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

131 lines
5.2 KiB
Lua

--- This module contains the TASK_SEAD classes.
--
-- 1) @{#TASK_SEAD} class, extends @{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 @{Task#TASK_BASE}.
-- The TASK_SEAD is implemented using a @{Statemachine#STATEMACHINE_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Assign#PROCESS_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Route#PROCESS_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 Task#TASK_BASE
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
-- @param 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 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", "A2G" ) )
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
self:SetProcessTemplate( "ASSIGN", ASSIGN_ACCEPT:New( self.TaskBriefing ) )
self:SetProcessTemplate( "ROUTE", ROUTE_ZONE:New( self.TargetZone ) )
self:SetProcessTemplate( "ACCOUNT", ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ) )
-- SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone )
--self:SetProcessClass( "SMOKE", SMOKE_TARGETS_ZONE, self.TargetSetUnit, self.TargetZone )
_EVENTDISPATCHER:OnPlayerLeaveUnit( self._EventPlayerLeaveUnit, self )
_EVENTDISPATCHER:OnDead( self._EventDead, self )
_EVENTDISPATCHER:OnCrash( self._EventDead, self )
_EVENTDISPATCHER:OnPilotDead( self._EventDead, self )
return self
end
--- Removes a TASK_SEAD.
-- @param #TASK_SEAD self
-- @return #nil
function TASK_SEAD:CleanUp()
self:GetParent(self):CleanUp()
return nil
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:AssignProcess( TaskUnit, "ASSIGN" )
local ProcessRoute = self:AssignProcess( TaskUnit, "ROUTE" )
local ProcessSEAD = self:AssignProcess( TaskUnit, "ACCOUNT" )
--local ProcessSmoke = self:AssignProcess( TaskUnit, "SMOKE" )
local FSMT = {
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' }
},
subs = {
Assign = { onstateparent = 'Planned', oneventparent = 'Next', fsm = ProcessAssign, event = 'Start', returnevents = { 'Next', 'Reject' } },
Route = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessRoute, event = 'Start' },
Sead = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSEAD, event = 'Start', returnevents = { 'Next' } },
--Smoke = { onstateparent = 'Assigned', oneventparent = 'Next', fsm = ProcessSmoke, event = 'Start', }
}
}
local Process = self:AddStateMachine( TaskUnit, STATEMACHINE_TASK:New( FSMT, self, TaskUnit ) )
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:onafterNext( Fsm, Event, From, To )
self:SetState( self, "State", To )
end
--- @param #TASK_SEAD self
function TASK_SEAD:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
end