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@@ -104,11 +104,12 @@ local TargetZone = ZONE:New( "Target Zone" )
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-- 2. The set of groups of planes that pilots can join.
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-- 3. The name of the Task... This can be any name, and will be provided when the Pilot joins the task.
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-- 4. A type of the Task. When Tasks are in state Planned, then a menu can be provided that group the task based on this given type.
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local SEADTask = TASK:New(
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local SEADTask = TASK_SEAD:New(
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Mission,
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SEADSet,
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"SEAD Radars Vector 1",
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"SEAD" ) -- Tasking.Task#TASK
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TargetSet,
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15000 ) -- Tasking.Task#TASK_SEAD
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-- This is now an important part of the Task process definition.
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-- Each TASK contains a "Process Template".
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@@ -122,56 +123,14 @@ local SEADTask = TASK:New(
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local SEADProcess = SEADTask:GetUnitProcess() -- #SEADProcess
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-- Adding a new sub-process to the Task Template.
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-- At first, the task needs to be accepted by a pilot.
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-- We use for this the SUB-PROCESS ACT_ASSIGN_ACCEPT.
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-- The method on the FsmSEAD AddProcess accepts the following parameters:
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-- 1. State From "Planned". When the Fsm is in state "Planned", allow the event "Accept".
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-- 2. Event "Accept". This event can be triggered through FsmSEAD:Accept() or FsmSEAD:__Accept( 1 ). See documentation on state machines.
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-- 3. The PROCESS derived class. In this case, we use the ACT_ASSIGN_ACCEPT to accept the task and provide a briefing. So, when the event "Accept" is fired, this process is executed.
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-- 4. A table with the "return" states of the ACT_ASSIGN_ACCEPT process. This table indicates that for a certain return state, a further event needs to be called.
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-- 4.1 When the return state is Assigned, fire the event in the Task FsmSEAD:Route()
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-- 4.2 When the return state is Rejected, fire the event in the Task FsmSEAD:Eject()
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-- All other AddProcess calls are working in a similar manner.
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SEADProcess:AddProcess( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( "SEAD the Area" ), { Assigned = "Route", Rejected = "Eject" } ) -- FSM SUB for type SEADProcess.
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SEADProcess:AddProcess( "Assigned", "Route", ACT_ROUTE_ZONE:New( TargetZone ), { Arrived = "Update" } ) -- FSM SUB for type SEADProcess.
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-- Adding a new Action...
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-- Actions define also the flow of the Task, but the actions will need to be programmed within your script.
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-- See the state machine explanation for further details.
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-- The AddTransition received a couple of parameters:
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-- 1. State From "Rejected". When the FsmSEAD is in state "Rejected", the event "Eject" can be fired.
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-- 2. Event "Eject". This event can be triggered synchronously through FsmSEAD:Eject() or asynchronously through FsmSEAD:__Eject(secs).
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-- 3. State To "Planned". After the event has been fired, the FsmSEAD will transition to Planned.
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SEADProcess:AddTransition( "Rejected", "Eject", "Planned" )
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SEADProcess:AddTransition( "Arrived", "Update", "Updated" )
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SEADProcess:AddProcess( "Updated", "Account", ACT_ACCOUNT_DEADS:New( TargetSet, "SEAD" ), { Accounted = "Success" } )
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SEADProcess:AddProcess( "Updated", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSet, TargetZone ) )
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SEADProcess:AddTransition( "Accounted", "Success", "Success" )
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SEADProcess:AddTransition( "*", "Fail", "Failed" )
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SEADProcess:AddScoreProcess( "Updated", "Account", "Account", "destroyed a radar", 25 )
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SEADProcess:AddScoreProcess( "Updated", "Account", "Failed", "failed to destroy a radar", -10 )
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SEADProcess:AddScoreProcess( "Accounting", "Account", "Account", "destroyed a radar", 25 )
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SEADProcess:AddScoreProcess( "Accounting", "Account", "Failed", "failed to destroy a radar", -10 )
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-- Now we will set the SCORING. Scoring is set using the TaskSEAD object.
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-- Scores can be set on the status of the Task, and on Process level.
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SEADProcess:AddScore( "Success", "Destroyed all target radars", 250 )
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SEADProcess:AddScore( "Failed", "Failed to destroy all target radars", -100 )
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function SEADProcess:OnEnterUpdated( Controllable, From, Event, To )
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self:E( { self } )
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self:Account()
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self:Smoke()
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end
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-- Here we handle the PlayerAborted event, which is fired when a Player leaves the unit while being assigned to the Task.
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-- Within the event handler, which is passed the PlayerUnit and PlayerName parameter,
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-- we check if the SEADTask has still AlivePlayers assigned to the Task.
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@@ -184,14 +143,14 @@ function SEADTask:OnEnterPlayerCrashed( PlayerUnit, PlayerName )
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end
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local TaskSEAD2 = TASK:New( Mission, SEADSet, "SEAD Radars Vector 2", "SEAD" ) -- Tasking.Task#TASK
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TaskSEAD2:SetUnitProcess( SEADTask:GetUnitProcess():Copy() )
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Mission:AddTask( TaskSEAD2 )
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Mission:RemoveTask( SEADTask )
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SEADTask = nil
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SEADProcess = nil
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--local TaskSEAD2 = TASK:New( Mission, SEADSet, "SEAD Radars Vector 2", "SEAD" ) -- Tasking.Task#TASK
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--TaskSEAD2:SetUnitProcess( SEADTask:GetUnitProcess():Copy() )
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--Mission:AddTask( TaskSEAD2 )
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--
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--Mission:RemoveTask( SEADTask )
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--
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--SEADTask = nil
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--SEADProcess = nil
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collectgarbage()
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