MOOSE/Moose Development/Moose/Task_SEAD.lua
FlightControl 17abcb7b7f Updated detection algorithm
Now the detected sets are kept consistent to previous sets. New
algorithm developed. This is important to keep assigned tasks consistent
with the detected sets.
2016-07-10 09:11:05 +02:00

106 lines
3.4 KiB
Lua

--- @module Task_SEAD
--- The TASK_SEAD class
-- @type TASK_SEAD
-- @extends Task#TASK_BASE
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
-- @param Mission#MISSION Mission
-- @param Set#SET_UNIT UnitSetTargets
-- @param Zone#ZONE_BASE TargetZone
-- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, TASK_BASE:New( Mission, "SEAD Attack", "SEAD", "A2G" ) )
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
_EVENTDISPATCHER:OnBirth( self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerEnterUnit(self._EventAssignUnit, self )
_EVENTDISPATCHER:OnPlayerLeaveUnit(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnCrash(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnDead(self._EventUnAssignUnit, self )
_EVENTDISPATCHER:OnPilotDead(self._EventUnAssignUnit, self )
return self
end
--- Assign the @{Task} to a @{Unit}.
-- @param #TASK_SEAD self
-- @param Unit#UNIT TaskUnit
-- @return #TASK_SEAD self
function TASK_SEAD:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
local ProcessAssign = self:AddProcess( TaskUnit, PROCESS_ASSIGN:New( self, TaskUnit, self.TaskBriefing ) )
local ProcessRoute = self:AddProcess( TaskUnit, PROCESS_ROUTE:New( self, TaskUnit, self.TargetZone ) )
local ProcessSEAD = self:AddProcess( TaskUnit, PROCESS_SEAD:New( self, TaskUnit, self.TargetSetUnit ) )
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( self, {
initial = 'None',
events = {
{ name = 'Next', from = 'None', to = 'Planned' },
{ name = 'Next', from = 'Planned', to = 'Assigned' },
{ name = 'Reject', from = 'Planned', to = 'Rejected' },
{ name = 'Next', from = 'Assigned', to = 'Success' },
{ name = 'Fail', from = 'Assigned', to = 'Failed' },
{ name = 'Fail', from = 'Arrived', to = 'Failed' }
},
callbacks = {
onNext = self.OnNext,
onRemove = self.OnRemove,
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign.Fsm, event = 'Menu', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute.Fsm, event = 'Route' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD.Fsm, event = 'Await', returnevents = { 'Next' } }
}
} ) )
ProcessRoute:AddScore( "Failed", "failed to destroy a radar", -100 )
ProcessSEAD:AddScore( "Destroy", "destroyed a radar", 25 )
ProcessSEAD:AddScore( "Failed", "failed to destroy a radar", -100 )
Process:Next()
return self
end
--- StateMachine callback function for a TASK
-- @param #TASK_SEAD self
-- @param StateMachine#STATEMACHINE_TASK Fsm
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Event#EVENTDATA Event
function TASK_SEAD:OnNext( Fsm, Event, From, To, Event )
self:SetState( self, "State", To )
end
--- @param #TASK_SEAD self
function TASK_SEAD:_Schedule()
self:F2()
self.TaskScheduler = SCHEDULER:New( self, _Scheduler, {}, 15, 15 )
return self
end
--- @param #TASK_SEAD self
function TASK_SEAD._Scheduler()
self:F2()
return true
end