Account for destroy events.

This commit is contained in:
FlightControl 2017-03-19 15:03:07 +01:00
parent 4dde14eba6
commit ae4052ba2d
2 changed files with 371 additions and 391 deletions

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@ -1,8 +1,15 @@
--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units). --- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- --
-- === -- ===
-- --
-- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS} -- @module Account
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
-- --
-- ## ACT_ACCOUNT state machine: -- ## ACT_ACCOUNT state machine:
-- --
@ -11,32 +18,24 @@
-- Each derived class follows exactly the same process, using the same events and following the same state transitions, -- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition. -- but will have **different implementation behaviour** upon each event or state transition.
-- --
-- ### ACT_ACCOUNT **Events**: -- ### ACT_ACCOUNT States
-- --
-- These are the events defined in this class: -- * **Asigned**: The player is assigned.
-- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting.
-- * **Account**: Account for an event.
-- * **Accounted**: All events have been accounted for, end of the process.
-- * **Failed**: Failed the process.
-- --
-- * **Start**: The process is started. The process will go into the Report state. -- ### ACT_ACCOUNT Events
-- * **Event**: A relevant event has occured that needs to be accounted for. The process will go into the Account state.
-- * **Report**: The process is reporting to the player the accounting status of the DCS events.
-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
-- --
-- ### ACT_ACCOUNT **Event methods**: -- * **Start**: Start the process.
-- -- * **Wait**: Wait for an event.
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. -- * **Report**: Report the status of the accounting.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine: -- * **Event**: An event happened, process the event.
-- -- * **More**: More targets.
-- * **Immediate**: The event method has exactly the name of the event. -- * **NoMore (*)**: No more targets.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. -- * **Fail (*)**: The action process has failed.
--
-- ### ACT_ACCOUNT **States**:
--
-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
-- * **Report**: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.
-- * **Account**: The relevant DCS event has occurred, and is accounted for.
-- * **Success (*)**: All DCS events were accounted for.
-- * **Failed (*)**: The process has failed.
-- --
-- (*) End states of the process. -- (*) End states of the process.
-- --
@ -55,26 +54,6 @@
-- The state transition method needs to start with the name **OnAfter + the name of the state**. -- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description. -- These state transition methods need to provide a return value, which is specified at the function description.
-- --
-- # 1) @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACT_ACCOUNT_DEADS constructor:
--
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- ===
--
-- @module Account
do -- ACT_ACCOUNT
--- ACT_ACCOUNT class
-- @type ACT_ACCOUNT -- @type ACT_ACCOUNT
-- @field Set#SET_UNIT TargetSetUnit -- @field Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
@ -156,7 +135,18 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS do -- ACT_ACCOUNT_DEADS
--- ACT_ACCOUNT_DEADS class --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACT_ACCOUNT_DEADS constructor:
--
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- @type ACT_ACCOUNT_DEADS -- @type ACT_ACCOUNT_DEADS
-- @field Set#SET_UNIT TargetSetUnit -- @field Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT -- @extends #ACT_ACCOUNT
@ -200,7 +190,7 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, From, Event, To ) function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
self:E( { ProcessUnit, From, Event, To } ) self:E( { ProcessUnit, From, Event, To } )
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." ) self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
@ -213,17 +203,21 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, From, Event, To, EventData ) function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit, EventData, From, Event, To } ) self:T( { ProcessUnit, EventData, From, Event, To } )
self:T({self.Controllable}) self:T({self.Controllable})
self.TargetSetUnit:Flush() self.TargetSetUnit:Flush()
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
self:T( "Sending Message" )
local TaskGroup = ProcessUnit:GetGroup() local TaskGroup = ProcessUnit:GetGroup()
self.TargetSetUnit:Remove( EventData.IniUnitName )
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." ) self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
end end
self:T( { "After sending Message" } )
end end
--- StateMachine callback function --- StateMachine callback function
@ -232,9 +226,9 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, From, Event, To, EventData ) function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
if self.TargetSetUnit:Count() > 1 then if self.TargetSetUnit:Count() > 0 then
self:__More( 1 ) self:__More( 1 )
else else
self:__NoMore( 1 ) self:__NoMore( 1 )

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@ -1,5 +1,5 @@
env.info( '*** MOOSE STATIC INCLUDE START *** ' ) env.info( '*** MOOSE STATIC INCLUDE START *** ' )
env.info( 'Moose Generation Timestamp: 20170319_0757' ) env.info( 'Moose Generation Timestamp: 20170319_1459' )
local base = _G local base = _G
Include = {} Include = {}
@ -25499,14 +25499,29 @@ end
--- This module contains the DETECTION classes. --- **Functional** - DETECTION_ classes model the detection of enemy units by FACs or RECCEs and group them according various methods.
--
-- ![Banner Image](..\Presentations\DETECTION\Dia1.JPG)
-- --
-- === -- ===
-- --
-- # 1) @{#DETECTION_BASE} class, extends @{Fsm#FSM} -- ### Contributions:
-- --
-- The @{#DETECTION_BASE} class defines the core functions to administer detected objects. -- * Mechanist : Early concept of DETECTION_AREAS.
-- The @{#DETECTION_BASE} class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s). --
-- ### Authors:
--
-- * FlightControl : Analysis, Design, Programming, Testing
--
-- @module Detection
do -- DETECTION_BASE
--- # 1) DETECTION_BASE class, extends @{Fsm#FSM}
--
-- The DETECTION_BASE class defines the core functions to administer detected objects.
-- The DETECTION_BASE class will detect objects within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s).
-- --
-- ## 1.1) DETECTION_BASE constructor -- ## 1.1) DETECTION_BASE constructor
-- --
@ -25688,69 +25703,6 @@ end
-- * **Detected**: New units have been detected. -- * **Detected**: New units have been detected.
-- * **Stop**: Stop the detection process. -- * **Stop**: Stop the detection process.
-- --
-- ===
--
-- # 2) @{Detection#DETECTION_UNITS} class, extends @{Detection#DETECTION_BASE}
--
-- The @{Detection#DETECTION_UNITS} class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
--
-- # 3) @{Detection#DETECTION_TYPES} class, extends @{Detection#DETECTION_BASE}
--
-- The @{Detection#DETECTION_TYPES} class will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
--
-- # 4) @{Detection#DETECTION_AREAS} class, extends @{Detection#DETECTION_BASE}
--
-- The @{Detection#DETECTION_AREAS} class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
--
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- ## 4.5) Flare or Smoke or Bound detected zones
--
-- Use the methods:
--
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
--
-- the detected zones when a new detection has taken place.
--
-- ===
--
-- ### Contributions:
--
-- * Mechanist : Early concept of DETECTION_AREAS.
--
-- ### Authors:
--
-- * FlightControl : Analysis, Design, Programming, Testing
--
-- @module Detection
do -- DETECTION_BASE
--- DETECTION_BASE class
-- @type DETECTION_BASE -- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role. -- @field Core.Set#SET_GROUP DetectionSetGroup The @{Set} of GROUPs in the Forward Air Controller role.
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected. -- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are accepted to be detected.
@ -26723,7 +26675,12 @@ end
do -- DETECTION_UNITS do -- DETECTION_UNITS
--- DETECTION_UNITS class --- # 2) DETECTION_UNITS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_UNITS class will detect units within the battle zone.
-- It will build a DetectedItems list filled with DetectedItems. Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of units detected is large, the DetectedItems list will be large also.
--
-- @type DETECTION_UNITS -- @type DETECTION_UNITS
-- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected. -- @field Dcs.DCSTypes#Distance DetectionRange The range till which targets are detected.
-- @extends #DETECTION_BASE -- @extends #DETECTION_BASE
@ -26933,7 +26890,13 @@ end
do -- DETECTION_TYPES do -- DETECTION_TYPES
--- DETECTION_TYPES class --- # 3) DETECTION_TYPES class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_TYPES class will detect units within the battle zone.
-- It will build a DetectedItems[] list filled with DetectedItems, grouped by the type of units detected.
-- Each DetectedItem will contain a field Set, which contains a @{Set#SET_UNIT} containing ONE @{UNIT} object reference.
-- Beware that when the amount of different types detected is large, the DetectedItems[] list will be large also.
--
-- @type DETECTION_TYPES -- @type DETECTION_TYPES
-- @extends #DETECTION_BASE -- @extends #DETECTION_BASE
DETECTION_TYPES = { DETECTION_TYPES = {
@ -27116,7 +27079,38 @@ end
do -- DETECTION_AREAS do -- DETECTION_AREAS
--- DETECTION_AREAS class --- # 4) DETECTION_AREAS class, extends @{Detection#DETECTION_BASE}
--
-- The DETECTION_AREAS class will detect units within the battle zone for a list of @{Group}s detecting targets following (a) detection method(s),
-- and will build a list (table) of @{Set#SET_UNIT}s containing the @{Unit#UNIT}s detected.
-- The class is group the detected units within zones given a DetectedZoneRange parameter.
-- A set with multiple detected zones will be created as there are groups of units detected.
--
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
--
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Detection#DETECTION_BASE.GetDetectedSet}(). A @{Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
-- Use the methods @{Detection#DETECTION_AREAS.FlareDetectedUnits}() or @{Detection#DETECTION_AREAS.SmokeDetectedUnits}() to flare or smoke the detected units when a new detection has taken place.
--
-- ## 4.5) Flare or Smoke or Bound detected zones
--
-- Use the methods:
--
-- * @{Detection#DETECTION_AREAS.FlareDetectedZones}() to flare in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to smoke in a color
-- * @{Detection#DETECTION_AREAS.SmokeDetectedZones}() to bound with a tire with a white flag
--
-- the detected zones when a new detection has taken place.
--
-- @type DETECTION_AREAS -- @type DETECTION_AREAS
-- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @field Dcs.DCSTypes#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Unit}s, @{Zone}s, the center @{Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
@ -27861,8 +27855,7 @@ end
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- --- **AI** -- **Air Patrolling or Staging.**
-- **Air Patrolling or Staging.**
-- --
-- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_PATROL\Dia1.JPG)
-- --
@ -28800,8 +28793,7 @@ function AI_PATROL_ZONE:OnPilotDead( EventData )
self:__PilotDead( 1, EventData ) self:__PilotDead( 1, EventData )
end end
end end
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- --- **AI** -- **Provide Close Air Support to friendly ground troops.**
-- **Provide Close Air Support to friendly ground troops.**
-- --
-- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_CAS\Dia1.JPG)
-- --
@ -29375,7 +29367,7 @@ function AI_CAS_ZONE:OnEventDead( EventData )
end end
--- Single-Player:**Yes** / Multi-Player:**Yes** / AI:**Yes** / Human:**No** / Types:**Air** -- **Execute Combat Air Patrol (CAP).** --- **AI** - **Execute Combat Air Patrol (CAP).**
-- --
-- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG) -- ![Banner Image](..\Presentations\AI_CAP\Dia1.JPG)
-- --
@ -31625,11 +31617,18 @@ do -- ACT_ROUTE_ZONE
end end
end -- ACT_ROUTE_ZONE end -- ACT_ROUTE_ZONE
--- (SP) (MP) (FSM) Account for (Detect, count and report) DCS events occuring on DCS objects (units). --- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
-- --
-- === -- ===
-- --
-- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS} -- @module Account
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
-- --
-- ## ACT_ACCOUNT state machine: -- ## ACT_ACCOUNT state machine:
-- --
@ -31638,32 +31637,24 @@ end -- ACT_ROUTE_ZONE
-- Each derived class follows exactly the same process, using the same events and following the same state transitions, -- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition. -- but will have **different implementation behaviour** upon each event or state transition.
-- --
-- ### ACT_ACCOUNT **Events**: -- ### ACT_ACCOUNT States
-- --
-- These are the events defined in this class: -- * **Asigned**: The player is assigned.
-- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting.
-- * **Account**: Account for an event.
-- * **Accounted**: All events have been accounted for, end of the process.
-- * **Failed**: Failed the process.
-- --
-- * **Start**: The process is started. The process will go into the Report state. -- ### ACT_ACCOUNT Events
-- * **Event**: A relevant event has occured that needs to be accounted for. The process will go into the Account state.
-- * **Report**: The process is reporting to the player the accounting status of the DCS events.
-- * **More**: There are more DCS events that need to be accounted for. The process will go back into the Report state.
-- * **NoMore**: There are no more DCS events that need to be accounted for. The process will go into the Success state.
-- --
-- ### ACT_ACCOUNT **Event methods**: -- * **Start**: Start the process.
-- -- * **Wait**: Wait for an event.
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. -- * **Report**: Report the status of the accounting.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine: -- * **Event**: An event happened, process the event.
-- -- * **More**: More targets.
-- * **Immediate**: The event method has exactly the name of the event. -- * **NoMore (*)**: No more targets.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed. -- * **Fail (*)**: The action process has failed.
--
-- ### ACT_ACCOUNT **States**:
--
-- * **Assigned**: The player is assigned to the task. This is the initialization state for the process.
-- * **Waiting**: the process is waiting for a DCS event to occur within the simulator. This state is set automatically.
-- * **Report**: The process is Reporting to the players in the group of the unit. This state is set automatically every 30 seconds.
-- * **Account**: The relevant DCS event has occurred, and is accounted for.
-- * **Success (*)**: All DCS events were accounted for.
-- * **Failed (*)**: The process has failed.
-- --
-- (*) End states of the process. -- (*) End states of the process.
-- --
@ -31682,26 +31673,6 @@ end -- ACT_ROUTE_ZONE
-- The state transition method needs to start with the name **OnAfter + the name of the state**. -- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description. -- These state transition methods need to provide a return value, which is specified at the function description.
-- --
-- # 1) @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACT_ACCOUNT_DEADS constructor:
--
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- ===
--
-- @module Account
do -- ACT_ACCOUNT
--- ACT_ACCOUNT class
-- @type ACT_ACCOUNT -- @type ACT_ACCOUNT
-- @field Set#SET_UNIT TargetSetUnit -- @field Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
@ -31783,7 +31754,18 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS do -- ACT_ACCOUNT_DEADS
--- ACT_ACCOUNT_DEADS class --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACT_ACCOUNT_DEADS constructor:
--
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- @type ACT_ACCOUNT_DEADS -- @type ACT_ACCOUNT_DEADS
-- @field Set#SET_UNIT TargetSetUnit -- @field Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT -- @extends #ACT_ACCOUNT
@ -31827,7 +31809,7 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, From, Event, To ) function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
self:E( { ProcessUnit, From, Event, To } ) self:E( { ProcessUnit, From, Event, To } )
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." ) self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
@ -31840,17 +31822,21 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, From, Event, To, EventData ) function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit, EventData, From, Event, To } ) self:T( { ProcessUnit, EventData, From, Event, To } )
self:T({self.Controllable}) self:T({self.Controllable})
self.TargetSetUnit:Flush() self.TargetSetUnit:Flush()
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
self:T( "Sending Message" )
local TaskGroup = ProcessUnit:GetGroup() local TaskGroup = ProcessUnit:GetGroup()
self.TargetSetUnit:Remove( EventData.IniUnitName )
self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." ) self:Message( "You hit a target. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
end end
self:T( { "After sending Message" } )
end end
--- StateMachine callback function --- StateMachine callback function
@ -31859,9 +31845,9 @@ do -- ACT_ACCOUNT_DEADS
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, From, Event, To, EventData ) function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
if self.TargetSetUnit:Count() > 1 then if self.TargetSetUnit:Count() > 0 then
self:__More( 1 ) self:__More( 1 )
else else
self:__NoMore( 1 ) self:__NoMore( 1 )
@ -34671,7 +34657,7 @@ do -- TASK_A2G_DISPATCHER
local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed... local TargetSetUnit = self:EvaluateCAS( DetectedItem ) -- Returns a SetUnit if there are targets to be SEADed...
if TargetSetUnit then if TargetSetUnit then
local Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", ItemID ), TargetSetUnit ) local Task = TASK_CAS:New( Mission, self.SetGroup, string.format( "CAS.%03d", ItemID ), TargetSetUnit )
--Task:SetTargetZone( DetectedZone ) Task:SetTargetZone( DetectedZone )
Task:SetDispatcher( self ) Task:SetDispatcher( self )
CASTask = Mission:AddTask( Task ) CASTask = Mission:AddTask( Task )
end end