2017-06-23 21:54:59 +02:00

263 lines
8.7 KiB
Lua

--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Unit}s.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
--
-- ===
--
-- @module Account
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
--
-- ## ACT_ACCOUNT 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_ACCOUNT States
--
-- * **Asigned**: The player is assigned.
-- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting.
-- * **Account**: Account for an event.
-- * **Accounted**: All events have been accounted for, end of the process.
-- * **Failed**: Failed the process.
--
-- ### ACT_ACCOUNT Events
--
-- * **Start**: Start the process.
-- * **Wait**: Wait for an event.
-- * **Report**: Report the status of the accounting.
-- * **Event**: An event happened, process the event.
-- * **More**: More targets.
-- * **NoMore (*)**: No more targets.
-- * **Fail (*)**: The action process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ACCOUNT 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.
--
-- @type ACT_ACCOUNT
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
ACT_ACCOUNT = {
ClassName = "ACT_ACCOUNT",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT self
-- @return #ACT_ACCOUNT
function ACT_ACCOUNT:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "Assigned", "Start", "Waiting")
self:AddTransition( "*", "Wait", "Waiting")
self:AddTransition( "*", "Report", "Report")
self:AddTransition( "*", "Event", "Account")
self:AddTransition( "Account", "More", "Wait")
self:AddTransition( "Account", "NoMore", "Accounted")
self:AddTransition( "*", "Fail", "Failed")
self:AddEndState( "Failed" )
self:SetStartState( "Assigned" )
return self
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To )
self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash )
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To )
if self.DisplayCount >= self.DisplayInterval then
self:Report()
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
self:__NoMore( 1 )
end
end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACT_ACCOUNT_DEADS constructor:
--
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- @type ACT_ACCOUNT_DEADS
-- @field Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT
ACT_ACCOUNT_DEADS = {
ClassName = "ACT_ACCOUNT_DEADS",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
function ACT_ACCOUNT_DEADS:New( TargetSetUnit, TaskName )
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
self.TargetSetUnit = TargetSetUnit
self.TaskName = TaskName
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
return self
end
function ACT_ACCOUNT_DEADS:Init( FsmAccount )
self.TargetSetUnit = FsmAccount.TargetSetUnit
self.TaskName = FsmAccount.TaskName
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
self:E( { ProcessUnit, From, Event, To } )
self:Message( "Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed." )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterAccount( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit, EventData, From, Event, To } )
self:T( { self.Controllable } )
self.TargetSetUnit:Flush()
self:T( { "Before sending Message", EventData.IniUnitName, self.TargetSetUnit:FindUnit( EventData.IniUnitName ) } )
if self.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
self:T( "Sending Message" )
local TaskGroup = ProcessUnit:GetGroup()
self.TargetSetUnit:Remove( EventData.IniUnitName )
self:Message( "Target destroyed. Your group with assigned " .. self.TaskName .. " task has " .. self.TargetSetUnit:Count() .. " targets ( " .. self.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed." )
end
self:T( { "After sending Message" } )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To )
if self.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then
self:Event( EventData )
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then
self:Event( EventData )
end
end
end -- ACT_ACCOUNT DEADS