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Merge remote-tracking branch 'refs/remotes/origin/master' into Detection
# Conflicts: # Moose Test Missions/Moose_Test_DETECTION/Moose_Test_DETECTION_Laser.miz
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161
Moose Development/Moose/Process_SEAD.lua
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161
Moose Development/Moose/Process_SEAD.lua
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--- @module Process_SEAD
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--- PROCESS_SEAD class
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-- @type PROCESS_SEAD
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-- @field Unit#UNIT ProcessUnit
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-- @field Set#SET_UNIT TargetSet
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-- @extends Process#PROCESS
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PROCESS_SEAD = {
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ClassName = "PROCESS_SEAD",
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Fsm = {},
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TargetSet = nil,
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}
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--- Creates a new SEAD task.
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-- @param #PROCESS_SEAD self
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-- @param Task#MISSION Task
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-- @param Unit#UNIT ProcessUnit
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-- @param Set#SET_UNIT TargetSet
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-- @return #PROCESS_SEAD self
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function PROCESS_SEAD:New( Task, ProcessUnit, TargetSet )
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS:New( Task, ProcessUnit ) ) -- #PROCESS_SEAD
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self.TargetSet = TargetSet
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self.Fsm = STATEMACHINE_TASK:New( self, {
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initial = 'Assigned',
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events = {
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{ name = 'Await', from = 'Assigned', to = 'Waiting' },
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{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
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{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
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{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
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{ name = 'Killed', from = 'Assigned', to = 'Failed' },
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{ name = 'Killed', from = 'Waiting', to = 'Failed' },
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{ name = 'Killed', from = 'Destroy', to = 'Failed' },
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},
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callbacks = {
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onAwait = self.OnAwait,
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onHitTarget = self.OnHitTarget,
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onMoreTargets = self.OnMoreTargets,
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onDestroyed = self.OnDestroyed,
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onKilled = self.OnKilled,
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},
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endstates = { 'Success', 'Failed' }
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} )
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_EVENTDISPATCHER:OnHit( self.EventHit, self )
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_EVENTDISPATCHER:OnDead( self.EventKilled, self )
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_EVENTDISPATCHER:OnCrash( self.EventKilled, self )
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return self
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end
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--- Process Events
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_SEAD:OnAwait( Fsm, Event, From, To )
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self:E( { Event, From, To, self.ProcessUnit.UnitName} )
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self.ProcessUnit:Message( "Waiting", 15 )
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self:NextEvent( Fsm.Await )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Event#EVENTDATA Event
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function PROCESS_SEAD:OnHitTarget( Fsm, Event, From, To, Event )
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self.ProcessUnit:Message( "Hit Target", 15 )
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if self.TargetSet:Count() > 0 then
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self:NextEvent( Fsm.MoreTargets )
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else
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self:NextEvent( Fsm.Destroyed )
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end
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_SEAD:OnMoreTargets( Fsm, Event, From, To )
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self.ProcessUnit:Message( "More Targets", 15 )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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-- @param Event#EVENTDATA DCSEvent
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function PROCESS_SEAD:OnKilled( Fsm, Event, From, To )
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self.ProcessUnit:Message( "Player got killed", 15 )
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self:NextEvent( Fsm.Restart )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_SEAD:OnRestart( Fsm, Event, From, To )
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self.ProcessUnit:Message( "Restart SEAD Process", 15 )
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self:NextEvent( Fsm.Menu )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_SEAD self
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-- @param StateMachine#STATEMACHINE_TASK Fsm
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_SEAD:OnDestroyed( Fsm, Event, From, To )
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self.ProcessUnit:Message( "Destroyed", 15 )
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end
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--- DCS Events
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--- @param #PROCESS_SEAD self
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-- @param Event#EVENTDATA Event
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function PROCESS_SEAD:EventHit( Event )
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if Event.IniUnit then
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self:NextEvent( self.Fsm.HitTarget, Event )
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end
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end
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--- @param #PROCESS_SEAD self
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-- @param Event#EVENTDATA Event
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function PROCESS_SEAD:EventKilled( Event )
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if Event.IniUnit then
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if Event.IniUnitName == self.ProcessUnit.UnitName then
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self:NextEvent( self.Fsm.Killed, Event )
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end
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end
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end
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