--- This module contains the TASK_SEAD classes. -- -- 1) @{#TASK_SEAD} class, extends @{Tasking.Task#TASK_BASE} -- ================================================= -- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone, -- based on the tasking capabilities defined in @{Tasking.Task#TASK_BASE}. -- The TASK_SEAD is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses: -- -- * **None**: Start of the process -- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task. -- * **Assigned**: The SEAD task is assigned to a @{Wrapper.Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#PROCESS_ROUTE} is started to route the active Units in the Group to the attack zone. -- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task. -- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ. -- -- === -- -- ### Authors: FlightControl - Design and Programming -- -- @module Task_SEAD do -- TASK_SEAD --- The TASK_SEAD class -- @type TASK_SEAD -- @field Set#SET_UNIT TargetSetUnit -- @extends Tasking.Task#TASK_BASE TASK_SEAD = { ClassName = "TASK_SEAD", } --- Instantiates a new TASK_SEAD. -- @param #TASK_SEAD self -- @param Tasking.Mission#MISSION Mission -- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned. -- @param #string TaskName The name of the Task. -- @param Set#SET_UNIT UnitSetTargets -- @param Zone#ZONE_BASE TargetZone -- @return #TASK_SEAD self function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetZone ) local self = BASE:Inherit( self, TASK_BASE:New( Mission, SetGroup, TaskName, "SEAD" ) ) -- Tasking.Task_SEAD#TASK_SEAD self:F() self.TargetSetUnit = TargetSetUnit self.TargetZone = TargetZone local Fsm = self:GetFsmTemplate() Fsm:AddProcess( "Planned", "Accept", PROCESS_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Route", Rejected = "Eject" } ) Fsm:AddProcess( "Assigned", "Route", PROCESS_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } ) Fsm:AddAction ( "Rejected", "Eject", "Planned" ) Fsm:AddAction ( "Arrived", "Update", "Updated" ) Fsm:AddProcess( "Updated", "Account", PROCESS_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } ) Fsm:AddProcess( "Updated", "Smoke", PROCESS_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) ) Fsm:AddAction ( "Accounted", "Success", "Success" ) Fsm:AddAction ( "Failed", "Fail", "Failed" ) function Fsm:onenterUpdated( TaskUnit ) self:E( { self } ) self:Account() self:Smoke() end -- _EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self ) -- _EVENTDISPATCHER:OnDead( self._EventDead, self ) -- _EVENTDISPATCHER:OnCrash( self._EventDead, self ) -- _EVENTDISPATCHER:OnPilotDead( self._EventDead, self ) return self end --- @param #TASK_SEAD self function TASK_SEAD:GetPlannedMenuText() return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )" end end