--- This module contains the TASK_SEAD classes. -- -- 1) @{#TASK_SEAD} class, extends @{Task#TASK_BASE} -- ================================================= -- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone, -- based on the tasking capabilities defined in @{Task#TASK_BASE}. -- The TASK_SEAD is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task. -- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Route#PROCESS_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_SEAD do -- TASK_SEAD --- The TASK_SEAD class -- @type TASK_SEAD -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK_BASE TASK_SEAD = { ClassName = "TASK_SEAD", } --- Instantiates a new TASK_SEAD. -- @param #TASK_SEAD self -- @param 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 Set#SET_UNIT UnitSetTargets -- @param Zone#ZONE_BASE TargetZone -- @return #TASK_SEAD self function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone ) local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, "SEAD", "A2G" ) ) -- Tasking.Task_SEAD#TASK_SEAD self:F() self.TargetSetUnit = TargetSetUnit self.TargetZone = TargetZone self:SetProcessTemplate( "ASSIGN", PROCESS_ASSIGN_ACCEPT:New( self.TaskBriefing ) ) self:SetProcessTemplate( "ROUTE", PROCESS_ROUTE_ZONE:New( self.TargetZone ) ) self:SetProcessTemplate( "ACCOUNT", PROCESS_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ) ) self:SetProcessTemplate( "SMOKE", PROCESS_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) ) _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self ) _EVENTDISPATCHER:OnDead( self._EventDead, self ) _EVENTDISPATCHER:OnCrash( self._EventDead, self ) _EVENTDISPATCHER:OnPilotDead( self._EventDead, self ) return self end --- Removes a TASK_SEAD. -- @param #TASK_SEAD self -- @return #nil function TASK_SEAD:CleanUp() self:GetParent(self):CleanUp() return nil end --- Assign the @{Task} to a @{Unit}. -- @param #TASK_SEAD self -- @param Unit#UNIT TaskUnit -- @return #TASK_SEAD self function TASK_SEAD:AssignToUnit( TaskUnit ) self:F( TaskUnit:GetName() ) local ProcessAssign = self:AssignProcess( TaskUnit, "ASSIGN" ) local ProcessRoute = self:AssignProcess( TaskUnit, "ROUTE" ) local ProcessAccount = self:AssignProcess( TaskUnit, "ACCOUNT" ) local ProcessSmoke = self:AssignProcess( TaskUnit, "SMOKE" ) local FSMT = { initial = 'None', events = { { name = 'Start', from = 'None', to = 'Planned' }, { name = 'Next', from = 'Planned', to = 'Assigned' }, { name = 'Reject', from = 'Planned', to = 'Rejected' }, { name = 'Next', from = 'Assigned', to = 'Success' }, { name = 'Fail', from = 'Assigned', to = 'Failed' }, { name = 'Fail', from = 'Arrived', to = 'Failed' } }, subs = { Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign, event = 'Start', returnevents = { 'Next', 'Reject' } }, Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute, event = 'Start' }, Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessAccount, event = 'Start', returnevents = { 'Next' } }, Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke, event = 'Start', } } } local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( FSMT, self, TaskUnit ) ) Process:Next() return self end --- StateMachine callback function for a TASK -- @param #TASK_SEAD self -- @param StateMachine#STATEMACHINE_TASK Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function TASK_SEAD:onafterNext( Fsm, Event, From, To ) self:SetState( self, "State", To ) end --- @param #TASK_SEAD self function TASK_SEAD:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end end