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Failed is now working. Scoring working on Task level now ...
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@@ -1,41 +1,103 @@
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-- This test mission is a test bed for the TASKING framework.
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-- It creates an head quarters (HQ), which contains one mission with one task to be accomplished.
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-- When the pilot joins the plane, it will need to accept the task using the HQ menu.
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-- Once the task is accepted, the group of the pilot will be assigned to the task.
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-- The pilot will need to fly to the attack zone and elimitate all targets reported.
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-- A smoking system is available that the pilot can use the acquire targets.
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-- Once all targets are elimitated, the task is finished, and the mission is set to complete.
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-- If the pilot crashes during flying, the task will fail, and the mission is set to failed.
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env.info( "Lua Version = " .. _VERSION )
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-- Test Garbage control of one declared PROCESS.
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do
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local Process = PROCESS_ASSIGN_ACCEPT:New( "SEAD the Area" )
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end
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collectgarbage()
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-- Create the HQ object.
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local HQ = COMMANDCENTER:New( GROUP:FindByName( "HQ" ) )
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local Mission = MISSION:New( HQ, 'SEAD Targets', "Strategic", "SEAD the enemy", coalition.side.RED )
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-- MOOSE contains a MISSION class. Use the MISSION class to setup missions, containing tasks to be executed.
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-- Create the Mission object, and attach the Mission to the HQ object.
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-- The Mission accepts 4 parameters:
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-- 1. The HQ object
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-- 2. The name of the Mission
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-- 3. The type of Mission, this can be any word like "Strategic", "Tactical", "Urgent", "Optional", "Secondary"...
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-- 4. The briefing of the Mission. This briefing is shown when the pilot joins a Task within the Mission.
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local Mission = MISSION:New( HQ, 'SEAD Targets', "Strategic", "SEAD the enemy" )
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-- MOOSE contains a SCORING class. Use the SCORING class to account the scores of achievements made by the pilots.
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-- The scoring system is a standalone object, so here the Scoring object is created.
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local Scoring = SCORING:New( "SEAD" )
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-- The Scoring object is attached to the Mission object.
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-- By doing this, now the Mission can set at defined states in tasks ( and in processes within the tasks ) scoring values, and a text. See later.
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Mission:AddScoring( Scoring )
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-- Define the set of group of planes that can be assigned to the Mission object.
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local SEADSet = SET_GROUP:New():FilterPrefixes( "Test SEAD"):FilterStart()
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-- Define the set of units that are the targets.
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-- Note that I use FilterOnce, which means that the set will be defined only once,
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-- and will not be continuously updated!
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local TargetSet = SET_UNIT:New():FilterPrefixes( "US Hawk SR" ):FilterOnce()
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-- Define the zone to where the pilot needs to navigate.
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local TargetZone = ZONE:New( "Target Zone" )
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local TaskSEAD = TASK_BASE:New( Mission, SEADSet, "SEAD Radars", "A2G", "SEAD" ) -- Tasking.Task#TASK_BASE
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--:New( Mission, SEADSet, "SEAD Radars", TargetSet, TargetZone )
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-- MOOSE contains a TASK_BASE class. Use the TASK class to define a new Task object and attach it to a Mission object.
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-- Here we define a new TaskSEAD object, and attach it to the Mission object.
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-- ( The TASK_BASE class is the base class for ALL derived Task templates.
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-- Task templates are TASK classes that quickly setup a Task scenario with given parameters. )
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--
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-- The TASK_BASE class is thus the primary task, and a task scenario will need to be provided to the TaskSEAD of the states and events that form the task.
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-- TASK_BASE gets a couple of parameters:
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-- 1. The Mission for which the Task needs to be achieved.
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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 TaskSEAD = TASK_BASE:New( Mission, SEADSet, "SEAD Radars", "SEAD" ) -- Tasking.Task#TASK_BASE
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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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-- You need to define this process Template by added Actions and Processes, otherwise, the task won't do anything.
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-- This call retrieves the Finite State Machine template of the Task.
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-- This template WILL NEVER DIRECTLY BE EXECUTED.
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-- But, when a Pilot joins a UNIT as defined within the SEADSet, the TaskSEAD will COPY the FsmSEAD to a NEW INTERNAL OBJECT and assign the COPIED FsmSEAD to the UNIT of the player.
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-- There can be many copied FsmSEAD objects internally active within TaskSEAD, for each pilot that joined the Task one is instantiated.
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-- The reason why this is done, is that each unit as a role within the Task, and can have different status.
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-- Therefore, the FsmSEAD is a TEMPLATE PROCESS of the TASK, and must be designed as a UNIT with a player is executing that PROCESS.
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local FsmSEAD = TaskSEAD:GetFsmTemplate()
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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 PROCESS_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 PROCESS_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 PROCESS_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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FsmSEAD:AddProcess( "Planned", "Accept", PROCESS_ASSIGN_ACCEPT:New( "SEAD the Area" ), { Assigned = "Route", Rejected = "Eject" } )
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-- Same, adding a process.
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FsmSEAD:AddProcess( "Assigned", "Route", PROCESS_ROUTE_ZONE:New( TargetZone, 3000 ), { Arrived = "Update" } )
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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 AddAction 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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FsmSEAD:AddAction ( "Rejected", "Eject", "Planned" )
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FsmSEAD:AddAction ( "Arrived", "Update", "Updated" )
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FsmSEAD:AddProcess( "Updated", "Account", PROCESS_ACCOUNT_DEADS:New( TargetSet, "SEAD" ), { Accounted = "Success" } )
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FsmSEAD:AddProcess( "Updated", "Smoke", PROCESS_SMOKE_TARGETS_ZONE:New( TargetSet, TargetZone ) )
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FsmSEAD:AddAction ( "Accounted", "Success", "Success" )
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FsmSEAD:AddAction ( "Failed", "Fail", "Failed" )
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FsmSEAD:AddAction ( "*", "Fail", "Failed" )
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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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TaskSEAD:AddScoreTask( "Success", "Destroyed all target radars", 250 )
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TaskSEAD:AddScoreTask( "Failed", "Failed to destroy all target radars", -100 )
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TaskSEAD:AddScoreProcess( "Account", "Account", "destroyed a radar", 25 )
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TaskSEAD:AddScoreProcess( "Account", "Fail", "failed to destroy a radar", -100 )
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