--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s. -- -- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG) -- -- === -- -- @module Actions.Account -- @image MOOSE.JPG do -- ACT_ACCOUNT --- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS} -- -- ## ACT_ACCOUNT 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. -- -- ### ACT_ACCOUNT States -- -- * **Asigned**: The player is assigned. -- * **Waiting**: Waiting for an event. -- * **Report**: Reporting. -- * **Account**: Account for an event. -- * **Accounted**: All events have been accounted for, end of the process. -- * **Failed**: Failed the process. -- -- ### ACT_ACCOUNT Events -- -- * **Start**: Start the process. -- * **Wait**: Wait for an event. -- * **Report**: Report the status of the accounting. -- * **Event**: An event happened, process the event. -- * **More**: More targets. -- * **NoMore (*)**: No more targets. -- * **Fail (*)**: The action process has failed. -- -- (*) End states of the process. -- -- ### ACT_ACCOUNT 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. -- -- @type ACT_ACCOUNT -- @field Core.Set#SET_UNIT TargetSetUnit -- @extends Core.Fsm#FSM_PROCESS ACT_ACCOUNT = { ClassName = "ACT_ACCOUNT", TargetSetUnit = nil, } --- Creates a new DESTROY process. -- @param #ACT_ACCOUNT self -- @return #ACT_ACCOUNT function ACT_ACCOUNT:New() -- Inherits from BASE local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS self:AddTransition( "Assigned", "Start", "Waiting" ) self:AddTransition( "*", "Wait", "Waiting" ) self:AddTransition( "*", "Report", "Report" ) self:AddTransition( "*", "Event", "Account" ) self:AddTransition( "Account", "Player", "AccountForPlayer" ) self:AddTransition( "Account", "Other", "AccountForOther" ) self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" ) self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" ) self:AddTransition( "*", "Fail", "Failed" ) self:AddEndState( "Failed" ) self:SetStartState( "Assigned" ) return self end --- Process Events --- StateMachine callback function -- @param #ACT_ACCOUNT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To ) self:HandleEvent( EVENTS.Dead, self.onfuncEventDead ) self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash ) self:HandleEvent( EVENTS.Hit ) self:__Wait( 1 ) end --- StateMachine callback function -- @param #ACT_ACCOUNT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To ) if self.DisplayCount >= self.DisplayInterval then self:Report() self.DisplayCount = 1 else self.DisplayCount = self.DisplayCount + 1 end return true -- Process always the event. end --- StateMachine callback function -- @param #ACT_ACCOUNT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event ) self:__NoMore( 1 ) end end -- ACT_ACCOUNT do -- ACT_ACCOUNT_DEADS --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} -- -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The process is given a @{Set} of units that will be tracked upon successful destruction. -- The process will end after each target has been successfully destroyed. -- Each successful dead will trigger an Account state transition that can be scored, modified or administered. -- -- -- ## ACT_ACCOUNT_DEADS constructor: -- -- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object. -- -- @type ACT_ACCOUNT_DEADS -- @field Core.Set#SET_UNIT TargetSetUnit -- @extends #ACT_ACCOUNT ACT_ACCOUNT_DEADS = { ClassName = "ACT_ACCOUNT_DEADS", } --- Creates a new DESTROY process. -- @param #ACT_ACCOUNT_DEADS self -- @param Core.Set#SET_UNIT TargetSetUnit -- @param #string TaskName function ACT_ACCOUNT_DEADS:New() -- Inherits from BASE local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS self.DisplayInterval = 30 self.DisplayCount = 30 self.DisplayMessage = true self.DisplayTime = 10 -- 10 seconds is the default self.DisplayCategory = "HQ" -- Targets is the default display category return self end function ACT_ACCOUNT_DEADS:Init( FsmAccount ) self.Task = self:GetTask() self.TaskName = self.Task:GetName() end --- Process Events --- StateMachine callback function -- @param #ACT_ACCOUNT_DEADS self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To ) local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) end --- StateMachine callback function -- @param #ACT_ACCOUNT_DEADS self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param Tasking.Task#TASK Task -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Event#EVENTDATA EventData function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData ) self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } ) if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then local PlayerName = ProcessUnit:GetPlayerName() local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName] if PlayerHit == PlayerName then self:Player( EventData ) else self:Other( EventData ) end end end --- StateMachine callback function -- @param #ACT_ACCOUNT_DEADS self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param Tasking.Task#TASK Task -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Event#EVENTDATA EventData function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData ) self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } ) local TaskGroup = ProcessUnit:GetGroup() Task.TargetSetUnit:Remove( EventData.IniUnitName ) local MessageText = "You have destroyed a target.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) local PlayerName = ProcessUnit:GetPlayerName() Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 ) if Task.TargetSetUnit:Count() > 0 then self:__More( 1 ) else self:__NoMore( 1 ) end end --- StateMachine callback function -- @param #ACT_ACCOUNT_DEADS self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param Tasking.Task#TASK Task -- @param #string From -- @param #string Event -- @param #string To -- @param Core.Event#EVENTDATA EventData function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData ) self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } ) local TaskGroup = ProcessUnit:GetGroup() Task.TargetSetUnit:Remove( EventData.IniUnitName ) local MessageText = "One of the task targets has been destroyed.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) if Task.TargetSetUnit:Count() > 0 then self:__More( 1 ) else self:__NoMore( 1 ) end end --- DCS Events --- @param #ACT_ACCOUNT_DEADS self -- @param Core.Event#EVENTDATA EventData function ACT_ACCOUNT_DEADS:OnEventHit( EventData ) self:T( { "EventDead", EventData } ) if EventData.IniPlayerName and EventData.TgtDCSUnitName then self.PlayerHits = self.PlayerHits or {} self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName end end --- @param #ACT_ACCOUNT_DEADS self -- @param Core.Event#EVENTDATA EventData function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData ) self:T( { "EventDead", EventData } ) if EventData.IniDCSUnit then self:Event( EventData ) end end --- DCS Events --- @param #ACT_ACCOUNT_DEADS self -- @param Core.Event#EVENTDATA EventData function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData ) self:T( { "EventDead", EventData } ) if EventData.IniDCSUnit then self:Event( EventData ) end end end -- ACT_ACCOUNT DEADS