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139 lines
3.7 KiB
Lua
139 lines
3.7 KiB
Lua
--- @module Process
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--- The PROCESS class
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-- @type PROCESS
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-- @field Task#TASK_BASE ProcessTask
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-- @field Group#GROUP ProcessGroup
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-- @field Menu#MENU_GROUP MissionMenu
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-- @field #string ProcessName
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-- @extends StateMachine#STATEMACHINE_CONTROLLABLE
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PROCESS = {
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ClassName = "PROCESS",
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NextEvent = nil,
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Scores = {},
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}
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--- Instantiates a new TASK Base. Should never be used. Interface Class.
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-- @param #PROCESS self
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-- @param #string ProcessName
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-- @param Unit#UNIT ProcessUnit (Optional) If provided, it defines the UNIT for which the process is running.
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-- @return #PROCESS
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function PROCESS:New( FSMT, ProcessName, ProcessUnit )
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local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FSMT, ProcessUnit ) )
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self:F()
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if ProcessUnit then
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self.ProcessGroup = ProcessUnit:GetGroup()
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end
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--self.MissionMenu = Task.Mission:GetMissionMenu( self.ProcessGroup )
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self.ProcessName = ProcessName
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return self
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end
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--- Gets the Group of the process.
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-- @param #PROCESS self
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-- @return Group#GROUP
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function PROCESS:GetGroup()
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return self.ProcessGroup
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end
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--- Sets the task of the process.
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-- @param #PROCESS self
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-- @param Tasking.Task#TASK_BASE ProcessTask
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-- @return #PROCESS
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function PROCESS:SetTask( ProcessTask )
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self.ProcessTask = ProcessTask
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return self
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end
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--- Gets the task of the process.
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-- @param #PROCESS self
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-- @return Task#TASK_BASE
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function PROCESS:GetTask()
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return self.ProcessTask
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end
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--- Gets the mission of the process.
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-- @param #PROCESS self
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-- @return Mission#MISSION
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function PROCESS:GetMission()
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return self.ProcessTask.Mission
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end
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function PROCESS:StartEvents()
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end
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function PROCESS:StopEvents()
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self:EventRemoveAll()
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end
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--- Assign the process to a @{Unit} and activate the process.
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-- @param #PROCESS self
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-- @param Unit#UNIT ProcessUnit
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-- @return #PROCESS self
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function PROCESS:Assign( ProcessTask, ProcessUnit )
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self:SetControllable( ProcessUnit )
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self:SetTask( ProcessTask )
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self:StartEvents()
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self.ProcessGroup = ProcessUnit:GetGroup()
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--self:Activate()
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return self
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end
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--- Adds a score for the PROCESS to be achieved.
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-- @param #PROCESS self
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-- @param Task#TASK_BASE Task The task for which the process needs to account score.
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-- @param #string ProcessStatus is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
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-- @param #string ScoreText is a text describing the score that is given according the status.
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-- @param #number Score is a number providing the score of the status.
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-- @return #PROCESS self
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function PROCESS:AddScore( Task, ProcessStatus, ScoreText, Score )
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self:F2( { ProcessStatus, ScoreText, Score } )
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self.Scores[ProcessStatus] = self.Scores[ProcessStatus] or {}
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self.Scores[ProcessStatus].ScoreText = ScoreText
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self.Scores[ProcessStatus].Score = Score
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self.Scores[ProcessStatus].Task = Task
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return self
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS self
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-- @param Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS:OnStateChange( ProcessUnit, Event, From, To )
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self:E( { self.ProcessName, Event, From, To, ProcessUnit.UnitName } )
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if self:IsTrace() then
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MESSAGE:New( "Process " .. self.ProcessName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
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end
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-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
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if self.Scores[To] then
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local Task = self.Scores[To].Task
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local Scoring = Task:GetScoring()
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if Scoring then
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Scoring:_AddMissionTaskScore( Task.Mission, ProcessUnit, self.Scores[To].ScoreText, self.Scores[To].Score )
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end
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end
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end
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