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# Conflicts: # Moose Development/Moose/AI/AI_Escort_Request.lua # Moose Development/Moose/AI/AI_Formation.lua
220 lines
8.4 KiB
Lua
220 lines
8.4 KiB
Lua
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
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--
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-- ## ACT_ASSIST state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### ACT_ASSIST **Events**:
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--
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-- These are the events defined in this class:
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--
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-- * **Start**: The process is started.
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-- * **Next**: The process is smoking the targets in the given zone.
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--
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-- ### ACT_ASSIST **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
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-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
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--
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-- * **Immediate**: The event method has exactly the name of the event.
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-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
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--
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-- ### ACT_ASSIST **States**:
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--
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-- * **None**: The controllable did not receive route commands.
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-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
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-- * **Smoking (*)**: The process is smoking the targets in the zone.
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-- * **Failed (*)**: The process has failed.
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--
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-- (*) End states of the process.
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--
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-- ### ACT_ASSIST state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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--
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-- * **Before** the state transition.
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-- The state transition method needs to start with the name **OnBefore + the name of the state**.
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-- If the state transition method returns false, then the processing of the state transition will not be done!
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-- If you want to change the behaviour of the AIControllable at this event, return false,
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-- but then you'll need to specify your own logic using the AIControllable!
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--
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-- * **After** the state transition.
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- ===
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--
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-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
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--
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-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
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-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
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-- At random intervals, a new target is smoked.
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--
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-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
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--
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-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
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--
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-- # Developer Note
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--
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-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
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-- Therefore, this class is considered to be deprecated
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--
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-- ===
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--
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-- @module Actions.Act_Assist
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-- @image MOOSE.JPG
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do -- ACT_ASSIST
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--- ACT_ASSIST class
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-- @type ACT_ASSIST
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-- @extends Core.Fsm#FSM_PROCESS
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ACT_ASSIST = {
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ClassName = "ACT_ASSIST",
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}
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--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
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-- @param #ACT_ASSIST self
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-- @return #ACT_ASSIST
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function ACT_ASSIST:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIST" ) ) -- Core.Fsm#FSM_PROCESS
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self:AddTransition( "None", "Start", "AwaitSmoke" )
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self:AddTransition( "AwaitSmoke", "Next", "Smoking" )
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self:AddTransition( "Smoking", "Next", "AwaitSmoke" )
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self:AddTransition( "*", "Stop", "Success" )
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self:AddTransition( "*", "Fail", "Failed" )
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self:AddEndState( "Failed" )
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self:AddEndState( "Success" )
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self:SetStartState( "None" )
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return self
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end
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--- Task Events
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--- StateMachine callback function
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-- @param #ACT_ASSIST self
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-- @param Wrapper.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 ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To )
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local ProcessGroup = ProcessUnit:GetGroup()
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local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
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local function MenuSmoke( MenuParam )
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local self = MenuParam.self
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local SmokeColor = MenuParam.SmokeColor
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self.SmokeColor = SmokeColor
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self:__Next( 1 )
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end
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self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
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self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
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self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
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self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
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self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
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self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
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end
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--- StateMachine callback function
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-- @param #ACT_ASSIST self
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-- @param Wrapper.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 ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To )
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self.Menu:Remove() -- When stopped, remove the menus
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end
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end
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do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
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--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
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-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
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-- @field Core.Set#SET_UNIT TargetSetUnit
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-- @field Core.Zone#ZONE_BASE TargetZone
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-- @extends #ACT_ASSIST
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ACT_ASSIST_SMOKE_TARGETS_ZONE = {
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ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE",
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}
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-- function ACT_ASSIST_SMOKE_TARGETS_ZONE:_Destructor()
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-- self:E("_Destructor")
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--
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-- self.Menu:Remove()
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-- self:EventRemoveAll()
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-- end
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--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
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-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param Core.Zone#ZONE_BASE TargetZone
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function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
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local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
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self.TargetSetUnit = TargetSetUnit
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self.TargetZone = TargetZone
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return self
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end
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function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke )
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self.TargetSetUnit = FsmSmoke.TargetSetUnit
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self.TargetZone = FsmSmoke.TargetZone
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end
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--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
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-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param Core.Zone#ZONE_BASE TargetZone
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-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
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function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
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self.TargetSetUnit = TargetSetUnit
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self.TargetZone = TargetZone
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return self
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end
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--- StateMachine callback function
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-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
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-- @param Wrapper.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 ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
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self.TargetSetUnit:ForEachUnit(
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-- @param Wrapper.Unit#UNIT SmokeUnit
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function( SmokeUnit )
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if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
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SCHEDULER:New( self,
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function()
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if SmokeUnit:IsAlive() then
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SmokeUnit:Smoke( self.SmokeColor, 150 )
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end
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end, {}, math.random( 10, 60 )
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)
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end
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end
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)
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end
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end
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