2016-12-06 10:41:41 +01:00

79 lines
3.4 KiB
Lua

--- 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#FSMT_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#FSMT_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 Core.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", FSMT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Route", Rejected = "Eject" } )
Fsm:AddProcess( "Assigned", "Route", FSMT_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Update" } )
Fsm:AddAction ( "Rejected", "Eject", "Planned" )
Fsm:AddAction ( "Arrived", "Update", "Updated" )
Fsm:AddProcess( "Updated", "Account", FSMT_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } )
Fsm:AddProcess( "Updated", "Smoke", FSMT_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