--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments. -- -- === -- -- # @{#ASSIGN} FSM class, extends @{Process#PROCESS} -- -- ## ASSIGN 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. -- -- ### ASSIGN **Events**: -- -- These are the events defined in this class: -- -- * **Start**: Start the tasking acceptance process. -- * **Assign**: Assign the task. -- * **Reject**: Reject the task.. -- -- ### ASSIGN **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. -- -- ### ASSIGN **States**: -- -- * **UnAssigned**: The player has not accepted the task. -- * **Assigned (*)**: The player has accepted the task. -- * **Rejected (*)**: The player has not accepted the task. -- * **Waiting**: The process is awaiting player feedback. -- * **Failed (*)**: The process has failed. -- -- (*) End states of the process. -- -- ### ASSIGN 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) @{#ASSIGN_ACCEPT} class, extends @{Assign#ASSIGN} -- -- The ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- -- ## 1.1) ASSIGN_ACCEPT constructor: -- -- * @{#ASSIGN_ACCEPT.New}(): Creates a new ASSIGN_ACCEPT object. -- -- === -- -- # 2) @{#ASSIGN_MENU_ACCEPT} class, extends @{Assign#ASSIGN} -- -- The ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. -- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. -- The assignment type also allows to reject the task. -- -- ## 2.1) ASSIGN_MENU_ACCEPT constructor: -- ----------------------------------------- -- -- * @{#ASSIGN_MENU_ACCEPT.New}(): Creates a new ASSIGN_MENU_ACCEPT object. -- -- === -- -- @module Assign do -- ASSIGN --- ASSIGN class -- @type ASSIGN -- @field Task#TASK_BASE Task -- @field Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends Process#PROCESS ASSIGN = { ClassName = "ASSIGN", } --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. -- @param #ASSIGN self -- @return #ASSIGN The task acceptance process. function ASSIGN:New() local FSMT = { initial = 'UnAssigned', events = { { name = 'Start', from = 'UnAssigned', to = 'Waiting' }, { name = 'Assign', from = 'Waiting', to = 'Assigned' }, { name = 'Reject', from = 'Waiting', to = 'Rejected' }, { name = 'Fail', from = '*', to = 'Failed' }, }, endstates = { 'Assigned', 'Rejected', 'Failed' }, } -- Inherits from BASE local self = BASE:Inherit( self, PROCESS:New( FSMT, "ASSIGN" ) ) -- #ASSIGN return self end end -- ASSIGN do -- ASSIGN_ACCEPT --- ASSIGN_ACCEPT class -- @type ASSIGN_ACCEPT -- @field Task#TASK_BASE Task -- @field Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends Process#PROCESS ASSIGN_ACCEPT = { ClassName = "ASSIGN_ACCEPT", } --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. -- @param #ASSIGN_ACCEPT self -- @param #string TaskBriefing -- @return #ASSIGN_ACCEPT The task acceptance process. function ASSIGN_ACCEPT:New( TaskBriefing ) -- Inherits from BASE local self = BASE:Inherit( self, ASSIGN:New() ) -- #ASSIGN_ACCEPT self.TaskBriefing = TaskBriefing return self end --- StateMachine callback function -- @param #ASSIGN_ACCEPT self -- @param Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To ) self:E( { ProcessUnit, Event, From, To } ) MESSAGE:New( self.TaskBriefing, 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() ) self:__Assign( 1 ) end end -- ASSIGN_ACCEPT do -- ASSIGN_MENU_ACCEPT --- ASSIGN_MENU_ACCEPT class -- @type ASSIGN_MENU_ACCEPT -- @field Task#TASK_BASE Task -- @field Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends Task2#TASK2 ASSIGN_MENU_ACCEPT = { ClassName = "ASSIGN_MENU_ACCEPT", } --- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator. -- @param #ASSIGN_MENU_ACCEPT self -- @param #string TaskName -- @param #string TaskBriefing -- @return #ASSIGN_MENU_ACCEPT self function ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing ) -- Inherits from BASE local self = BASE:Inherit( self, ASSIGN:New() ) -- #ASSIGN_MENU_ACCEPT self.TaskBriefing = TaskBriefing self.TaskName = TaskName return self end --- StateMachine callback function -- @param #ASSIGN_MENU_ACCEPT self -- @param Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To ) self:E( { ProcessUnit, Event, From, To } ) MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() ) local ProcessGroup = ProcessUnit:GetGroup() self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" ) self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.MenuText, self.Menu, self.MenuAssign, self ) self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.MenuText, self.Menu, self.MenuReject, self ) end --- Menu function. -- @param #ASSIGN_MENU_ACCEPT self function ASSIGN_MENU_ACCEPT:MenuAssign() self:E( ) self:__Assign( 1 ) end --- Menu function. -- @param #ASSIGN_MENU_ACCEPT self function ASSIGN_MENU_ACCEPT:MenuReject() self:E( ) self:__Reject( 1 ) end --- StateMachine callback function -- @param #ASSIGN_MENU_ACCEPT self -- @param Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To ) self:E( { ProcessUnit.UnitNameEvent, From, To } ) self.Menu:Remove() end --- StateMachine callback function -- @param #ASSIGN_MENU_ACCEPT self -- @param Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To ) self:E( { ProcessUnit.UnitName, Event, From, To } ) self.Menu:Remove() --TODO: need to resolve this problem ... it has to do with the events ... --self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event ProcessUnit:Destroy() end end -- ASSIGN_MENU_ACCEPT