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83 lines
2.3 KiB
Lua
83 lines
2.3 KiB
Lua
--- @module Task_Route
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--- PROCESS_ROUTE class
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-- @type PROCESS_ROUTE
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-- @field Task#TASK TASK
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-- @field Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Task2#TASK2
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PROCESS_ROUTE = {
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ClassName = "PROCESS_ROUTE",
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}
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--- Creates a new routing state machine. The task will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
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-- @param #PROCESS_ROUTE self
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-- @param Task#TASK Task
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-- @param Unit#UNIT Unit
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-- @return #PROCESS_ROUTE self
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function PROCESS_ROUTE:New( Task, ProcessUnit, TargetZone )
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS:New( Task, ProcessUnit ) ) -- #PROCESS_ROUTE
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self.TargetZone = TargetZone
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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self.DisplayCategory = "Route" -- Route is the default display category
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self.Fsm = STATEMACHINE_PROCESS:New( self, {
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initial = 'UnArrived',
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events = {
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{ name = 'Route', from = 'UnArrived', to = 'Arrived' },
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{ name = 'Fail', from = 'UnArrived', to = 'Failed' },
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},
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callbacks = {
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onleaveUnArrived = self.OnLeaveUnArrived,
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onFail = self.OnFail,
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},
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endstates = {
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'Arrived', 'Failed'
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},
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} )
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return self
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end
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--- Task Events
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--- StateMachine callback function for a TASK2
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-- @param #PROCESS_ROUTE 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_ROUTE:OnLeaveUnArrived( Fsm, Event, From, To )
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local IsInZone = self.ProcessUnit:IsInZone( self.TargetZone )
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if self.DisplayCount >= self.DisplayInterval then
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if not IsInZone then
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local ZoneVec2 = self.TargetZone:GetVec2()
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local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
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local TaskUnitVec2 = self.ProcessUnit:GetVec2()
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local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
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local RouteText = TaskUnitPointVec2:GetBRText( ZonePointVec2 )
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MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( self.ProcessUnit:GetGroup() )
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end
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self.DisplayCount = 1
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else
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self.DisplayCount = self.DisplayCount + 1
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end
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if not IsInZone then
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self:NextEvent( Fsm.Route )
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end
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return IsInZone -- if false, then the event will not be executed...
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end
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