2016-11-02 10:00:21 +01:00

91 lines
2.8 KiB
Lua

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