--- @module Process_Destroy --- PROCESS_DESTROY class -- @type PROCESS_DESTROY -- @field Unit#UNIT ProcessUnit -- @field Set#SET_UNIT TargetSetUnit -- @extends Process#PROCESS PROCESS_DESTROY = { ClassName = "PROCESS_DESTROY", Fsm = {}, TargetSetUnit = nil, } --- Creates a new DESTROY process. -- @param #PROCESS_DESTROY self -- @param Task#TASK Task -- @param Unit#UNIT ProcessUnit -- @param Set#SET_UNIT TargetSetUnit -- @return #PROCESS_DESTROY self function PROCESS_DESTROY:New( Task, ProcessName, ProcessUnit, TargetSetUnit ) -- Inherits from BASE local self = BASE:Inherit( self, PROCESS:New( ProcessName, Task, ProcessUnit ) ) -- #PROCESS_DESTROY self.TargetSetUnit = TargetSetUnit self.DisplayInterval = 60 self.DisplayCount = 30 self.DisplayMessage = true self.DisplayTime = 10 -- 10 seconds is the default self.DisplayCategory = "HQ" -- Targets is the default display category self.Fsm = STATEMACHINE_PROCESS:New( self, { initial = 'Assigned', events = { { name = 'Start', from = 'Assigned', to = 'Waiting' }, { name = 'Start', from = 'Waiting', to = 'Waiting' }, { name = 'HitTarget', from = 'Waiting', to = 'Destroy' }, { name = 'MoreTargets', from = 'Destroy', to = 'Waiting' }, { name = 'Destroyed', from = 'Destroy', to = 'Success' }, { name = 'Fail', from = 'Assigned', to = 'Failed' }, { name = 'Fail', from = 'Waiting', to = 'Failed' }, { name = 'Fail', from = 'Destroy', to = 'Failed' }, }, callbacks = { onStart = self.OnStart, onWaiting = self.OnWaiting, onHitTarget = self.OnHitTarget, onMoreTargets = self.OnMoreTargets, onDestroyed = self.OnDestroyed, onKilled = self.OnKilled, }, endstates = { 'Success', 'Failed' } } ) _EVENTDISPATCHER:OnDead( self.EventDead, self ) return self end --- Process Events --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_DESTROY:OnStart( Fsm, Event, From, To ) self:NextEvent( Fsm.Start ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_DESTROY:OnWaiting( Fsm, Event, From, To ) local TaskGroup = self.ProcessUnit:GetGroup() if self.DisplayCount >= self.DisplayInterval then MESSAGE:New( "Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 5, "HQ" ):ToGroup( TaskGroup ) self.DisplayCount = 1 else self.DisplayCount = self.DisplayCount + 1 end return true -- Process always the event. end --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function PROCESS_DESTROY:OnHitTarget( Fsm, Event, From, To, Event ) self.TargetSetUnit:Flush() if self.TargetSetUnit:FindUnit( Event.IniUnitName ) then self.TargetSetUnit:RemoveUnitsByName( Event.IniUnitName ) end local TaskGroup = self.ProcessUnit:GetGroup() MESSAGE:New( "You hit a target. Your group with assigned " .. self.Task:GetName() .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed.", 15, "HQ" ):ToGroup( TaskGroup ) if self.TargetSetUnit:Count() > 0 then self:NextEvent( Fsm.MoreTargets ) else self:NextEvent( Fsm.Destroyed ) end end --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_DESTROY:OnMoreTargets( Fsm, Event, From, To ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA DCSEvent function PROCESS_DESTROY:OnKilled( Fsm, Event, From, To ) self:NextEvent( Fsm.Restart ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_DESTROY:OnRestart( Fsm, Event, From, To ) self:NextEvent( Fsm.Menu ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_DESTROY self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_DESTROY:OnDestroyed( Fsm, Event, From, To ) end --- DCS Events --- @param #PROCESS_DESTROY self -- @param Event#EVENTDATA Event function PROCESS_DESTROY:EventDead( Event ) if Event.IniDCSUnit then self.TargetSetUnit:Remove( Event.IniDCSUnitName ) self:NextEvent( self.Fsm.HitTarget, Event ) end end