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Additional scores definitions
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@ -1466,3 +1466,56 @@ end
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end -- Reporting
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do -- Additional Scoring
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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-- @param #TASK self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points to be granted when task process has been achieved.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK
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function TASK:SetScoreOnProgress( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has achieved progress.", Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- @param #TASK self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK
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function TASK:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", "The task is a success!", Score )
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return self
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end
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--- Set a penalty when the A2A attack has failed.
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-- @param #TASK self
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-- @param #string PlayerName The name of the player.
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-- @param #number Penalty The penalty in points, must be a negative value!
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK
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function TASK:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
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self:F( { PlayerName, Penalty, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", "The task is a failure!", Penalty )
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return self
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end
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end
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@ -266,55 +266,6 @@ do -- TASK_A2A
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteTarget:GetZone()
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end
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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-- @param #TASK_A2A self
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-- @param #string Text The text to display to the player, when the target has been destroyed.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A
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function TASK_A2A:SetScoreOnDestroy( Text, Score, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- @param #TASK_A2A self
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-- @param #string Text The text to display to the player, when all targets hav been destroyed.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A
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function TASK_A2A:SetScoreOnSuccess( Text, Score, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", Text, Score )
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return self
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end
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--- Set a penalty when the A2A attack has failed.
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-- @param #TASK_A2A self
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-- @param #string Text The text to display to the player, when the A2A attack has failed.
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-- @param #number Penalty The penalty in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A
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function TASK_A2A:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", Text, Penalty )
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return self
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end
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end
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@ -388,6 +339,53 @@ do -- TASK_A2A_INTERCEPT
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self:__Goal( -10 )
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end
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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-- @param #TASK_A2A_INTERCEPT self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points to be granted when task process has been achieved.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_INTERCEPT
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function TASK_A2A_INTERCEPT:SetScoreOnProgress( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has intercepted a target.", Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- @param #TASK_A2A_INTERCEPT self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_INTERCEPT
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function TASK_A2A_INTERCEPT:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", "All targets have been successfully intercepted!", Score )
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return self
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end
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--- Set a penalty when the A2A attack has failed.
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-- @param #TASK_A2A_INTERCEPT self
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-- @param #string PlayerName The name of the player.
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-- @param #number Penalty The penalty in points, must be a negative value!
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_INTERCEPT
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function TASK_A2A_INTERCEPT:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
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self:F( { PlayerName, Penalty, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", "The intercept has failed!", Penalty )
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return self
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end
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@ -464,6 +462,54 @@ do -- TASK_A2A_SWEEP
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self:__Goal( -10 )
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end
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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-- @param #TASK_A2A_SWEEP self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points to be granted when task process has been achieved.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_SWEEP
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function TASK_A2A_SWEEP:SetScoreOnProgress( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has sweeped a target.", Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- @param #TASK_A2A_SWEEP self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_SWEEP
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function TASK_A2A_SWEEP:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", "All targets have been successfully sweeped!", Score )
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return self
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end
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--- Set a penalty when the A2A attack has failed.
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-- @param #TASK_A2A_SWEEP self
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-- @param #string PlayerName The name of the player.
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-- @param #number Penalty The penalty in points, must be a negative value!
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_SWEEP
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function TASK_A2A_SWEEP:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
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self:F( { PlayerName, Penalty, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", "The sweep has failed!", Penalty )
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return self
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end
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end
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@ -535,6 +581,53 @@ do -- TASK_A2A_ENGAGE
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self:__Goal( -10 )
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end
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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-- @param #TASK_A2A_ENGAGE self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points to be granted when task process has been achieved.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_ENGAGE
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function TASK_A2A_ENGAGE:SetScoreOnProgress( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- @param #TASK_A2A_ENGAGE self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_ENGAGE
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function TASK_A2A_ENGAGE:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", "All targets have been successfully engaged!", Score )
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return self
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end
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--- Set a penalty when the A2A attack has failed.
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-- @param #TASK_A2A_ENGAGE self
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-- @param #string PlayerName The name of the player.
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-- @param #number Penalty The penalty in points, must be a negative value!
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2A_ENGAGE
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function TASK_A2A_ENGAGE:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
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self:F( { PlayerName, Penalty, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", "The target engagement has failed!", Penalty )
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return self
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end
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end
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@ -131,6 +131,44 @@ do -- TASK_A2A_DISPATCHER
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-- If too small, more intercept missions may be triggered upon detected target areas.
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-- If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.
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--
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-- ## 4. Set **Scoring** and **Messages**:
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--
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-- The TASK\_A2A\_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a @{Task} dispatched by the TASK\_A2A\_DISPATCHER.
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-- An _event handler_ can be defined to catch the **Assign** event, and add **additional processing** to set _scoring_ and to _define messages_,
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-- when the player reaches certain achievements in the task.
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--
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-- The prototype to handle the **Assign** event needs to be developed as follows:
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--
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-- TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )
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--
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-- --- @param #TaskDispatcher self
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-- -- @param #string From Contains the name of the state from where the Event was triggered.
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-- -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
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-- -- @param #string To Contains the name of the state that will be transitioned to.
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-- -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
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-- -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
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-- -- @param #string PlayerName The name of the Player that joined the TaskUnit.
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-- function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
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-- Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
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-- Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
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-- Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
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-- end
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--
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-- The **OnAfterAssign** method (function) is added to the TaskDispatcher object.
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-- This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher.
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-- So, this method will be called only **ONCE** when a player joins a unit in scope of the task.
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--
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-- The TASK class implements various methods to additional **set scoring** for player achievements:
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--
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-- * @{Tasking.Task#TASK.SetScoreOnProgress}() will add additional scores when a player achieves **Progress** while executing the task.
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-- Examples of **task progress** can be destroying units, arriving at zones etc.
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--
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-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional scores when the task goes into **Success** state.
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-- This means the **task has been successfully completed**.
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--
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-- * @{Tasking.Task#TASK.SetScoreOnSuccess}() will add additional (negative) scores when the task goes into **Failed** state.
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-- This means the **task has not been successfully completed**, and the scores must be given with a negative value!
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--
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-- @field #TASK_A2A_DISPATCHER
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TASK_A2A_DISPATCHER = {
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ClassName = "TASK_A2A_DISPATCHER",
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@ -158,7 +196,7 @@ do -- TASK_A2A_DISPATCHER
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-- TODO: Check detection through radar.
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self.Detection:FilterCategories( Unit.Category.AIRPLANE, Unit.Category.HELICOPTER )
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--self.Detection:InitDetectRadar( true )
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self.Detection:InitDetectRadar( true )
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self.Detection:SetDetectionInterval( 30 )
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self:AddTransition( "Started", "Assign", "Started" )
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@ -266,55 +266,6 @@ do -- TASK_A2G
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local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
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return ActRouteTarget:GetZone()
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end
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--- Set a score when a target in scope of the A2G attack, has been destroyed .
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-- @param #TASK_A2G self
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-- @param #string Text The text to display to the player, when the target has been destroyed.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G
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function TASK_A2G:SetScoreOnDestroy( Text, Score, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
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-- @param #TASK_A2G self
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-- @param #string Text The text to display to the player, when all targets hav been destroyed.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G
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function TASK_A2G:SetScoreOnSuccess( Text, Score, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", Text, Score )
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return self
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end
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--- Set a penalty when the A2G attack has failed.
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-- @param #TASK_A2G self
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-- @param #string Text The text to display to the player, when the A2G attack has failed.
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-- @param #number Penalty The penalty in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G
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function TASK_A2G:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
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self:F( { Text, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", Text, Penalty )
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return self
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end
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end
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@ -380,6 +331,55 @@ do -- TASK_A2G_SEAD
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self:__Goal( -10 )
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end
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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-- @param #TASK_A2G_SEAD self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points to be granted when task process has been achieved.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G_SEAD
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function TASK_A2G_SEAD:SetScoreOnProgress( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has SEADed a target.", Score )
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return self
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end
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--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
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-- @param #TASK_A2G_SEAD self
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-- @param #string PlayerName The name of the player.
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-- @param #number Score The score in points.
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G_SEAD
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function TASK_A2G_SEAD:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
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self:F( { PlayerName, Score, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Success", "All radar emitting targets have been successfully SEADed!", Score )
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return self
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end
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--- Set a penalty when the A2A attack has failed.
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-- @param #TASK_A2G_SEAD self
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-- @param #string PlayerName The name of the player.
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-- @param #number Penalty The penalty in points, must be a negative value!
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-- @param Wrapper.Unit#UNIT TaskUnit
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-- @return #TASK_A2G_SEAD
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function TASK_A2G_SEAD:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
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self:F( { PlayerName, Penalty, TaskUnit } )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScore( "Failed", "The SEADing has failed!", Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_A2G_BAI
|
||||
@ -444,6 +444,55 @@ do -- TASK_A2G_BAI
|
||||
self:__Goal( -10 )
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
||||
-- @param #TASK_A2G_BAI self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Score The score in points to be granted when task process has been achieved.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G_BAI
|
||||
function TASK_A2G_BAI:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
||||
self:F( { PlayerName, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- @param #TASK_A2G_BAI self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G_BAI
|
||||
function TASK_A2G_BAI:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
||||
self:F( { PlayerName, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Battlefield Air Interdiction (BAI) is a success!", Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a penalty when the A2A attack has failed.
|
||||
-- @param #TASK_A2G_BAI self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Penalty The penalty in points, must be a negative value!
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G_BAI
|
||||
function TASK_A2G_BAI:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
||||
self:F( { PlayerName, Penalty, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The Battlefield Air Interdiction (BAI) has failed!", Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
do -- TASK_A2G_CAS
|
||||
@ -508,4 +557,53 @@ do -- TASK_A2G_CAS
|
||||
self:__Goal( -10 )
|
||||
end
|
||||
|
||||
--- Set a score when a target in scope of the A2A attack, has been destroyed .
|
||||
-- @param #TASK_A2G_CAS self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Score The score in points to be granted when task process has been achieved.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G_CAS
|
||||
function TASK_A2G_CAS:SetScoreOnProgress( PlayerName, Score, TaskUnit )
|
||||
self:F( { PlayerName, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a score when all the targets in scope of the A2A attack, have been destroyed.
|
||||
-- @param #TASK_A2G_CAS self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G_CAS
|
||||
function TASK_A2G_CAS:SetScoreOnSuccess( PlayerName, Score, TaskUnit )
|
||||
self:F( { PlayerName, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Success", "All targets have been successfully destroyed! The Close Air Support (CAS) was a success!", Score )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set a penalty when the A2A attack has failed.
|
||||
-- @param #TASK_A2G_CAS self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
-- @param #number Penalty The penalty in points, must be a negative value!
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_A2G_CAS
|
||||
function TASK_A2G_CAS:SetScoreOnFail( PlayerName, Penalty, TaskUnit )
|
||||
self:F( { PlayerName, Penalty, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
ProcessUnit:AddScore( "Failed", "The Close Air Support (CAS) has failed!", Penalty )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@ -728,7 +728,7 @@ do -- TASK_CARGO
|
||||
-- @param #number Score The score in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetScoreOnDestroy( Text, Score, TaskUnit )
|
||||
function TASK_CARGO:SetScoreOnProgress( Text, Score, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
@ -760,7 +760,7 @@ do -- TASK_CARGO
|
||||
-- @param #number Penalty The penalty in points.
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #TASK_CARGO
|
||||
function TASK_CARGO:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
|
||||
function TASK_CARGO:SetScoreOnFail( Text, Penalty, TaskUnit )
|
||||
self:F( { Text, Score, TaskUnit } )
|
||||
|
||||
local ProcessUnit = self:GetUnitProcess( TaskUnit )
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user