--- This module contains the TASK_PICKUP classes. -- -- 1) @{#TASK_PICKUP} class, extends @{Tasking.Task#TASK_BASE} -- =================================================== -- The @{#TASK_PICKUP} class defines a pickup task of a @{Set} of @{CARGO} objects defined within the mission. -- based on the tasking capabilities defined in @{Tasking.Task#TASK_BASE}. -- The TASK_PICKUP 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#FSMT_ASSIGN_ACCEPT} is started to accept the task. -- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#FSMT_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_PICKUP do -- TASK_PICKUP --- The TASK_PICKUP class -- @type TASK_PICKUP -- @extends Tasking.Task#TASK_BASE TASK_PICKUP = { ClassName = "TASK_PICKUP", } --- Instantiates a new TASK_PICKUP. -- @param #TASK_PICKUP self -- @param Tasking.Mission#MISSION Mission -- @param Set#SET_GROUP AssignedSetGroup 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_PICKUP self function TASK_PICKUP:New( Mission, AssignedSetGroup, TaskName, TaskType ) local self = BASE:Inherit( self, TASK_BASE:New( Mission, AssignedSetGroup, TaskName, TaskType, "PICKUP" ) ) self:F() _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_PICKUP. -- @param #TASK_PICKUP self -- @return #nil function TASK_PICKUP:CleanUp() self:GetParent( self ):CleanUp() return nil end --- Assign the @{Task} to a @{Unit}. -- @param #TASK_PICKUP self -- @param Wrapper.Unit#UNIT TaskUnit -- @return #TASK_PICKUP self function TASK_PICKUP:AssignToUnit( TaskUnit ) self:F( TaskUnit:GetName() ) local ProcessAssign = self:AddProcess( TaskUnit, FSMT_ASSIGN_ACCEPT:New( self, TaskUnit, self.TaskBriefing ) ) local ProcessPickup = self:AddProcess( TaskUnit, PROCESS_PICKUP:New( self, self.TaskType, TaskUnit ) ) local Process = self:AddStateMachine( TaskUnit, FSM_TASK:New( self, TaskUnit, { initial = 'None', events = { { name = 'Next', from = 'None', to = 'Planned' }, { name = 'Next', from = 'Planned', to = 'Assigned' }, { name = 'Next', from = 'Assigned', to = 'Success' }, { name = 'Fail', from = 'Assigned', to = 'Failed' }, }, callbacks = { onNext = self.OnNext, }, subs = { Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Start', returnevents = { 'Next', 'Reject' } }, Pickup = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessDestroy.Fsm, event = 'Start', returnevents = { 'Next' } }, } } ) ) ProcessRoute:AddScore( "Failed", "failed to destroy a ground unit", -100 ) ProcessDestroy:AddScore( "Pickup", "Picked-Up a Cargo", 25 ) ProcessDestroy:AddScore( "Failed", "failed to destroy a ground unit", -100 ) Process:Next() return self end --- StateMachine callback function for a TASK -- @param #TASK_PICKUP self -- @param Fsm.Fsm#FSM_TASK Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function TASK_PICKUP:OnNext( Fsm, Event, From, To, Event ) self:SetState( self, "State", To ) end --- @param #TASK_PICKUP self function TASK_PICKUP:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end --- @param #TASK_PICKUP self function TASK_PICKUP:_Schedule() self:F2() self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 ) return self end --- @param #TASK_PICKUP self function TASK_PICKUP._Scheduler() self:F2() return true end end