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310 lines
11 KiB
Lua
310 lines
11 KiB
Lua
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
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--
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-- 
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--
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-- ===
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--
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-- @module Actions.Account
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-- @image MOOSE.JPG
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do -- ACT_ACCOUNT
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--- # @{#ACT_ACCOUNT} FSM class, extends @{Fsm#FSM_PROCESS}
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--
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-- ## ACT_ACCOUNT state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### ACT_ACCOUNT States
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--
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-- * **Asigned**: The player is assigned.
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-- * **Waiting**: Waiting for an event.
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-- * **Report**: Reporting.
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-- * **Account**: Account for an event.
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-- * **Accounted**: All events have been accounted for, end of the process.
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-- * **Failed**: Failed the process.
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--
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-- ### ACT_ACCOUNT Events
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--
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-- * **Start**: Start the process.
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-- * **Wait**: Wait for an event.
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-- * **Report**: Report the status of the accounting.
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-- * **Event**: An event happened, process the event.
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-- * **More**: More targets.
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-- * **NoMore (*)**: No more targets.
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-- * **Fail (*)**: The action process has failed.
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--
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-- (*) End states of the process.
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--
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-- ### ACT_ACCOUNT state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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--
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-- * **Before** the state transition.
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-- The state transition method needs to start with the name **OnBefore + the name of the state**.
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-- If the state transition method returns false, then the processing of the state transition will not be done!
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-- If you want to change the behaviour of the AIControllable at this event, return false,
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-- but then you'll need to specify your own logic using the AIControllable!
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--
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-- * **After** the state transition.
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- @type ACT_ACCOUNT
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-- @field Core.Set#SET_UNIT TargetSetUnit
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-- @extends Core.Fsm#FSM_PROCESS
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ACT_ACCOUNT = {
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ClassName = "ACT_ACCOUNT",
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TargetSetUnit = nil,
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}
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--- Creates a new DESTROY process.
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-- @param #ACT_ACCOUNT self
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-- @return #ACT_ACCOUNT
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function ACT_ACCOUNT:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
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self:AddTransition( "Assigned", "Start", "Waiting" )
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self:AddTransition( "*", "Wait", "Waiting" )
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self:AddTransition( "*", "Report", "Report" )
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self:AddTransition( "*", "Event", "Account" )
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self:AddTransition( "Account", "Player", "AccountForPlayer" )
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self:AddTransition( "Account", "Other", "AccountForOther" )
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self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" )
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self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" )
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self:AddTransition( "*", "Fail", "Failed" )
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self:AddEndState( "Failed" )
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self:SetStartState( "Assigned" )
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return self
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end
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--- Process Events
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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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 ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To )
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self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
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self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash )
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self:HandleEvent( EVENTS.Hit )
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self:__Wait( 1 )
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end
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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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 ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To )
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if self.DisplayCount >= self.DisplayInterval then
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self:Report()
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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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return true -- Process always the event.
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end
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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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 ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
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self:__NoMore( 1 )
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end
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end -- ACT_ACCOUNT
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do -- ACT_ACCOUNT_DEADS
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--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Fsm.Account#ACT_ACCOUNT}
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--
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-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
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-- The process is given a @{Set} of units that will be tracked upon successful destruction.
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-- The process will end after each target has been successfully destroyed.
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-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
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--
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--
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-- ## ACT_ACCOUNT_DEADS constructor:
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--
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-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
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--
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-- @type ACT_ACCOUNT_DEADS
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-- @field Core.Set#SET_UNIT TargetSetUnit
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-- @extends #ACT_ACCOUNT
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ACT_ACCOUNT_DEADS = {
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ClassName = "ACT_ACCOUNT_DEADS",
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}
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--- Creates a new DESTROY process.
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Core.Set#SET_UNIT TargetSetUnit
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-- @param #string TaskName
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function ACT_ACCOUNT_DEADS:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
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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 = "HQ" -- Targets is the default display category
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return self
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end
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function ACT_ACCOUNT_DEADS:Init( FsmAccount )
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self.Task = self:GetTask()
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self.TaskName = self.Task:GetName()
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end
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--- Process Events
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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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 ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
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local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed."
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self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
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end
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param Tasking.Task#TASK Task
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData )
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self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
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if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
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local PlayerName = ProcessUnit:GetPlayerName()
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local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName]
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if PlayerHit == PlayerName then
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self:Player( EventData )
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else
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self:Other( EventData )
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end
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end
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end
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param Tasking.Task#TASK Task
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData )
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self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
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local TaskGroup = ProcessUnit:GetGroup()
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Task.TargetSetUnit:Remove( EventData.IniUnitName )
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local MessageText = "You have destroyed a target.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
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self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
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local PlayerName = ProcessUnit:GetPlayerName()
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Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 )
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if Task.TargetSetUnit:Count() > 0 then
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self:__More( 1 )
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else
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self:__NoMore( 1 )
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end
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end
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--- StateMachine callback function
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-- @param #ACT_ACCOUNT_DEADS self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param Tasking.Task#TASK Task
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-- @param #string From
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-- @param #string Event
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-- @param #string To
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData )
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self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
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local TaskGroup = ProcessUnit:GetGroup()
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Task.TargetSetUnit:Remove( EventData.IniUnitName )
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local MessageText = "One of the task targets has been destroyed.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
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self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
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if Task.TargetSetUnit:Count() > 0 then
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self:__More( 1 )
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else
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self:__NoMore( 1 )
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end
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end
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--- DCS Events
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--- @param #ACT_ACCOUNT_DEADS self
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
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self:T( { "EventDead", EventData } )
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if EventData.IniPlayerName and EventData.TgtDCSUnitName then
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self.PlayerHits = self.PlayerHits or {}
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self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName
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end
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end
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--- @param #ACT_ACCOUNT_DEADS self
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
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self:T( { "EventDead", EventData } )
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if EventData.IniDCSUnit then
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self:Event( EventData )
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end
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end
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--- DCS Events
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--- @param #ACT_ACCOUNT_DEADS self
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-- @param Core.Event#EVENTDATA EventData
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function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
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self:T( { "EventDead", EventData } )
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if EventData.IniDCSUnit then
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self:Event( EventData )
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end
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end
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end -- ACT_ACCOUNT DEADS
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