2016-07-01 06:13:26 +02:00

170 lines
4.3 KiB
Lua

--- @module Task2
--- TASK2_SEAD class
-- @type TASK2_SEAD
-- @field Client#CLIENT Client
-- @field Set#SET_UNIT TargetSet
-- @extends Task2#TASK2
TASK2_SEAD = {
ClassName = "TASK2_SEAD",
Fsm = {},
TargetSet = nil,
}
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK2_SEAD:OnAssign( Fsm, Event, From, To )
self:E( { Event, From, To, self.Client.ClientName} )
self.Client:Message( "Assigned", 15 )
self:NextEvent( Fsm.Await )
end
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK2_SEAD:OnAwait( Fsm, Event, From, To )
self:E( { Event, From, To, self.Client.ClientName} )
self.Client:Message( "Waiting", 15 )
self:NextEvent( Fsm.Await )
end
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK2_SEAD:OnHitTarget( Fsm, Event, From, To, TargetUnit )
self.Client:Message( "Hit Target", 15 )
if self.TargetSet:Count() > 0 then
self:NextEvent( Fsm.MoreTargets )
else
self:NextEvent( Fsm.Destroyed )
end
end
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK2_SEAD:OnMoreTargets( Fsm, Event, From, To )
self.Client:Message( "More Targets", 15 )
end
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Unit#UNIT KilledUnit
function TASK2_SEAD:OnKilled( Fsm, Event, From, To, KilledUnit )
if KilledUnit:GetName() == self.Client:GetName() then
self.Client:Message( "Player got killed", 15 )
self:NextEvent( Fsm.Restart )
end
end
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK2_SEAD:OnRestart( Fsm, Event, From, To )
self.Client:Message( "Restart SEAD Task", 15 )
end
--- StateMachine callback function for a TASK2
-- @param #TASK2_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function TASK2_SEAD:OnDestroyed( Fsm, Event, From, To )
self.Client:Message( "Destroyed", 15 )
end
function TASK2_SEAD:New( Client, TargetSet )
-- Inherits from BASE
local self = BASE:Inherit( self, TASK2:New( Client ) ) -- #TASK2_SEAD
self.TargetSet = TargetSet
self.Fsm = STATEMACHINE_TASK:New( self, {
initial = 'Unassigned',
events = {
{ name = 'Assign', from = 'Unassigned', to = 'Assigned' },
{ name = 'Await', from = 'Assigned', to = 'Waiting' },
{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
{ name = 'Killed', from = 'Assigned', to = 'Failed' },
{ name = 'Killed', from = 'Waiting', to = 'Failed' },
{ name = 'Killed', from = 'Destroy', to = 'Failed' },
{ name = 'Restart', from = 'Failed', to = 'Unassigned' }
},
callbacks = {
onAssign = self.OnAssign,
onAwait = self.OnAwait,
onHitTarget = self.OnHitTarget,
onMoreTargets = self.OnMoreTargets,
onDestroyed = self.OnDestroyed,
onKilled = self.OnKilled,
onRestart = self.OnRestart,
}
} )
_EVENTDISPATCHER:OnHit( self.EventHit, self )
_EVENTDISPATCHER:OnDead( self.EventKilled, self )
_EVENTDISPATCHER:OnCrash( self.EventKilled, self )
self:Schedule()
end
--- @param #TASK2_SEAD self
-- @param Event#EVENTDATA Event
function TASK2_SEAD:EventHit( Event )
if Event.IniUnit then
self:NextEvent( self.Fsm.HitTarget, Event.IniUnit )
end
end
--- @param #TASK2_SEAD self
-- @param Event#EVENTDATA Event
function TASK2_SEAD:EventKilled( Event )
if Event.IniUnit then
self:NextEvent( self.Fsm.Killed, Event.IniUnit )
end
end