MOOSE/Moose Development/Moose/Process_SEAD.lua
FlightControl bba6aa8fb6 Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts:
#	Moose Test
Missions/Moose_Test_DETECTION/Moose_Test_DETECTION_Laser.miz
2016-07-06 22:26:23 +02:00

162 lines
4.2 KiB
Lua

--- @module Process_SEAD
--- PROCESS_SEAD class
-- @type PROCESS_SEAD
-- @field Unit#UNIT ProcessUnit
-- @field Set#SET_UNIT TargetSet
-- @extends Process#PROCESS
PROCESS_SEAD = {
ClassName = "PROCESS_SEAD",
Fsm = {},
TargetSet = nil,
}
--- Creates a new SEAD task.
-- @param #PROCESS_SEAD self
-- @param Task#MISSION Task
-- @param Unit#UNIT ProcessUnit
-- @param Set#SET_UNIT TargetSet
-- @return #PROCESS_SEAD self
function PROCESS_SEAD:New( Task, ProcessUnit, TargetSet )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS:New( Task, ProcessUnit ) ) -- #PROCESS_SEAD
self.TargetSet = TargetSet
self.Fsm = STATEMACHINE_TASK:New( self, {
initial = 'Assigned',
events = {
{ 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' },
},
callbacks = {
onAwait = self.OnAwait,
onHitTarget = self.OnHitTarget,
onMoreTargets = self.OnMoreTargets,
onDestroyed = self.OnDestroyed,
onKilled = self.OnKilled,
},
endstates = { 'Success', 'Failed' }
} )
_EVENTDISPATCHER:OnHit( self.EventHit, self )
_EVENTDISPATCHER:OnDead( self.EventKilled, self )
_EVENTDISPATCHER:OnCrash( self.EventKilled, self )
return self
end
--- Process Events
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnAwait( Fsm, Event, From, To )
self:E( { Event, From, To, self.ProcessUnit.UnitName} )
self.ProcessUnit:Message( "Waiting", 15 )
self:NextEvent( Fsm.Await )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function PROCESS_SEAD:OnHitTarget( Fsm, Event, From, To, Event )
self.ProcessUnit: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 PROCESS
-- @param #PROCESS_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnMoreTargets( Fsm, Event, From, To )
self.ProcessUnit:Message( "More Targets", 15 )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA DCSEvent
function PROCESS_SEAD:OnKilled( Fsm, Event, From, To )
self.ProcessUnit:Message( "Player got killed", 15 )
self:NextEvent( Fsm.Restart )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnRestart( Fsm, Event, From, To )
self.ProcessUnit:Message( "Restart SEAD Process", 15 )
self:NextEvent( Fsm.Menu )
end
--- StateMachine callback function for a PROCESS
-- @param #PROCESS_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_SEAD:OnDestroyed( Fsm, Event, From, To )
self.ProcessUnit:Message( "Destroyed", 15 )
end
--- DCS Events
--- @param #PROCESS_SEAD self
-- @param Event#EVENTDATA Event
function PROCESS_SEAD:EventHit( Event )
if Event.IniUnit then
self:NextEvent( self.Fsm.HitTarget, Event )
end
end
--- @param #PROCESS_SEAD self
-- @param Event#EVENTDATA Event
function PROCESS_SEAD:EventKilled( Event )
if Event.IniUnit then
if Event.IniUnitName == self.ProcessUnit.UnitName then
self:NextEvent( self.Fsm.Killed, Event )
end
end
end