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144 lines
3.6 KiB
Lua
144 lines
3.6 KiB
Lua
--- @module Process_BAI
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--- PROCESS_BAI class
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-- @type PROCESS_BAI
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-- @field Unit#UNIT ProcessUnit
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-- @field Set#SET_UNIT TargetSetUnit
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-- @extends Process#PROCESS
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PROCESS_BAI = {
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ClassName = "PROCESS_BAI",
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Fsm = {},
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TargetSetUnit = nil,
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}
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--- Creates a new BAI task.
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-- @param #PROCESS_BAI self
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-- @param Task#TASK Task
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-- @param Unit#UNIT ProcessUnit
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-- @param Set#SET_UNIT TargetSetUnit
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-- @return #PROCESS_BAI self
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function PROCESS_BAI:New( Task, ProcessUnit, TargetSetUnit )
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS:New( "BAI", Task, ProcessUnit ) ) -- #PROCESS_BAI
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self.TargetSetUnit = TargetSetUnit
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self.Fsm = STATEMACHINE_PROCESS:New( self, {
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initial = 'Assigned',
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events = {
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{ name = 'Start', from = 'Assigned', to = 'Waiting' },
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{ name = 'HitTarget', from = 'Waiting', to = 'Destroy' },
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{ name = 'MoreTargets', from = 'Destroy', to = 'Waiting' },
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{ name = 'Destroyed', from = 'Destroy', to = 'Success' },
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{ name = 'Fail', from = 'Assigned', to = 'Failed' },
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{ name = 'Fail', from = 'Waiting', to = 'Failed' },
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{ name = 'Fail', from = 'Destroy', to = 'Failed' },
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},
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callbacks = {
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onStart = self.OnStart,
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onHitTarget = self.OnHitTarget,
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onMoreTargets = self.OnMoreTargets,
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onDestroyed = self.OnDestroyed,
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onKilled = self.OnKilled,
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},
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endstates = { 'Success', 'Failed' }
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} )
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_EVENTDISPATCHER:OnDead( self.EventDead, self )
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return self
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end
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--- Process Events
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_BAI self
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-- @param StateMachine#STATEMACHINE_PROCESS Fsm
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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_BAI:OnStart( Fsm, Event, From, To )
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self:E( { Event, From, To, self.ProcessUnit.UnitName} )
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self:NextEvent( Fsm.Start )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_BAI self
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-- @param StateMachine#STATEMACHINE_PROCESS Fsm
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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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-- @param Event#EVENTDATA Event
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function PROCESS_BAI:OnHitTarget( Fsm, Event, From, To, Event )
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if self.TargetSetUnit:Count() > 0 then
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self:NextEvent( Fsm.MoreTargets )
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else
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self:NextEvent( Fsm.Destroyed )
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end
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_BAI self
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-- @param StateMachine#STATEMACHINE_PROCESS Fsm
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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_BAI:OnMoreTargets( Fsm, Event, From, To )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_BAI self
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-- @param StateMachine#STATEMACHINE_PROCESS Fsm
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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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-- @param Event#EVENTDATA DCSEvent
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function PROCESS_BAI:OnKilled( Fsm, Event, From, To )
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self:NextEvent( Fsm.Restart )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_BAI self
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-- @param StateMachine#STATEMACHINE_PROCESS Fsm
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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_BAI:OnRestart( Fsm, Event, From, To )
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self:NextEvent( Fsm.Menu )
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end
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--- StateMachine callback function for a PROCESS
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-- @param #PROCESS_BAI self
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-- @param StateMachine#STATEMACHINE_PROCESS Fsm
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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_BAI:OnDestroyed( Fsm, Event, From, To )
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end
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--- DCS Events
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--- @param #PROCESS_BAI self
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-- @param Event#EVENTDATA Event
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function PROCESS_BAI:EventDead( Event )
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if Event.IniDCSUnit then
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self.TargetSetUnit:Remove( Event.IniDCSUnitName )
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self:NextEvent( self.Fsm.HitTarget, Event )
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end
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end
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