--- (AI) (SP) (MP) Tasking for Air to Ground Processes. -- -- 1) @{#TASK_A2G} class, extends @{Task#TASK} -- ================================================= -- The @{#TASK_A2G} class defines a CAS or BAI task of a @{Set} of Target Units, -- located at a Target Zone, based on the tasking capabilities defined in @{Task#TASK}. -- The TASK_A2G is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task. -- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone. -- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task. -- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. -- -- === -- -- ### Authors: FlightControl - Design and Programming -- -- @module Task_A2G do -- TASK_A2G --- The TASK_A2G class -- @type TASK_A2G -- @extends Tasking.Task#TASK TASK_A2G = { ClassName = "TASK_A2G", } --- Instantiates a new TASK_A2G. -- @param #TASK_A2G self -- @param Tasking.Mission#MISSION Mission -- @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 BAI or CAS -- @param Set#SET_UNIT UnitSetTargets -- @param Core.Zone#ZONE_BASE TargetZone -- @return #TASK_A2G self function TASK_A2G:New( Mission, SetGroup, TaskName, TaskType, TargetSetUnit, TargetZone, FACUnit ) local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) ) self:F() self.TargetSetUnit = TargetSetUnit self.TargetZone = TargetZone self.FACUnit = FACUnit local A2GUnitProcess = self:GetUnitProcess() A2GUnitProcess:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( "Attack the Area" ), { Assigned = "Route", Rejected = "Eject" } ) A2GUnitProcess:AddProcess ( "Assigned", "Route", ACT_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } ) A2GUnitProcess:AddTransition( "Rejected", "Eject", "Planned" ) A2GUnitProcess:AddTransition( "Arrived", "Update", "Updated" ) A2GUnitProcess:AddProcess ( "Updated", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, "Attack" ), { Accounted = "Success" } ) A2GUnitProcess:AddProcess ( "Updated", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) ) --Fsm:AddProcess ( "Updated", "JTAC", PROCESS_JTAC:New( self, TaskUnit, self.TargetSetUnit, self.FACUnit ) ) A2GUnitProcess:AddTransition( "Accounted", "Success", "Success" ) A2GUnitProcess:AddTransition( "Failed", "Fail", "Failed" ) function A2GUnitProcess:onenterUpdated( TaskUnit ) self:E( { self } ) self:Account() self:Smoke() end --_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self ) --_EVENTDISPATCHER:OnDead( self._EventDead, self ) --_EVENTDISPATCHER:OnCrash( self._EventDead, self ) --_EVENTDISPATCHER:OnPilotDead( self._EventDead, self ) return self end --- @param #TASK_A2G self function TASK_A2G:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end end