--- This module contains the TASK_BASE class. -- -- 1) @{#TASK_BASE} class, extends @{Base#BASE} -- ============================================ -- 1.1) The @{#TASK_BASE} class implements the methods for task orchestration within MOOSE. -- ---------------------------------------------------------------------------------------- -- The class provides a couple of methods to: -- -- * @{#TASK_BASE.AssignToGroup}():Assign a task to a group (of players). -- * @{#TASK_BASE.AddProcess}():Add a @{Process} to a task. -- * @{#TASK_BASE.RemoveProcesses}():Remove a running @{Process} from a running task. -- * @{#TASK_BASE.AddStateMachine}():Add a @{StateMachine} to a task. -- * @{#TASK_BASE.RemoveStateMachines}():Remove @{StateMachine}s from a task. -- * @{#TASK_BASE.HasStateMachine}():Enquire if the task has a @{StateMachine} -- * @{#TASK_BASE.AssignToUnit}(): Assign a task to a unit. (Needs to be implemented in the derived classes from @{#TASK_BASE}. -- * @{#TASK_BASE.UnAssignFromUnit}(): Unassign the task from a unit. -- -- 1.2) Set and enquire task status (beyond the task state machine processing). -- ---------------------------------------------------------------------------- -- A task needs to implement as a minimum the following task states: -- -- * **Success**: Expresses the successful execution and finalization of the task. -- * **Failed**: Expresses the failure of a task. -- * **Planned**: Expresses that the task is created, but not yet in execution and is not assigned yet. -- * **Assigned**: Expresses that the task is assigned to a Group of players, and that the task is in execution mode. -- -- A task may also implement the following task states: -- -- * **Rejected**: Expresses that the task is rejected by a player, who was requested to accept the task. -- * **Cancelled**: Expresses that the task is cancelled by HQ or through a logical situation where a cancellation of the task is required. -- -- A task can implement more statusses than the ones outlined above. Please consult the documentation of the specific tasks to understand the different status modelled. -- -- The status of tasks can be set by the methods **State** followed by the task status. An example is `StateAssigned()`. -- The status of tasks can be enquired by the methods **IsState** followed by the task status name. An example is `if IsStateAssigned() then`. -- -- 1.3) Add scoring when reaching a certain task status: -- ----------------------------------------------------- -- Upon reaching a certain task status in a task, additional scoring can be given. If the Mission has a scoring system attached, the scores will be added to the mission scoring. -- Use the method @{#TASK_BASE.AddScore}() to add scores when a status is reached. -- -- 1.4) Task briefing: -- ------------------- -- A task briefing can be given that is shown to the player when he is assigned to the task. -- -- === -- -- ### Authors: FlightControl - Design and Programming -- -- @module Task --- The TASK_BASE class -- @type TASK_BASE -- @field Scheduler#SCHEDULER TaskScheduler -- @field Mission#MISSION Mission -- @field StateMachine#STATEMACHINE Fsm -- @field Set#SET_GROUP SetGroup The Set of Groups assigned to the Task -- @extends Core.Base#BASE TASK_BASE = { ClassName = "TASK_BASE", TaskScheduler = nil, ProcessClasses = {}, -- The container of the Process classes that will be used to create and assign new processes for the task to ProcessUnits. Processes = {}, -- The container of actual process objects instantiated and assigned to ProcessUnits. Players = nil, Scores = {}, Menu = {}, SetGroup = nil, } --- Instantiates a new TASK_BASE. Should never be used. Interface Class. -- @param #TASK_BASE self -- @param Mission#MISSION The mission wherein the Task is registered. -- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task -- @param #string TaskType The type of the Task -- @param #string TaskCategory The category of the Task (A2G, A2A, Transport, ... ) -- @return #TASK_BASE self function TASK_BASE:New( Mission, SetGroup, TaskName, TaskType, TaskCategory ) local self = BASE:Inherit( self, BASE:New() ) self:E( "New TASK " .. TaskName ) self.Processes = {} self.Fsm = {} self.Mission = Mission self.SetGroup = SetGroup self:SetCategory( TaskCategory ) self:SetType( TaskType ) self:SetName( TaskName ) self:SetID( Mission:GetNextTaskID( self ) ) -- The Mission orchestrates the task sequences .. self.TaskBriefing = "You are assigned to the task: " .. self.TaskName .. "." return self end --- Cleans all references of a TASK_BASE. -- @param #TASK_BASE self -- @return #nil function TASK_BASE:CleanUp() _EVENTDISPATCHER:OnPlayerLeaveRemove( self ) _EVENTDISPATCHER:OnDeadRemove( self ) _EVENTDISPATCHER:OnCrashRemove( self ) _EVENTDISPATCHER:OnPilotDeadRemove( self ) return nil end --- Assign the @{Task}to a @{Group}. -- @param #TASK_BASE self -- @param Group#GROUP TaskGroup -- @return #TASK_BASE function TASK_BASE:AssignToGroup( TaskGroup ) self:F2( TaskGroup:GetName() ) local TaskGroupName = TaskGroup:GetName() TaskGroup:SetState( TaskGroup, "Assigned", self ) self:RemoveMenuForGroup( TaskGroup ) self:SetAssignedMenuForGroup( TaskGroup ) local TaskUnits = TaskGroup:GetUnits() for UnitID, UnitData in pairs( TaskUnits ) do local TaskUnit = UnitData -- Unit#UNIT local PlayerName = TaskUnit:GetPlayerName() if PlayerName ~= nil or PlayerName ~= "" then self:AssignToUnit( TaskUnit ) end end return self end --- Send the briefng message of the @{Task} to the assigned @{Group}s. -- @param #TASK_BASE self function TASK_BASE:SendBriefingToAssignedGroups() self:F2() for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do if self:IsAssignedToGroup( TaskGroup ) then TaskGroup:Message( self.TaskBriefing, 60 ) end end end --- Assign the @{Task} from the @{Group}s. -- @param #TASK_BASE self function TASK_BASE:UnAssignFromGroups() self:F2() for TaskGroupName, TaskGroup in pairs( self.SetGroup:GetSet() ) do TaskGroup:SetState( TaskGroup, "Assigned", nil ) local TaskUnits = TaskGroup:GetUnits() for UnitID, UnitData in pairs( TaskUnits ) do local TaskUnit = UnitData -- Wrapper.Unit#UNIT local PlayerName = TaskUnit:GetPlayerName() if PlayerName ~= nil or PlayerName ~= "" then self:UnAssignFromUnit( TaskUnit:GetName() ) end end end end --- Returns if the @{Task} is assigned to the Group. -- @param #TASK_BASE self -- @param Group#GROUP TaskGroup -- @return #boolean function TASK_BASE:IsAssignedToGroup( TaskGroup ) local TaskGroupName = TaskGroup:GetName() if self:IsStateAssigned() then if TaskGroup:GetState( TaskGroup, "Assigned" ) == self then return true end end return false end --- Assign the @{Task} to an alive @{Unit}. -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @return #TASK_BASE self function TASK_BASE:AssignToUnit( TaskUnit ) self:F( TaskUnit:GetName() ) return nil end --- UnAssign the @{Task} from an alive @{Unit}. -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @return #TASK_BASE self function TASK_BASE:UnAssignFromUnit( TaskUnitName ) self:F( TaskUnitName ) if self:HasStateMachine( TaskUnitName ) == true then self:E("RemoveStateMachines") self:RemoveStateMachines( TaskUnitName ) self:E("RemoveProcesses") self:RemoveProcesses( TaskUnitName ) end return self end --- Set the menu options of the @{Task} to all the groups in the SetGroup. -- @param #TASK_BASE self -- @return #TASK_BASE self function TASK_BASE:SetPlannedMenu() local MenuText = self:GetPlannedMenuText() for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do if not self:IsAssignedToGroup( TaskGroup ) then self:SetPlannedMenuForGroup( TaskGroup, MenuText ) end end end --- Set the menu options of the @{Task} to all the groups in the SetGroup. -- @param #TASK_BASE self -- @return #TASK_BASE self function TASK_BASE:SetAssignedMenu() for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do if self:IsAssignedToGroup( TaskGroup ) then self:SetAssignedMenuForGroup( TaskGroup ) end end end --- Remove the menu options of the @{Task} to all the groups in the SetGroup. -- @param #TASK_BASE self -- @return #TASK_BASE self function TASK_BASE:RemoveMenu() for TaskGroupID, TaskGroup in pairs( self.SetGroup:GetSet() ) do self:RemoveMenuForGroup( TaskGroup ) end end --- Set the planned menu option of the @{Task}. -- @param #TASK_BASE self -- @param Group#GROUP TaskGroup -- @param #string MenuText The menu text. -- @return #TASK_BASE self function TASK_BASE:SetPlannedMenuForGroup( TaskGroup, MenuText ) self:E( TaskGroup:GetName() ) local TaskMission = self.Mission:GetName() local TaskCategory = self:GetCategory() local TaskType = self:GetType() local Mission = self.Mission Mission.MenuMission = Mission.MenuMission or {} local MenuMission = Mission.MenuMission Mission.MenuCategory = Mission.MenuCategory or {} local MenuCategory = Mission.MenuCategory Mission.MenuType = Mission.MenuType or {} local MenuType = Mission.MenuType self.Menu = self.Menu or {} local Menu = self.Menu local TaskGroupName = TaskGroup:GetName() MenuMission[TaskGroupName] = MenuMission[TaskGroupName] or MENU_GROUP:New( TaskGroup, TaskMission, nil ) MenuCategory[TaskGroupName] = MenuCategory[TaskGroupName] or {} MenuCategory[TaskGroupName][TaskCategory] = MenuCategory[TaskGroupName][TaskCategory] or MENU_GROUP:New( TaskGroup, TaskCategory, MenuMission[TaskGroupName] ) MenuType[TaskGroupName] = MenuType[TaskGroupName] or {} MenuType[TaskGroupName][TaskType] = MenuType[TaskGroupName][TaskType] or MENU_GROUP:New( TaskGroup, TaskType, MenuCategory[TaskGroupName][TaskCategory] ) if Menu[TaskGroupName] then Menu[TaskGroupName]:Remove() end Menu[TaskGroupName] = MENU_GROUP_COMMAND:New( TaskGroup, MenuText, MenuType[TaskGroupName][TaskType], self.MenuAssignToGroup, { self = self, TaskGroup = TaskGroup } ) return self end --- Set the assigned menu options of the @{Task}. -- @param #TASK_BASE self -- @param Group#GROUP TaskGroup -- @return #TASK_BASE self function TASK_BASE:SetAssignedMenuForGroup( TaskGroup ) self:E( TaskGroup:GetName() ) local TaskMission = self.Mission:GetName() local Mission = self.Mission Mission.MenuMission = Mission.MenuMission or {} local MenuMission = Mission.MenuMission self.MenuStatus = self.MenuStatus or {} local MenuStatus = self.MenuStatus self.MenuAbort = self.MenuAbort or {} local MenuAbort = self.MenuAbort local TaskGroupName = TaskGroup:GetName() MenuMission[TaskGroupName] = MenuMission[TaskGroupName] or MENU_GROUP:New( TaskGroup, TaskMission, nil ) MenuStatus[TaskGroupName] = MENU_GROUP_COMMAND:New( TaskGroup, "Task Status", MenuMission[TaskGroupName], self.MenuTaskStatus, { self = self, TaskGroup = TaskGroup } ) MenuAbort[TaskGroupName] = MENU_GROUP_COMMAND:New( TaskGroup, "Abort Task", MenuMission[TaskGroupName], self.MenuTaskAbort, { self = self, TaskGroup = TaskGroup } ) return self end --- Remove the menu option of the @{Task} for a @{Group}. -- @param #TASK_BASE self -- @param Group#GROUP TaskGroup -- @return #TASK_BASE self function TASK_BASE:RemoveMenuForGroup( TaskGroup ) local TaskGroupName = TaskGroup:GetName() local Mission = self.Mission local MenuMission = Mission.MenuMission local MenuCategory = Mission.MenuCategory local MenuType = Mission.MenuType local MenuStatus = self.MenuStatus local MenuAbort = self.MenuAbort local Menu = self.Menu Menu = Menu or {} if Menu[TaskGroupName] then Menu[TaskGroupName]:Remove() Menu[TaskGroupName] = nil end MenuType = MenuType or {} if MenuType[TaskGroupName] then for _, Menu in pairs( MenuType[TaskGroupName] ) do Menu:Remove() end MenuType[TaskGroupName] = nil end MenuCategory = MenuCategory or {} if MenuCategory[TaskGroupName] then for _, Menu in pairs( MenuCategory[TaskGroupName] ) do Menu:Remove() end MenuCategory[TaskGroupName] = nil end MenuStatus = MenuStatus or {} if MenuStatus[TaskGroupName] then MenuStatus[TaskGroupName]:Remove() MenuStatus[TaskGroupName] = nil end MenuAbort = MenuAbort or {} if MenuAbort[TaskGroupName] then MenuAbort[TaskGroupName]:Remove() MenuAbort[TaskGroupName] = nil end end function TASK_BASE.MenuAssignToGroup( MenuParam ) local self = MenuParam.self local TaskGroup = MenuParam.TaskGroup self:AssignToGroup( TaskGroup ) end function TASK_BASE.MenuTaskStatus( MenuParam ) local self = MenuParam.self local TaskGroup = MenuParam.TaskGroup --self:AssignToGroup( TaskGroup ) end function TASK_BASE.MenuTaskAbort( MenuParam ) local self = MenuParam.self local TaskGroup = MenuParam.TaskGroup --self:AssignToGroup( TaskGroup ) end --- Returns the @{Task} name. -- @param #TASK_BASE self -- @return #string TaskName function TASK_BASE:GetTaskName() return self.TaskName end --- This is the key worker function for the class. Instantiate a new Process based on the ProcessName to @{Task} and assign it to the ProcessUnit. -- @param #TASK_BASE self -- @param Unit#UNIT ProcessUnit The unit to which the process should be assigned. -- @param #string ProcessName The name of the Process. -- @return Process#PROCESS The Process that was added. function TASK_BASE:AssignProcess( ProcessUnit, ProcessName ) self:F( { ProcessName } ) local ProcessUnitName = ProcessUnit:GetName() -- Create the Process instance base on the ProcessClasses collection assigned to the Task local ProcessTemplate, ProcessArguments ProcessTemplate = self:GetProcessTemplate( ProcessName ) self:E( "Deepcopy" ) -- This statement copies the process template assigned to the task and creates a new process. local Process = UTILS.DeepCopy( ProcessTemplate ) -- Fsm.Process#PROCESS Process:Assign( self, ProcessUnit ) self.Processes = self.Processes or {} self.Processes[ProcessUnitName] = self.Processes[ProcessUnitName] or {} self.Processes[ProcessUnitName][ProcessName] = Process return Process end --- Get the default or currently assigned @{Process} template with key ProcessName. -- @param #TASK_BASE self -- @param #string ProcessName -- @return Process#PROCESS function TASK_BASE:GetProcessTemplate( ProcessName ) local ProcessTemplate = self.ProcessClasses[ProcessName] return ProcessTemplate end --- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Controllable} by the task. -- @param #TASK_BASE self -- @param #string ProcessName -- @param Process#PROCESS ProcessTemplate -- @return Process#PROCESS function TASK_BASE:SetProcessTemplate( ProcessName, ProcessTemplate ) self.ProcessClasses[ProcessName] = ProcessTemplate return ProcessTemplate end --- Remove Processes from @{Task} with key @{Unit} -- @param #TASK_BASE self -- @param #string TaskUnitName -- @return #TASK_BASE self function TASK_BASE:RemoveProcesses( TaskUnitName ) self:E( TaskUnitName ) for ProcessID, ProcessData in pairs( self.Processes[TaskUnitName] ) do local Process = ProcessData -- Process.Process#PROCESS Process:ProcessStop() Process = nil self.Processes[TaskUnitName][ProcessID] = nil self:E( self.Processes[TaskUnitName][ProcessID] ) end self.Processes[TaskUnitName] = nil end --- Fail processes from @{Task} with key @{Unit} -- @param #TASK_BASE self -- @param #string TaskUnitName -- @return #TASK_BASE self function TASK_BASE:FailProcesses( TaskUnitName ) for ProcessID, ProcessData in pairs( self.Processes[TaskUnitName] ) do local Process = ProcessData -- Process#PROCESS Process.Fsm:Fail() end end --- Add a FiniteStateMachine to @{Task} with key @{Unit} -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @return #TASK_BASE self function TASK_BASE:AddStateMachine( TaskUnit, Fsm ) local TaskUnitName = TaskUnit:GetName() self.Fsm[TaskUnitName] = self.Fsm[TaskUnitName] or {} self.Fsm[TaskUnitName][#self.Fsm[TaskUnitName]+1] = Fsm return Fsm end --- Remove FiniteStateMachines from @{Task} with key @{Unit} -- @param #TASK_BASE self -- @param #string TaskUnitName -- @return #TASK_BASE self function TASK_BASE:RemoveStateMachines( TaskUnitName ) for _, Fsm in pairs( self.Fsm[TaskUnitName] ) do Fsm = nil self.Fsm[TaskUnitName][_] = nil self:E( self.Fsm[TaskUnitName][_] ) end self.Fsm[TaskUnitName] = nil end --- Checks if there is a FiniteStateMachine assigned to @{Unit} for @{Task} -- @param #TASK_BASE self -- @param #string TaskUnitName -- @return #TASK_BASE self function TASK_BASE:HasStateMachine( TaskUnitName ) self:F( { TaskUnitName, self.Fsm[TaskUnitName] ~= nil } ) return ( self.Fsm[TaskUnitName] ~= nil ) end --- Register a potential new assignment for a new spawned @{Unit}. -- Tasks only get assigned if there are players in it. -- @param #TASK_BASE self -- @param Event#EVENTDATA Event -- @return #TASK_BASE self function TASK_BASE:_EventAssignUnit( Event ) if Event.IniUnit then self:F( Event ) local TaskUnit = Event.IniUnit if TaskUnit:IsAlive() then local TaskPlayerName = TaskUnit:GetPlayerName() if TaskPlayerName ~= nil then if not self:HasStateMachine( TaskUnit ) then -- Check if the task was assigned to the group, if it was assigned to the group, assign to the unit just spawned and initiate the processes. local TaskGroup = TaskUnit:GetGroup() if self:IsAssignedToGroup( TaskGroup ) then self:AssignToUnit( TaskUnit ) end end end end end return nil end --- Catches the "player leave unit" event for a @{Unit} .... -- When a player is an air unit, and leaves the unit: -- -- * and he is not at an airbase runway on the ground, he will fail its task. -- * and he is on an airbase and on the ground, the process for him will just continue to work, he can switch airplanes, and take-off again. -- This is important to model the change from plane types for a player during mission assignment. -- @param #TASK_BASE self -- @param Event#EVENTDATA Event -- @return #TASK_BASE self function TASK_BASE:_EventPlayerLeaveUnit( Event ) self:F( Event ) if Event.IniUnit then local TaskUnit = Event.IniUnit local TaskUnitName = Event.IniUnitName -- Check if for this unit in the task there is a process ongoing. if self:HasStateMachine( TaskUnitName ) then if TaskUnit:IsAir() then if TaskUnit:IsAboveRunway() then -- do nothing else self:E( "IsNotAboveRunway" ) -- Player left airplane during an assigned task and was not at an airbase. self:FailProcesses( TaskUnitName ) self:UnAssignFromUnit( TaskUnitName ) end end end end return nil end --- UnAssigns a @{Unit} that is left by a player, crashed, dead, .... -- There are only assignments if there are players in it. -- @param #TASK_BASE self -- @param Event#EVENTDATA Event -- @return #TASK_BASE self function TASK_BASE:_EventDead( Event ) self:F( Event ) if Event.IniUnit then local TaskUnit = Event.IniUnit local TaskUnitName = Event.IniUnitName -- Check if for this unit in the task there is a process ongoing. if self:HasStateMachine( TaskUnitName ) then self:FailProcesses( TaskUnitName ) self:UnAssignFromUnit( TaskUnitName ) end local TaskGroup = Event.IniUnit:GetGroup() TaskGroup:SetState( TaskGroup, "Assigned", nil ) end return nil end --- Gets the Scoring of the task -- @param #TASK_BASE self -- @return Scoring#SCORING Scoring function TASK_BASE:GetScoring() return self.Mission:GetScoring() end --- Gets the Task Index, which is a combination of the Task category, the Task type, the Task name. -- @param #TASK_BASE self -- @return #string The Task ID function TASK_BASE:GetTaskIndex() local TaskCategory = self:GetCategory() local TaskType = self:GetType() local TaskName = self:GetName() return TaskCategory .. "." ..TaskType .. "." .. TaskName end --- Sets the Name of the Task -- @param #TASK_BASE self -- @param #string TaskName function TASK_BASE:SetName( TaskName ) self.TaskName = TaskName end --- Gets the Name of the Task -- @param #TASK_BASE self -- @return #string The Task Name function TASK_BASE:GetName() return self.TaskName end --- Sets the Type of the Task -- @param #TASK_BASE self -- @param #string TaskType function TASK_BASE:SetType( TaskType ) self.TaskType = TaskType end --- Gets the Type of the Task -- @param #TASK_BASE self -- @return #string TaskType function TASK_BASE:GetType() return self.TaskType end --- Sets the Category of the Task -- @param #TASK_BASE self -- @param #string TaskCategory function TASK_BASE:SetCategory( TaskCategory ) self.TaskCategory = TaskCategory end --- Gets the Category of the Task -- @param #TASK_BASE self -- @return #string TaskCategory function TASK_BASE:GetCategory() return self.TaskCategory end --- Sets the ID of the Task -- @param #TASK_BASE self -- @param #string TaskID function TASK_BASE:SetID( TaskID ) self.TaskID = TaskID end --- Gets the ID of the Task -- @param #TASK_BASE self -- @return #string TaskID function TASK_BASE:GetID() return self.TaskID end --- Sets a @{Task} to status **Success**. -- @param #TASK_BASE self function TASK_BASE:StateSuccess() self:SetState( self, "State", "Success" ) return self end --- Is the @{Task} status **Success**. -- @param #TASK_BASE self function TASK_BASE:IsStateSuccess() return self:GetStateString() == "Success" end --- Sets a @{Task} to status **Failed**. -- @param #TASK_BASE self function TASK_BASE:StateFailed() self:SetState( self, "State", "Failed" ) return self end --- Is the @{Task} status **Failed**. -- @param #TASK_BASE self function TASK_BASE:IsStateFailed() return self:GetStateString() == "Failed" end --- Sets a @{Task} to status **Planned**. -- @param #TASK_BASE self function TASK_BASE:StatePlanned() self:SetState( self, "State", "Planned" ) return self end --- Is the @{Task} status **Planned**. -- @param #TASK_BASE self function TASK_BASE:IsStatePlanned() return self:GetStateString() == "Planned" end --- Sets a @{Task} to status **Assigned**. -- @param #TASK_BASE self function TASK_BASE:StateAssigned() self:SetState( self, "State", "Assigned" ) return self end --- Is the @{Task} status **Assigned**. -- @param #TASK_BASE self function TASK_BASE:IsStateAssigned() return self:GetStateString() == "Assigned" end --- Sets a @{Task} to status **Hold**. -- @param #TASK_BASE self function TASK_BASE:StateHold() self:SetState( self, "State", "Hold" ) return self end --- Is the @{Task} status **Hold**. -- @param #TASK_BASE self function TASK_BASE:IsStateHold() return self:GetStateString() == "Hold" end --- Sets a @{Task} to status **Replanned**. -- @param #TASK_BASE self function TASK_BASE:StateReplanned() self:SetState( self, "State", "Replanned" ) return self end --- Is the @{Task} status **Replanned**. -- @param #TASK_BASE self function TASK_BASE:IsStateReplanned() return self:GetStateString() == "Replanned" end --- Gets the @{Task} status. -- @param #TASK_BASE self function TASK_BASE:GetStateString() return self:GetState( self, "State" ) end --- Sets a @{Task} briefing. -- @param #TASK_BASE self -- @param #string TaskBriefing -- @return #TASK_BASE self function TASK_BASE:SetBriefing( TaskBriefing ) self.TaskBriefing = TaskBriefing return self end --- Adds a score for the TASK to be achieved. -- @param #TASK_BASE self -- @param #string TaskStatus is the status of the TASK when the score needs to be given. -- @param #string ScoreText is a text describing the score that is given according the status. -- @param #number Score is a number providing the score of the status. -- @return #TASK_BASE self function TASK_BASE:AddScore( TaskStatus, ScoreText, Score ) self:F2( { TaskStatus, ScoreText, Score } ) self.Scores[TaskStatus] = self.Scores[TaskStatus] or {} self.Scores[TaskStatus].ScoreText = ScoreText self.Scores[TaskStatus].Score = Score return self end --- StateMachine callback function for a TASK -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @param StateMachine#STATEMACHINE_TASK Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function TASK_BASE:OnAssigned( TaskUnit, Fsm, Event, From, To ) self:E("Assigned") local TaskGroup = TaskUnit:GetGroup() TaskGroup:Message( self.TaskBriefing, 20 ) self:RemoveMenuForGroup( TaskGroup ) self:SetAssignedMenuForGroup( TaskGroup ) end --- StateMachine callback function for a TASK -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @param StateMachine#STATEMACHINE_TASK Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function TASK_BASE:OnSuccess( TaskUnit, Fsm, Event, From, To ) self:E("Success") self:UnAssignFromGroups() self:RemoveMenu() local TaskGroup = TaskUnit:GetGroup() self:StateSuccess() -- The task has become successful, the event catchers can be cleaned. self:EventRemoveAll() end --- StateMachine callback function for a TASK -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @param StateMachine#STATEMACHINE_TASK Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function TASK_BASE:OnFailed( TaskUnit, Fsm, Event, From, To ) self:E( { "Failed for unit ", TaskUnit:GetName(), TaskUnit:GetPlayerName() } ) -- A task cannot be "failed", so a task will always be there waiting for players to join. -- When the player leaves its unit, we will need to check whether he was on the ground or not at an airbase. -- When the player crashes, we will need to check whether in the group there are other players still active. It not, we reset the task from Assigned to Planned, otherwise, we just leave as Assigned. self:UnAssignFromGroups() self:StatePlanned() end --- StateMachine callback function for a TASK -- @param #TASK_BASE self -- @param Unit#UNIT TaskUnit -- @param StateMachine#STATEMACHINE_TASK Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function TASK_BASE:OnStateChange( TaskUnit, Fsm, Event, From, To ) if self:IsTrace() then MESSAGE:New( "Task " .. self.TaskName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll() end self:E( { Event, From, To } ) self:SetState( self, "State", To ) if self.Scores[To] then local Scoring = self:GetScoring() if Scoring then Scoring:_AddMissionScore( self.Mission, self.Scores[To].ScoreText, self.Scores[To].Score ) end end end --- @param #TASK_BASE self function TASK_BASE:_Schedule() self:F2() self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 ) return self end --- @param #TASK_BASE self function TASK_BASE._Scheduler() self:F2() return true end