--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments. -- -- === -- -- # @{#PROCESS_ASSIGN} FSM class, extends @{Process#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. -- -- ### PROCESS_ASSIGN **Events**: -- -- These are the events defined in this class: -- -- * **Start**: Start the tasking acceptance process. -- * **Assign**: Assign the task. -- * **Reject**: Reject the task.. -- -- ### PROCESS_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. -- -- ### PROCESS_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. -- -- ### 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) @{#PROCESS_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#PROCESS_ASSIGN} -- -- The PROCESS_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- -- ## 1.1) PROCESS_ASSIGN_ACCEPT constructor: -- -- * @{#PROCESS_ASSIGN_ACCEPT.New}(): Creates a new PROCESS_ASSIGN_ACCEPT object. -- -- === -- -- # 2) @{#PROCESS_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#PROCESS_ASSIGN} -- -- The PROCESS_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) PROCESS_ASSIGN_MENU_ACCEPT constructor: -- ----------------------------------------- -- -- * @{#PROCESS_ASSIGN_MENU_ACCEPT.New}(): Creates a new PROCESS_ASSIGN_MENU_ACCEPT object. -- -- === -- -- @module Assign do -- PROCESS_ASSIGN --- PROCESS_ASSIGN class -- @type PROCESS_ASSIGN -- @field Tasking.Task#TASK_BASE Task -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends Core.StateMachine#FSM_TEMPLATE PROCESS_ASSIGN = { ClassName = "PROCESS_ASSIGN", } --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. -- @param #PROCESS_ASSIGN self -- @return #PROCESS_ASSIGN The task acceptance process. function PROCESS_ASSIGN:New() -- Inherits from BASE local self = BASE:Inherit( self, FSM_TEMPLATE:New( "PROCESS_ASSIGN" ) ) -- Core.StateMachine#FSM_TEMPLATE self:AddTransition( "UnAssigned", "Start", "Waiting" ) self:AddTransition( "Waiting", "Assign", "Assigned" ) self:AddTransition( "Waiting", "Reject", "Rejected" ) self:AddTransition( "*", "Fail", "Failed" ) self:AddEndState( "Assigned" ) self:AddEndState( "Rejected" ) self:AddEndState( "Failed" ) self:SetStartState( "UnAssigned" ) return self end end -- PROCESS_ASSIGN do -- PROCESS_ASSIGN_ACCEPT --- PROCESS_ASSIGN_ACCEPT class -- @type PROCESS_ASSIGN_ACCEPT -- @field Tasking.Task#TASK_BASE Task -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends Fsm.Process#PROCESS PROCESS_ASSIGN_ACCEPT = { ClassName = "PROCESS_ASSIGN_ACCEPT", } --- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted. -- @param #PROCESS_ASSIGN_ACCEPT self -- @param #string TaskBriefing function PROCESS_ASSIGN_ACCEPT:New( TaskBriefing ) local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_ACCEPT self:SetParameters( { TaskBriefing = TaskBriefing } ) return self end --- StateMachine callback function -- @param #PROCESS_ASSIGN_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To ) self:E( { ProcessUnit, Event, From, To } ) local ProcessGroup = ProcessUnit:GetGroup() MESSAGE:New( self.TaskBriefing, 30, ProcessUnit:GetPlayerName() .. " Task Acceptance" ):ToGroup( ProcessGroup ) self:__Assign( 1 ) end --- StateMachine callback function -- @param #PROCESS_ASSIGN_ACCEPT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Event, From, To ) env.info( "in here" ) self:E( { ProcessUnit, Event, From, To } ) local ProcessGroup = ProcessUnit:GetGroup() MESSAGE:New( "You are assigned to the task " .. self.Task:GetName(), 30, ProcessUnit:GetPlayerName() .. ": Task Assignment" ):ToGroup( ProcessGroup ) self.Task:Assign() end end -- PROCESS_ASSIGN_ACCEPT do -- PROCESS_ASSIGN_MENU_ACCEPT --- PROCESS_ASSIGN_MENU_ACCEPT class -- @type PROCESS_ASSIGN_MENU_ACCEPT -- @field Tasking.Task#TASK_BASE Task -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends #PROCESS_ASSIGN PROCESS_ASSIGN_MENU_ACCEPT = { ClassName = "PROCESS_ASSIGN_MENU_ACCEPT", } --- Init. -- @param #PROCESS_ASSIGN_MENU_ACCEPT self -- @param #string TaskName -- @param #string TaskBriefing -- @return #PROCESS_ASSIGN_MENU_ACCEPT self function PROCESS_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing ) -- Inherits from BASE local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_MENU_ACCEPT self:SetParameters( { TaskName = TaskName, TaskBriefing = TaskBriefing } ) return self end --- 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 #PROCESS_ASSIGN_MENU_ACCEPT self -- @param #string TaskName -- @param #string TaskBriefing -- @return #PROCESS_ASSIGN_MENU_ACCEPT self function PROCESS_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing ) self.TaskBriefing = TaskBriefing self.TaskName = TaskName return self end --- StateMachine callback function -- @param #PROCESS_ASSIGN_MENU_ACCEPT self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_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.TaskName, self.Menu, self.MenuAssign, self ) self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.TaskName, self.Menu, self.MenuReject, self ) end --- Menu function. -- @param #PROCESS_ASSIGN_MENU_ACCEPT self function PROCESS_ASSIGN_MENU_ACCEPT:MenuAssign() self:E( ) self:__Assign( 1 ) end --- Menu function. -- @param #PROCESS_ASSIGN_MENU_ACCEPT self function PROCESS_ASSIGN_MENU_ACCEPT:MenuReject() self:E( ) self:__Reject( 1 ) end --- StateMachine callback function -- @param #PROCESS_ASSIGN_MENU_ACCEPT self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To ) self:E( { ProcessUnit.UnitNameEvent, From, To } ) self.Menu:Remove() end --- StateMachine callback function -- @param #PROCESS_ASSIGN_MENU_ACCEPT self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_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 -- PROCESS_ASSIGN_MENU_ACCEPT