--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments. -- -- === -- -- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS} -- -- ## ACT_ASSIGN state machine: -- -- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. -- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below. -- 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. -- -- ### ACT_ASSIGN **Events**: -- -- These are the events defined in this class: -- -- * **Start**: Start the tasking acceptance process. -- * **Assign**: Assign the task. -- * **Reject**: Reject the task.. -- -- ### ACT_ASSIGN **Event methods**: -- -- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. -- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine: -- -- * **Immediate**: The event method has exactly the name of the event. -- * **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. -- -- ### ACT_ASSIGN **States**: -- -- * **UnAssigned**: The player has not accepted the task. -- * **Assigned (*)**: The player has accepted the task. -- * **Rejected (*)**: The player has not accepted the task. -- * **Waiting**: The process is awaiting player feedback. -- * **Failed (*)**: The process has failed. -- -- (*) End states of the process. -- -- ### ACT_ASSIGN state transition methods: -- -- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state. -- There are 2 moments when state transition methods will be called by the state machine: -- -- * **Before** the state transition. -- The state transition method needs to start with the name **OnBefore + the name of the state**. -- If the state transition method returns false, then the processing of the state transition will not be done! -- If you want to change the behaviour of the AIControllable at this event, return false, -- but then you'll need to specify your own logic using the AIControllable! -- -- * **After** the state transition. -- 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. -- -- # Developer Note -- -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Therefore, this class is considered to be deprecated -- -- === -- -- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN} -- -- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- -- ## 1.1) ACT_ASSIGN_ACCEPT constructor: -- -- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object. -- -- === -- -- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN} -- -- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. -- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. -- The assignment type also allows to reject the task. -- -- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor: -- ----------------------------------------- -- -- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object. -- -- === -- -- @module Actions.Act_Assign -- @image MOOSE.JPG do -- ACT_ASSIGN --- ACT_ASSIGN class -- @type ACT_ASSIGN -- @field Tasking.Task#TASK Task -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Core.Zone#ZONE_BASE TargetZone -- @extends Core.Fsm#FSM_PROCESS ACT_ASSIGN = { ClassName = "ACT_ASSIGN", } --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. -- @param #ACT_ASSIGN self -- @return #ACT_ASSIGN The task acceptance process. function ACT_ASSIGN:New() -- Inherits from BASE local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIGN" ) ) -- Core.Fsm#FSM_PROCESS self:AddTransition( "UnAssigned", "Start", "Waiting" ) self:AddTransition( "Waiting", "Assign", "Assigned" ) self:AddTransition( "Waiting", "Reject", "Rejected" ) self:AddTransition( "*", "Fail", "Failed" ) self:AddEndState( "Assigned" ) self:AddEndState( "Rejected" ) self:AddEndState( "Failed" ) self:SetStartState( "UnAssigned" ) return self end end -- ACT_ASSIGN do -- ACT_ASSIGN_ACCEPT --- ACT_ASSIGN_ACCEPT class -- @type ACT_ASSIGN_ACCEPT -- @field Tasking.Task#TASK Task -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Core.Zone#ZONE_BASE TargetZone -- @extends #ACT_ASSIGN ACT_ASSIGN_ACCEPT = { ClassName = "ACT_ASSIGN_ACCEPT", } --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. -- @param #ACT_ASSIGN_ACCEPT self -- @param #string TaskBriefing function ACT_ASSIGN_ACCEPT:New( TaskBriefing ) local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT self.TaskBriefing = TaskBriefing return self end function ACT_ASSIGN_ACCEPT:Init( FsmAssign ) self.TaskBriefing = FsmAssign.TaskBriefing end --- StateMachine callback function -- @param #ACT_ASSIGN_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To ) self:__Assign( 1 ) end --- StateMachine callback function -- @param #ACT_ASSIGN_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup ) self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() ) end end -- ACT_ASSIGN_ACCEPT do -- ACT_ASSIGN_MENU_ACCEPT --- ACT_ASSIGN_MENU_ACCEPT class -- @type ACT_ASSIGN_MENU_ACCEPT -- @field Tasking.Task#TASK Task -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Core.Zone#ZONE_BASE TargetZone -- @extends #ACT_ASSIGN ACT_ASSIGN_MENU_ACCEPT = { ClassName = "ACT_ASSIGN_MENU_ACCEPT", } --- Init. -- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param #string TaskBriefing -- @return #ACT_ASSIGN_MENU_ACCEPT self function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing ) -- Inherits from BASE local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT self.TaskBriefing = TaskBriefing return self end --- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. -- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param #string TaskBriefing -- @return #ACT_ASSIGN_MENU_ACCEPT self function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing ) self.TaskBriefing = TaskBriefing return self end --- StateMachine callback function -- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To ) self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 ) local TaskGroup = ProcessUnit:GetGroup() self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" ) self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup ) self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup ) self:__Reject( 120, TaskGroup ) end --- Menu function. -- @param #ACT_ASSIGN_MENU_ACCEPT self function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup ) self:__Assign( -1, TaskGroup ) end --- Menu function. -- @param #ACT_ASSIGN_MENU_ACCEPT self function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup ) self:__Reject( -1, TaskGroup ) end --- StateMachine callback function -- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup ) self.Menu:Remove() end --- StateMachine callback function -- @param #ACT_ASSIGN_MENU_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup ) self:F( { TaskGroup = TaskGroup } ) self.Menu:Remove() --TODO: need to resolve this problem ... it has to do with the events ... --self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event self.Task:RejectGroup( TaskGroup ) end --- StateMachine callback function -- @param #ACT_ASSIGN_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup ) --self.Task:AssignToGroup( TaskGroup ) self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() ) end end -- ACT_ASSIGN_MENU_ACCEPT