE:New(TargetZone)
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self:SetProcessClass( "ROUTE", ROUTE_ZONE, self.TargetZone )
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-- ACCOUNT_DEADS:New(TargetSetUnit,TaskName)
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self:SetProcessClass( "ACCOUNT", ACCOUNT_DEADS, self.TargetSetUnit, "SEAD" )
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-- SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone )
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--self:SetProcessClass( "SMOKE", SMOKE_TARGETS_ZONE, self.TargetSetUnit, self.TargetZone )
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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_SEAD.
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-- @param #TASK_SEAD self
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-- @return #nil
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function TASK_SEAD: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_SEAD self
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-- @param Unit#UNIT TaskUnit
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-- @return #TASK_SEAD self
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function TASK_SEAD:AssignToUnit( TaskUnit )
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self:F( TaskUnit:GetName() )
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local ProcessAssign = self:AssignProcess( TaskUnit, "ASSIGN" )
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local ProcessRoute = self:AssignProcess( TaskUnit, "ROUTE" )
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local ProcessSEAD = self:AssignProcess( TaskUnit, "ACCOUNT" )
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--local ProcessSmoke = self:AssignProcess( TaskUnit, "SMOKE" )
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local FSMT = {
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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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subs = {
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Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign, event = 'Start', returnevents = { 'Next', 'Reject' } },
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Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute, event = 'Start' },
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Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD, event = 'Start', returnevents = { 'Next' } },
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--Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke, event = 'Start', }
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}
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}
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local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( FSMT, self, TaskUnit ) )
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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_SEAD 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_SEAD:onafterNext( Fsm, Event, From, To )
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self:SetState( self, "State", To )
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end
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--- @param #TASK_SEAD self
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function TASK_SEAD:GetPlannedMenuText()
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return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
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end
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end
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