--- @module Process_BAI --- PROCESS_BAI class -- @type PROCESS_BAI -- @field Unit#UNIT ProcessUnit -- @field Set#SET_UNIT TargetSetUnit -- @extends Process#PROCESS PROCESS_BAI = { ClassName = "PROCESS_BAI", Fsm = {}, TargetSetUnit = nil, } --- Creates a new BAI task. -- @param #PROCESS_BAI self -- @param Task#TASK Task -- @param Unit#UNIT ProcessUnit -- @param Set#SET_UNIT TargetSetUnit -- @return #PROCESS_BAI self function PROCESS_BAI:New( Task, ProcessUnit, TargetSetUnit ) -- Inherits from BASE local self = BASE:Inherit( self, PROCESS:New( "BAI", Task, ProcessUnit ) ) -- #PROCESS_BAI self.TargetSetUnit = TargetSetUnit self.Fsm = STATEMACHINE_PROCESS:New( self, { initial = 'Assigned', events = { { name = 'Start', from = 'Assigned', to = 'Waiting' }, { name = 'HitTarget', from = 'Waiting', to = 'Destroy' }, { name = 'MoreTargets', from = 'Destroy', to = 'Waiting' }, { name = 'Destroyed', from = 'Destroy', to = 'Success' }, { name = 'Fail', from = 'Assigned', to = 'Failed' }, { name = 'Fail', from = 'Waiting', to = 'Failed' }, { name = 'Fail', from = 'Destroy', to = 'Failed' }, }, callbacks = { onStart = self.OnStart, onHitTarget = self.OnHitTarget, onMoreTargets = self.OnMoreTargets, onDestroyed = self.OnDestroyed, onKilled = self.OnKilled, }, endstates = { 'Success', 'Failed' } } ) _EVENTDISPATCHER:OnDead( self.EventDead, self ) return self end --- Process Events --- StateMachine callback function for a PROCESS -- @param #PROCESS_BAI self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_BAI:OnStart( Fsm, Event, From, To ) self:E( { Event, From, To, self.ProcessUnit.UnitName} ) self:NextEvent( Fsm.Start ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_BAI self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA Event function PROCESS_BAI:OnHitTarget( Fsm, Event, From, To, Event ) if self.TargetSetUnit:Count() > 0 then self:NextEvent( Fsm.MoreTargets ) else self:NextEvent( Fsm.Destroyed ) end end --- StateMachine callback function for a PROCESS -- @param #PROCESS_BAI self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_BAI:OnMoreTargets( Fsm, Event, From, To ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_BAI self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To -- @param Event#EVENTDATA DCSEvent function PROCESS_BAI:OnKilled( Fsm, Event, From, To ) self:NextEvent( Fsm.Restart ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_BAI self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_BAI:OnRestart( Fsm, Event, From, To ) self:NextEvent( Fsm.Menu ) end --- StateMachine callback function for a PROCESS -- @param #PROCESS_BAI self -- @param StateMachine#STATEMACHINE_PROCESS Fsm -- @param #string Event -- @param #string From -- @param #string To function PROCESS_BAI:OnDestroyed( Fsm, Event, From, To ) end --- DCS Events --- @param #PROCESS_BAI self -- @param Event#EVENTDATA Event function PROCESS_BAI:EventDead( Event ) if Event.IniDCSUnit then self.TargetSetUnit:Remove( Event.IniDCSUnitName ) self:NextEvent( self.Fsm.HitTarget, Event ) end end