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71 lines
2.0 KiB
Lua
71 lines
2.0 KiB
Lua
--- @module Task2
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--- The TASK2 class
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-- @type TASK2
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-- @field Scheduler#SCHEDULER TaskScheduler
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-- @field Client#CLIENT Client
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-- @field Mission#MISSION Mission
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-- @field StateMachine#STATEMACHINE_TASK Fsm
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-- @extends Base#BASE
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TASK2 = {
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ClassName = "TASK",
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TaskScheduler = nil,
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NextEvent = nil,
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Scores = {},
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}
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--- Instantiates a new TASK Base. Should never be used. Interface Class.
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-- @param #TASK2 self
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-- @return #TASK2 self
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function TASK2:New( Mission, Client )
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local self = BASE:Inherit( self, BASE:New() )
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self:F()
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self.Client = Client
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self.Mission = Mission
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return self
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end
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--- @param #TASK2 self
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function TASK2:NextEvent( NextEvent, ... )
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self:E( NextEvent )
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self.TaskScheduler = SCHEDULER:New( self.Fsm, NextEvent, { self, self.Client, unpack( arg ) }, 1 )
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end
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--- Adds a score for the TASK2 to be achieved.
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-- @param #TASK2 self
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-- @param #string TaskStatus is the status of the TASK2 when the score needs to be given.
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-- @param #string ScoreText is a text describing the score that is given according the status.
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-- @param #number Score is a number providing the score of the status.
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-- @return #TASK2 self
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function TASK2:AddScore( TaskStatus, ScoreText, Score )
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self:F2( { TaskStatus, ScoreText, Score } )
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self.Scores[TaskStatus] = self.Scores[TaskStatus] or {}
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self.Scores[TaskStatus].ScoreText = ScoreText
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self.Scores[TaskStatus].Score = Score
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return self
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end
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--- StateMachine callback function for a TASK2
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-- @param #TASK2 self
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-- @param StateMachine#STATEMACHINE_TASK 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 TASK2:OnStateChange( Fsm, Event, From, To )
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self:E( { Event, From, To, self.Client.ClientName} )
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if self.Scores[To] then
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self.Client:Message( "Score:" .. self.Scores[To].ScoreText .. " " .. To , 15 )
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local Scoring = self.Mission:GetScoring()
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if Scoring then
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Scoring:_AddMissionTaskScore( self.Client, self.Mission:GetName(), self.Scores[To].Score )
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end
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end
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end
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