FlightControl cb993c4df5 Switched for Event and State Transition handlers the parameter order
The parameters are now: From, Event, To
The old parameter order was: Event, From, To
2016-12-20 09:24:19 +01:00

294 lines
9.8 KiB
Lua

--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIGN state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ACT_ASSIGN **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: Start the tasking acceptance process.
-- * **Assign**: Assign the task.
-- * **Reject**: Reject the task..
--
-- ### ACT_ASSIGN **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **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.
--
-- ### ACT_ASSIGN **States**:
--
-- * **UnAssigned**: The player has not accepted the task.
-- * **Assigned (*)**: The player has accepted the task.
-- * **Rejected (*)**: The player has not accepted the task.
-- * **Waiting**: The process is awaiting player feedback.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ASSIGN state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
-- ## 1.1) ACT_ASSIGN_ACCEPT constructor:
--
-- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object.
--
-- ===
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#ACT_ASSIGN}
--
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
-- The assignment type also allows to reject the task.
--
-- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor:
-- -----------------------------------------
--
-- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object.
--
-- ===
--
-- @module Assign
do -- ACT_ASSIGN
--- ACT_ASSIGN class
-- @type ACT_ASSIGN
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIGN = {
ClassName = "ACT_ASSIGN",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN self
-- @return #ACT_ASSIGN The task acceptance process.
function ACT_ASSIGN:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIGN" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "UnAssigned", "Start", "Waiting" )
self:AddTransition( "Waiting", "Assign", "Assigned" )
self:AddTransition( "Waiting", "Reject", "Rejected" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Assigned" )
self:AddEndState( "Rejected" )
self:AddEndState( "Failed" )
self:SetStartState( "UnAssigned" )
return self
end
end -- ACT_ASSIGN
do -- ACT_ASSIGN_ACCEPT
--- ACT_ASSIGN_ACCEPT class
-- @type ACT_ASSIGN_ACCEPT
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_ACCEPT = {
ClassName = "ACT_ASSIGN_ACCEPT",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
function ACT_ASSIGN_ACCEPT:New( TaskBriefing )
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
function ACT_ASSIGN_ACCEPT:Init( FsmAssign )
self.TaskBriefing = FsmAssign.TaskBriefing
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:E( { ProcessUnit, From, Event, To } )
self:__Assign( 1 )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, From, Event, To )
env.info( "in here" )
self:E( { ProcessUnit, From, Event, To } )
local ProcessGroup = ProcessUnit:GetGroup()
self:Message( "You are assigned to the task " .. self.Task:GetName() )
self.Task:Assign()
end
end -- ACT_ASSIGN_ACCEPT
do -- ACT_ASSIGN_MENU_ACCEPT
--- ACT_ASSIGN_MENU_ACCEPT class
-- @type ACT_ASSIGN_MENU_ACCEPT
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_MENU_ACCEPT = {
ClassName = "ACT_ASSIGN_MENU_ACCEPT",
}
--- Init.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskName
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
self.TaskName = TaskName
self.TaskBriefing = TaskBriefing
return self
end
function ACT_ASSIGN_MENU_ACCEPT:Init( FsmAssign )
self.TaskName = FsmAssign.TaskName
self.TaskBriefing = FsmAssign.TaskBriefing
end
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskName
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
self.TaskBriefing = TaskBriefing
self.TaskName = TaskName
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, From, Event, To )
self:E( { ProcessUnit, From, Event, To } )
self:Message( "Access the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled." )
local ProcessGroup = ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( ProcessGroup, "Task " .. self.TaskName .. " acceptance" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Accept task " .. self.TaskName, self.Menu, self.MenuAssign, self )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( ProcessGroup, "Reject task " .. self.TaskName, self.Menu, self.MenuReject, self )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign()
self:E( )
self:__Assign( 1 )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuReject()
self:E( )
self:__Reject( 1 )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, From, Event, To )
self:E( { ProcessUnit.UnitNameFrom, Event, To } )
self.Menu:Remove()
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, From, Event, To )
self:E( { ProcessUnit.UnitName, From, Event, To } )
self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ...
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
ProcessUnit:Destroy()
end
end -- ACT_ASSIGN_MENU_ACCEPT