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186 lines
6.1 KiB
Lua
186 lines
6.1 KiB
Lua
--- This module contains the TASK_ASSIGN classes.
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--
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-- ===
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--
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-- 1) @{Task_Assign#TASK_ASSIGN_ACCEPT} class, extends @{Task#TASK_BASE}
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-- =====================================================================
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-- The @{Task_Assign#TASK_ASSIGN_ACCEPT} class accepts by default a task for a player. No player intervention is allowed to reject the task.
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--
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-- 2) @{Task_Assign#TASK_ASSIGN_MENU_ACCEPT} class, extends @{Task#TASK_BASE}
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-- ==========================================================================
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-- The @{Task_Assign#TASK_ASSIGN_MENU_ACCEPT} class accepts a task when the player accepts the task through an added menu option.
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-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
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-- The assignment type also allows to reject the task.
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--
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--
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--
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--
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--
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--
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-- @module Task_Assign
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--
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do -- PROCESS_ASSIGN_ACCEPT
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--- PROCESS_ASSIGN_ACCEPT class
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-- @type PROCESS_ASSIGN_ACCEPT
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-- @field Task#TASK_BASE Task
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-- @field Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Task2#TASK2
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PROCESS_ASSIGN_ACCEPT = {
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ClassName = "PROCESS_ASSIGN_ACCEPT",
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}
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--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
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-- @param #PROCESS_ASSIGN_ACCEPT self
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-- @param Task#TASK Task
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-- @param Unit#UNIT Unit
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-- @return #PROCESS_ASSIGN_ACCEPT self
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function PROCESS_ASSIGN_ACCEPT:New( Task, ProcessUnit, TaskBriefing )
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN_ACCEPT
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self.TaskBriefing = TaskBriefing
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self.Fsm = STATEMACHINE_PROCESS:New( self, {
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initial = 'UnAssigned',
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events = {
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{ name = 'Start', from = 'UnAssigned', to = 'Assigned' },
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{ name = 'Fail', from = 'UnAssigned', to = 'Failed' },
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},
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callbacks = {
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onAssign = self.OnAssign,
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},
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endstates = {
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'Assigned', 'Failed'
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},
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} )
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return self
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end
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--- StateMachine callback function for a TASK2
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-- @param #PROCESS_ASSIGN_ACCEPT self
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-- @param StateMachine#STATEMACHINE_PROCESS 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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function PROCESS_ASSIGN_ACCEPT:OnAssigned( Fsm, Event, From, To )
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self:E( { Event, From, To, self.ProcessUnit.UnitName} )
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end
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end
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do -- PROCESS_ASSIGN_MENU_ACCEPT
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--- PROCESS_ASSIGN_MENU_ACCEPT class
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-- @type PROCESS_ASSIGN_MENU_ACCEPT
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-- @field Task#TASK_BASE Task
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-- @field Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Task2#TASK2
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PROCESS_ASSIGN_MENU_ACCEPT = {
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ClassName = "PROCESS_ASSIGN_MENU_ACCEPT",
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}
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--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param Task#TASK Task
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-- @param Unit#UNIT Unit
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-- @return #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:New( Task, ProcessUnit, TaskBriefing )
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS:New( "ASSIGN_MENU_ACCEPT", Task, ProcessUnit ) ) -- #PROCESS_ASSIGN_MENU_ACCEPT
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self.TaskBriefing = TaskBriefing
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self.Fsm = STATEMACHINE_PROCESS:New( self, {
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initial = 'UnAssigned',
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events = {
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{ name = 'Start', from = 'UnAssigned', to = 'AwaitAccept' },
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{ name = 'Assign', from = 'AwaitAccept', to = 'Assigned' },
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{ name = 'Reject', from = 'AwaitAccept', to = 'Rejected' },
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{ name = 'Fail', from = 'AwaitAccept', to = 'Rejected' },
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},
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callbacks = {
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onStart = self.OnStart,
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onAssign = self.OnAssign,
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onReject = self.OnReject,
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},
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endstates = {
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'Assigned', 'Rejected'
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},
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} )
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return self
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end
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--- StateMachine callback function for a TASK2
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT 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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function PROCESS_ASSIGN_MENU_ACCEPT:OnStart( Fsm, Event, From, To )
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self:E( { Event, From, To, self.ProcessUnit.UnitName} )
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MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Assignment" ):ToGroup( self.ProcessUnit:GetGroup() )
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self.MenuText = self.Task.TaskName
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local ProcessGroup = self.ProcessUnit:GetGroup()
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self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.MenuText .. " acceptance" )
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self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.MenuText, self.Menu, self.MenuAssign, self )
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self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.MenuText, self.Menu, self.MenuReject, self )
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end
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--- Menu function.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:MenuAssign()
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self:E( )
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self:NextEvent( self.Fsm.Assign )
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end
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--- Menu function.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:MenuReject()
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self:E( )
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self:NextEvent( self.Fsm.Reject )
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end
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--- StateMachine callback function for a TASK2
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param StateMachine#STATEMACHINE_PROCESS 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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function PROCESS_ASSIGN_MENU_ACCEPT:OnAssign( Fsm, Event, From, To )
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self:E( { Event, From, To, self.ProcessUnit.UnitName} )
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self.Menu:Remove()
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end
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--- StateMachine callback function for a TASK2
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param StateMachine#STATEMACHINE_PROCESS 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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function PROCESS_ASSIGN_MENU_ACCEPT:OnReject( Fsm, Event, From, To )
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self:E( { Event, From, To, self.ProcessUnit.UnitName} )
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self.Menu:Remove()
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self.Task:UnAssignFromUnit( self.ProcessUnit )
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self.ProcessUnit:Destroy()
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end
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end
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