--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones. -- -- ## ACT_ASSIST 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_ASSIST **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. -- -- ### ACT_ASSIST **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. -- -- ### ACT_ASSIST **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. -- -- ### ACT_ASSIST 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) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST} -- -- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.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) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor: -- -- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object. -- -- # Developer Note -- -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Therefore, this class is considered to be deprecated -- -- === -- -- @module Actions.Act_Assist -- @image MOOSE.JPG do -- ACT_ASSIST --- ACT_ASSIST class -- @type ACT_ASSIST -- @extends Core.Fsm#FSM_PROCESS ACT_ASSIST = { ClassName = "ACT_ASSIST", } --- 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 #ACT_ASSIST self -- @return #ACT_ASSIST function ACT_ASSIST:New() -- Inherits from BASE local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIST" ) ) -- Core.Fsm#FSM_PROCESS self:AddTransition( "None", "Start", "AwaitSmoke" ) self:AddTransition( "AwaitSmoke", "Next", "Smoking" ) self:AddTransition( "Smoking", "Next", "AwaitSmoke" ) self:AddTransition( "*", "Stop", "Success" ) self:AddTransition( "*", "Fail", "Failed" ) self:AddEndState( "Failed" ) self:AddEndState( "Success" ) self:SetStartState( "None" ) return self end --- Task Events --- StateMachine callback function -- @param #ACT_ASSIST self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To ) local ProcessGroup = ProcessUnit:GetGroup() local MissionMenu = self:GetMission():GetMenu( ProcessGroup ) local function MenuSmoke( 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 --- StateMachine callback function -- @param #ACT_ASSIST self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To ) self.Menu:Remove() -- When stopped, remove the menus end end do -- ACT_ASSIST_SMOKE_TARGETS_ZONE --- ACT_ASSIST_SMOKE_TARGETS_ZONE class -- @type ACT_ASSIST_SMOKE_TARGETS_ZONE -- @field Core.Set#SET_UNIT TargetSetUnit -- @field Core.Zone#ZONE_BASE TargetZone -- @extends #ACT_ASSIST ACT_ASSIST_SMOKE_TARGETS_ZONE = { ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE", } -- function ACT_ASSIST_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 #ACT_ASSIST_SMOKE_TARGETS_ZONE self -- @param Core.Set#SET_UNIT TargetSetUnit -- @param Core.Zone#ZONE_BASE TargetZone function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone ) local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST self.TargetSetUnit = TargetSetUnit self.TargetZone = TargetZone return self end function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke ) self.TargetSetUnit = FsmSmoke.TargetSetUnit self.TargetZone = FsmSmoke.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 #ACT_ASSIST_SMOKE_TARGETS_ZONE self -- @param Core.Set#SET_UNIT TargetSetUnit -- @param Core.Zone#ZONE_BASE TargetZone -- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone ) self.TargetSetUnit = TargetSetUnit self.TargetZone = TargetZone return self end --- StateMachine callback function -- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To ) self.TargetSetUnit:ForEachUnit( -- @param Wrapper.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