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https://github.com/FlightControl-Master/MOOSE.git
synced 2025-08-15 10:47:21 +00:00
Task Progress Accounting
Record achievement history for players executing a task. Only show progress when there is progress to report. Only score progress when there is progress for a player, not for other groups.
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@ -70,18 +70,20 @@ do -- ACT_ACCOUNT
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-- Inherits from BASE
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
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local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
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self:AddTransition( "Assigned", "Start", "Waiting")
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self:AddTransition( "Assigned", "Start", "Waiting" )
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self:AddTransition( "*", "Wait", "Waiting")
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self:AddTransition( "*", "Wait", "Waiting" )
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self:AddTransition( "*", "Report", "Report")
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self:AddTransition( "*", "Report", "Report" )
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self:AddTransition( "*", "Event", "Account")
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self:AddTransition( "*", "Event", "Account" )
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self:AddTransition( "Account", "More", "Wait")
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self:AddTransition( "Account", "Player", "AccountForPlayer" )
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self:AddTransition( "Account", "NoMore", "Accounted")
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self:AddTransition( "Account", "Other", "AccountForOther" )
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self:AddTransition( "*", "Fail", "Failed")
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self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" )
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self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" )
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self:AddTransition( "*", "Fail", "Failed" )
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self:AddEndState( "Failed" )
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self:AddEndState( "Failed" )
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self:SetStartState( "Assigned" )
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self:SetStartState( "Assigned" )
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return self
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return self
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end
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end
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@ -97,6 +99,7 @@ do -- ACT_ACCOUNT
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self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
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self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
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self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash )
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self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash )
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self:HandleEvent( EVENTS.Hit )
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self:__Wait( 1 )
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self:__Wait( 1 )
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end
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end
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@ -199,44 +202,88 @@ do -- ACT_ACCOUNT_DEADS
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--- StateMachine callback function
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param Wrapper.Client#CLIENT ProcessClient
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-- @param #string Event
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-- @param Tasking.Task#TASK Task
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-- @param #string From
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param #string To
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function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
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-- @param Core.Event#EVENTDATA EventData
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self:T( { ProcessUnit, EventData, From, Event, To } )
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function ACT_ACCOUNT_DEADS:onafterEvent( ProcessClient, Task, From, Event, To, EventData )
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self:T( { ProcessClient:GetName(), Task:GetName(), From, Event, To, EventData } )
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self:T( { self.Controllable } )
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self.TargetSetUnit:Flush()
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self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
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if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
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if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
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self:T( "Sending Message" )
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local PlayerName = ProcessClient:GetPlayerName()
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local TaskGroup = ProcessUnit:GetGroup()
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local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName]
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self.TargetSetUnit:Remove( EventData.IniUnitName )
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if PlayerHit == PlayerName then
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self:Message( "Target destroyed. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
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self:Player()
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else
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self:Other()
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end
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end
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end
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self:T( { "After sending Message" } )
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end
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end
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--- StateMachine callback function
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param Wrapper.Client#CLIENT ProcessClient
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-- @param #string Event
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-- @param Tasking.Task#TASK Task
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-- @param #string From
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param #string To
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function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessClient, Task, From, Event, To, EventData )
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self:T( { ProcessClient:GetName(), Task:GetName(), From, Event, To, EventData } )
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local TaskGroup = ProcessClient:GetGroup()
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self.TargetSetUnit:Remove( EventData.IniUnitName )
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self:Message( "You have destroyed a target. Your group assigned with task " .. self.TaskName .. " has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
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local PlayerName = ProcessClient:GetPlayerName()
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Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 )
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if self.TargetSetUnit:Count() > 0 then
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if self.TargetSetUnit:Count() > 0 then
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self:__More( 1 )
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self:__More( 1 )
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else
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else
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self:__NoMore( 1 )
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self:__NoMore( 1 )
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end
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end
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end
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end
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Client#CLIENT ProcessClient
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-- @param Tasking.Task#TASK Task
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessClient, Task, From, Event, To, EventData )
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self:T( { ProcessClient:GetName(), Task:GetName(), From, Event, To, EventData } )
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local TaskGroup = ProcessClient:GetGroup()
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self.TargetSetUnit:Remove( EventData.IniUnitName )
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self:Message( "One of the task targets has been destroyed. Your group assigned with task " .. self.TaskName .. " has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
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if self.TargetSetUnit:Count() > 0 then
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self:__More( 1 )
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else
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self:__NoMore( 1 )
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end
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end
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--- DCS Events
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--- DCS Events
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--- @param #ACT_ACCOUNT_DEADS self
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
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self:T( { "EventDead", EventData } )
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if EventData.IniPlayerName and EventData.TgtDCSUnitName then
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self.PlayerHits = self.PlayerHits or {}
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self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName
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end
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end
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--- @param #ACT_ACCOUNT_DEADS self
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--- @param #ACT_ACCOUNT_DEADS self
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-- @param Event#EVENTDATA EventData
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-- @param Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
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function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
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@ -226,6 +226,8 @@ function TASK:New( Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing )
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self.TaskInfo = {}
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self.TaskInfo = {}
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self.TaskProgress = {}
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return self
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return self
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end
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end
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@ -1468,9 +1470,25 @@ end
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end -- Reporting
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end -- Reporting
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do -- Additional Scoring
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do -- Additional Task Scoring and Task Progress
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--- Set a score when a target in scope of the A2A attack, has been destroyed .
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--- Add Task Progress for a Player Name
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-- @param #TASK self
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-- @param #string PlayerName The name of the player.
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-- @param #string ProgressText The text that explains the Progress achieved.
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-- @param #number ProgressTime The time the progress was achieved.
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-- @oaram #number ProgressPoints The amount of points of magnitude granted. This will determine the shared Mission Success scoring.
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-- @return #TASK
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function TASK:AddProgress( PlayerName, ProgressText, ProgressTime, ProgressPoints )
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self.TaskProgress = self.TaskProgress or {}
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self.TaskProgress[ProgressTime] = self.TaskProgress[ProgressTime] or {}
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self.TaskProgress[ProgressTime].PlayerName = PlayerName
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self.TaskProgress[ProgressTime].ProgressText = ProgressText
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self.TaskProgress[ProgressTime].ProgressPoints = ProgressPoints
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return self
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end
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--- Set a score when progress has been made by the player.
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-- @param #TASK self
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-- @param #TASK self
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-- @param #string PlayerName The name of the player.
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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 #number Score The score in points to be granted when task process has been achieved.
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@ -1481,7 +1499,7 @@ do -- Additional Scoring
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local ProcessUnit = self:GetUnitProcess( 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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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountPlayer", "Player " .. PlayerName .. " has achieved progress.", Score )
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return self
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return self
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end
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end
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@ -350,7 +350,7 @@ do -- TASK_A2A_INTERCEPT
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local ProcessUnit = self:GetUnitProcess( 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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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has intercepted a target.", Score )
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return self
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return self
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end
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end
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@ -473,7 +473,7 @@ do -- TASK_A2A_SWEEP
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local ProcessUnit = self:GetUnitProcess( 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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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has sweeped a target.", Score )
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return self
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return self
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end
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end
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@ -592,7 +592,7 @@ do -- TASK_A2A_ENGAGE
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local ProcessUnit = self:GetUnitProcess( 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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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has engaged and destroyed a target.", Score )
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return self
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return self
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end
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end
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@ -342,7 +342,7 @@ do -- TASK_A2G_SEAD
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local ProcessUnit = self:GetUnitProcess( 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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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has SEADed a target.", Score )
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return self
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return self
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end
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end
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@ -455,7 +455,7 @@ do -- TASK_A2G_BAI
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Battlefield Air Interdiction (BAI).", Score )
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return self
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return self
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end
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end
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@ -568,7 +568,7 @@ do -- TASK_A2G_CAS
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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local ProcessUnit = self:GetUnitProcess( TaskUnit )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
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ProcessUnit:AddScoreProcess( "Engaging", "Account", "AccountForPlayer", "Player " .. PlayerName .. " has destroyed a target in Close Air Support (CAS).", Score )
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return self
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return self
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end
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end
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@ -1,5 +1,5 @@
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env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
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env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
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env.info( 'Moose Generation Timestamp: 20170620_2133' )
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env.info( 'Moose Generation Timestamp: 20170624_1201' )
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local base = _G
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local base = _G
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