--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones. -- -- === -- -- # @{#PROCESS_SMOKE} FSM class, extends @{Process#PROCESS} -- -- ## PROCESS_SMOKE 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. -- -- ### PROCESS_SMOKE **Events**: -- -- These are the events defined in this class: -- -- * **Start**: The process is started. -- * **Next**: The process is smoking the targets in the given zone. -- -- ### PROCESS_SMOKE **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. -- -- ### PROCESS_SMOKE **States**: -- -- * **None**: The controllable did not receive route commands. -- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone. -- * **Smoking (*)**: The process is smoking the targets in the zone. -- * **Failed (*)**: The process has failed. -- -- (*) End states of the process. -- -- ### PROCESS_SMOKE 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. -- -- === -- -- # 1) @{#PROCESS_SMOKE_TARGETS_ZONE} class, extends @{Route#PROCESS_SMOKE} -- -- The PROCESS_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}. -- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. -- At random intervals, a new target is smoked. -- -- # 1.1) PROCESS_SMOKE_TARGETS_ZONE constructor: -- -- * @{#PROCESS_SMOKE_TARGETS_ZONE.New}(): Creates a new PROCESS_SMOKE_TARGETS_ZONE object. -- -- === -- -- @module Smoke do -- PROCESS_SMOKE --- PROCESS_SMOKE class -- @type PROCESS_SMOKE -- @extends Fsm.Process#PROCESS PROCESS_SMOKE = { ClassName = "PROCESS_SMOKE", } --- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. -- @param #PROCESS_SMOKE self -- @return #PROCESS_SMOKE function PROCESS_SMOKE:New() local FSMT = { initial = 'None', events = { { name = 'Start', from = 'None', to = 'AwaitSmoke' }, { name = 'Next', from = 'AwaitSmoke', to = 'Smoking' }, { name = 'Next', from = 'Smoking', to = 'AwaitSmoke' }, { name = 'Stop', from = '*', to = 'Success' }, { name = 'Fail', from = 'Smoking', to = 'Failed' }, { name = 'Fail', from = 'AwaitSmoke', to = 'Failed' }, { name = 'Fail', from = 'None', to = 'Failed' }, }, endstates = { 'Failed', 'Success' }, } -- Inherits from BASE local self = BASE:Inherit( self, PROCESS:New( FSMT, "PROCESS_SMOKE" ) ) -- #PROCESS_SMOKE return self end --- Task Events --- StateMachine callback function -- @param #PROCESS_SMOKE self -- @param Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_SMOKE:onafterStart( ProcessUnit, Event, From, To ) local ProcessGroup = self:GetGroup() local MissionMenu = self:GetMission():GetMissionMenu( ProcessGroup ) local function MenuSmoke( MenuParam ) self:E( MenuParam ) local self = MenuParam.self local SmokeColor = MenuParam.SmokeColor self.SmokeColor = SmokeColor self:__Next( 1 ) end self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu ) self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } ) self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } ) self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } ) self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } ) self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } ) end end do -- PROCESS_SMOKE_TARGETS_ZONE --- PROCESS_SMOKE_TARGETS_ZONE class -- @type PROCESS_SMOKE_TARGETS_ZONE -- @field Set#SET_UNIT TargetSetUnit -- @field Zone#ZONE_BASE TargetZone -- @extends #PROCESS_SMOKE PROCESS_SMOKE_TARGETS_ZONE = { ClassName = "PROCESS_SMOKE_TARGETS_ZONE", } -- function PROCESS_SMOKE_TARGETS_ZONE:_Destructor() -- self:E("_Destructor") -- -- self.Menu:Remove() -- self:EventRemoveAll() -- end --- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. -- @param #PROCESS_SMOKE_TARGETS_ZONE self -- @param Set#SET_UNIT TargetSetUnit -- @param Zone#ZONE_BASE TargetZone function PROCESS_SMOKE_TARGETS_ZONE:Template( TargetSetUnit, TargetZone ) return { self, { TargetSetUnit, TargetZone } } end --- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. -- @param #PROCESS_SMOKE_TARGETS_ZONE self -- @param Set#SET_UNIT TargetSetUnit -- @param Zone#ZONE_BASE TargetZone -- @return #PROCESS_SMOKE_TARGETS_ZONE self function PROCESS_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone ) local self = BASE:Inherit( self, PROCESS_SMOKE:New() ) -- #PROCESS_SMOKE self.TargetSetUnit = TargetSetUnit self.TargetZone = TargetZone return self end --- StateMachine callback function -- @param #PROCESS_SMOKE_TARGETS_ZONE self -- @param Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, Event, From, To ) self.TargetSetUnit:ForEachUnit( --- @param Unit#UNIT SmokeUnit function( SmokeUnit ) if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then SCHEDULER:New( self, function() if SmokeUnit:IsAlive() then SmokeUnit:Smoke( self.SmokeColor, 150 ) end end, {}, math.random( 10, 60 ) ) end end ) end end