MOOSE/Moose Development/Moose/Process_Destroy.lua
2016-07-19 18:12:26 +02:00

181 lines
5.0 KiB
Lua

--- @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