FlightControl 14ca38bc8b Progress
2017-03-25 07:31:47 +01:00

273 lines
9.1 KiB
Lua

--- **Tasking** - The TASK_CARGO models tasks for players to transport @{Cargo}.
--
-- ![Banner Image]()
--
--
--
-- ====
--
-- # **API CHANGE HISTORY**
--
-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
--
-- * **Added** parts are expressed in bold type face.
-- * _Removed_ parts are expressed in italic type face.
--
-- Hereby the change log:
--
-- 2017-03-09: Revised version.
--
-- ===
--
-- # **AUTHORS and CONTRIBUTIONS**
--
-- ### Contributions:
--
-- * **[WingThor]**: Concept, Advice & Testing.
--
-- ### Authors:
--
-- * **FlightControl**: Concept, Design & Programming.
--
-- @module Task_A2G
do -- TASK_CARGO
--- @type TASK_CARGO
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
---
-- # TASK_CARGO class, extends @{Task#TASK}
--
-- The TASK_CARGO class defines @{Cargo} transport tasks,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_CARGO is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process.
-- * **Planned**: The cargo task is planned.
-- * **Assigned**: The cargo task is assigned to a @{Group#GROUP}.
-- * **Success**: The cargo task is successfully completed.
-- * **Failed**: The cargo task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- # 1.1) Set the scoring of achievements in a cargo task.
--
-- Scoring or penalties can be given in the following circumstances:
--
-- ===
--
-- @field #TASK_CARGO TASK_CARGO
--
TASK_CARGO = {
ClassName = "TASK_CARGO",
}
--- Instantiates a new TASK_CARGO.
-- @param #TASK_CARGO 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 AI.AI_Cargo#AI_CARGO Cargo The cargo.
-- @param #string TaskType The type of Cargo task.
-- @return #TASK_CARGO self
function TASK_CARGO:New( Mission, SetGroup, TaskName, Cargo, TaskType )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, TaskType ) ) -- Tasking.Task#TASK_CARGO
self:F()
self.Cargo = Cargo
self.TaskType = TaskType
Mission:AddTask( self )
local Fsm = self:GetUnitProcess()
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "RouteToCargo", Rejected = "Reject" } )
Fsm:AddTransition( "Assigned", "RouteToCargo", "RoutingToCargo" )
Fsm:AddProcess ( "RoutingToCargo", "RouteToCargoPickup", ACT_ROUTE_POINT:New(), { Arrived = "ArriveAtCargo" } )
Fsm:AddTransition( { "Arrived", "RoutingToCargo" }, "ArriveAtCargo", "ArrivedAtCargo" )
Fsm:AddTransition( { "ArrivedAtCargo", "LandAtCargo" }, "Land", "Landing" )
Fsm:AddTransition( { "Landing", "Landed", "Landed" } )
Fsm:AddTransition( { "OnGround", "PrepareBoarding", "AwaitBoarding" } )
Fsm:AddTransition( { "AwaitBoarding", "Board", "Boarding" } )
Fsm:AddTransition( { "Boarding", "Boarded", "Boarded" } )
Fsm:AddTransition( "Accounted", "DestroyedAll", "Accounted" )
Fsm:AddTransition( "Accounted", "Success", "Success" )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Route to Cargo
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:onafterRouteToCargo( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
Task:SetCargoPickup( Task.Cargo, TaskUnit )
self:__RouteToCargoPickup( 0.1 )
end
---
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task_CARGO#TASK_CARGO Task
function Fsm:OnAfterArriveAtCargo( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
self:__Land( 0.1 )
end
return self
end
--- @param #TASK_CARGO self
function TASK_CARGO:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_CARGO self
-- @param AI.AI_Cargo#AI_CARGO Cargo The cargo.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetCargoPickup( Cargo, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteCargo = ProcessUnit:GetProcess( "RoutingToCargo", "RouteToCargoPickup" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteCargo:SetPointVec2( Cargo:GetPointVec2() )
ActRouteCargo:SetRange( Cargo:GetBoardingRange() )
return self
end
--- @param #TASK_CARGO self
-- @param Core.Point#POINT_VEC2 TargetPointVec2 The PointVec2 object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_CARGO:SetTargetPointVec2( TargetPointVec2, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
ActRouteTarget:SetPointVec2( TargetPointVec2 )
end
--- @param #TASK_CARGO self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Point#POINT_VEC2 The PointVec2 object where the Target is located on the map.
function TASK_CARGO:GetTargetPointVec2( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetPoint" ) -- Actions.Act_Route#ACT_ROUTE_POINT
return ActRouteTarget:GetPointVec2()
end
--- @param #TASK_CARGO self
-- @param Core.Zone#ZONE_BASE TargetZone The Zone object where the Target is located on the map.
-- @param Wrapper.Unit#UNIT TaskUnit
function TASK_CARGO:SetTargetZone( TargetZone, TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
ActRouteTarget:SetZone( TargetZone )
end
--- @param #TASK_CARGO self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return Core.Zone#ZONE_BASE The Zone object where the Target is located on the map.
function TASK_CARGO:GetTargetZone( TaskUnit )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
local ActRouteTarget = ProcessUnit:GetProcess( "Engaging", "RouteToTargetZone" ) -- Actions.Act_Route#ACT_ROUTE_ZONE
return ActRouteTarget:GetZone()
end
--- Set a score when a target in scope of the A2G attack, has been destroyed .
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when the target has been destroyed.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnDestroy( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScoreProcess( "Engaging", "Account", "Account", Text, Score )
return self
end
--- Set a score when all the targets in scope of the A2G attack, have been destroyed.
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when all targets hav been destroyed.
-- @param #number Score The score in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetScoreOnSuccess( Text, Score, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Success", Text, Score )
return self
end
--- Set a penalty when the A2G attack has failed.
-- @param #TASK_CARGO self
-- @param #string Text The text to display to the player, when the A2G attack has failed.
-- @param #number Penalty The penalty in points.
-- @param Wrapper.Unit#UNIT TaskUnit
-- @return #TASK_CARGO
function TASK_CARGO:SetPenaltyOnFailed( Text, Penalty, TaskUnit )
self:F( { Text, Score, TaskUnit } )
local ProcessUnit = self:GetUnitProcess( TaskUnit )
ProcessUnit:AddScore( "Failed", Text, Penalty )
return self
end
end
do -- TASK_CARGO_TRANSPORT
--- The TASK_CARGO_TRANSPORT class
-- @type TASK_CARGO_TRANSPORT
-- @extends #TASK_CARGO
TASK_CARGO_TRANSPORT = {
ClassName = "TASK_CARGO_TRANSPORT",
}
--- Instantiates a new TASK_CARGO_TRANSPORT.
-- @param #TASK_CARGO_TRANSPORT 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 AI_Cargo#AI_CARGO Cargo The cargo.
-- @return #TASK_CARGO_TRANSPORT self
function TASK_CARGO_TRANSPORT:New( Mission, SetGroup, TaskName, Cargo )
local self = BASE:Inherit( self, TASK_CARGO:New( Mission, SetGroup, TaskName, Cargo, "TRANSPORT" ) ) -- #TASK_CARGO_TRANSPORT
self:F()
return self
end
end