2016-06-30 10:52:37 +02:00

107 lines
2.4 KiB
Lua

--- @module Task2
--- TASK2_SEAD class
-- @type TASK2_SEAD
-- @extends Task2#TASK2
TASK2_SEAD = {
ClassName = "TASK2_SEAD",
StateMachine = {},
}
function TASK2_SEAD:New( Client )
-- Inherits from BASE
local self = BASE:Inherit( self, TASK2:New( Client ) ) -- #TASK2_SEAD
--- @param #TASK2_SEAD self
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Client#CLIENT Client
local function OnAssign( self, Event, From, To, Task, Client )
Task:E( { Event, From, To, Client.ClientName} )
Client:Message( "Assigned", 15 )
Task:NextEvent( self.Await )
end
--- @param #string Event
-- @param #string From
-- @param #string To
local function OnAwait( self, Event, From, To, Task, Client )
Task:E( { Event, From, To, Client.ClientName} )
Client:Message( "Waiting", 15 )
Task:NextEvent( self.Await )
end
--- @param #string Event
-- @param #string From
-- @param #string To
local function OnHitTarget( self, Event, From, To )
end
--- @param #string Event
-- @param #string From
-- @param #string To
local function OnMoreTargets( self, Event, From, To )
end
local function OnKilled( self, Event, From, To )
end
local function OnFailed( self, Event, From, To )
end
local function OnDestroyed( self, Event, From, To )
end
self.StateMachine = STATEMACHINE:New( {
initial = 'Unassigned',
events = {
{ name = 'Assign', from = 'Unassigned', to = 'Assigned' },
{ name = 'Await', from = 'Assigned', to = 'Waiting' },
{ name = 'Await', from = 'Waiting', to = 'Waiting' },
{ name = 'HitTarget', from = 'Waiting', to = 'Destroyed' },
{ name = 'MoreTargets', from = 'Destroyed', to = 'Waiting' },
{ name = 'Killed', from = 'Waiting', to = 'Killed' },
{ name = 'Failed', from = 'Killed', to = 'Unassigned' },
{ name = 'Destroyed', from = 'Destroyed', to = 'Finished' }
},
callbacks = {
onAssign = OnAssign,
onAwait = OnAwait,
onHitTarget = OnHitTarget,
onMoreTargets = OnMoreTargets,
onKilled = OnKilled,
onFailed = OnFailed,
onDestroyed = OnDestroyed,
}
} )
_EVENTDISPATCHER:OnHit( self.OnHit, self )
self:Schedule()
end
--- @param #TASK2_SEAD self
-- @param Event#EVENTDATA Event
function TASK2_SEAD:OnHit( Event )
if Event.IniUnit then
self:NextEvent( self.StateMachine.OnHitTarget )
end
end