FlightControl f9708de598 Progress
2017-02-18 19:51:20 +01:00

145 lines
6.2 KiB
Lua

--- This module contains the TASK_SEAD classes.
--
-- 1) @{#TASK_SEAD} class, extends @{Task#TASK}
-- =================================================
-- The @{#TASK_SEAD} class defines a SEAD task for a @{Set} of Target Units, located at a Target Zone,
-- based on the tasking capabilities defined in @{Task#TASK}.
-- The TASK_SEAD is implemented using a @{Statemachine#FSM_TASK}, and has the following statuses:
--
-- * **None**: Start of the process
-- * **Planned**: The SEAD task is planned. Upon Planned, the sub-process @{Process_Fsm.Assign#ACT_ASSIGN_ACCEPT} is started to accept the task.
-- * **Assigned**: The SEAD task is assigned to a @{Group#GROUP}. Upon Assigned, the sub-process @{Process_Fsm.Route#ACT_ROUTE} is started to route the active Units in the Group to the attack zone.
-- * **Success**: The SEAD task is successfully completed. Upon Success, the sub-process @{Process_SEAD#PROCESS_SEAD} is started to follow-up successful SEADing of the targets assigned in the task.
-- * **Failed**: The SEAD task has failed. This will happen if the player exists the task early, without communicating a possible cancellation to HQ.
--
-- ===
--
-- ### Authors: FlightControl - Design and Programming
--
-- @module Task_SEAD
do -- TASK_SEAD
--- The TASK_SEAD class
-- @type TASK_SEAD
-- @field Set#SET_UNIT TargetSetUnit
-- @extends Tasking.Task#TASK
TASK_SEAD = {
ClassName = "TASK_SEAD",
}
--- Instantiates a new TASK_SEAD.
-- @param #TASK_SEAD self
-- @param Tasking.Mission#MISSION Mission
-- @param Set#SET_GROUP SetGroup The set of groups for which the Task can be assigned.
-- @param #string TaskName The name of the Task.
-- @param Set#SET_UNIT UnitSetTargets
-- @param #number TargetDistance The distance to Target when the Player is considered to have "arrived" at the engagement range.
-- @param Core.Zone#ZONE_BASE TargetZone The target zone, if known.
-- If the TargetZone parameter is specified, the player will be routed to the center of the zone where all the targets are assumed to be.
-- @return #TASK_SEAD self
function TASK_SEAD:New( Mission, SetGroup, TaskName, TargetSetUnit, TargetDistance )
local self = BASE:Inherit( self, TASK:New( Mission, SetGroup, TaskName, "SEAD" ) ) -- Tasking.Task#TASK_SEAD
self:F()
self.TargetSetUnit = TargetSetUnit
self.TargetDistance = TargetDistance
Mission:AddTask( self )
local Fsm = self:GetUnitProcess()
Fsm:AddProcess ( "Planned", "Accept", ACT_ASSIGN_ACCEPT:New( self.TaskBriefing ), { Assigned = "Route", Rejected = "Reject" } )
Fsm:AddTransition( "Assigned", "Route", "Routing" )
Fsm:AddProcess ( "Routing", "RouteToPoint", ACT_ROUTE_POINT:New( self.TargetPointVec2, self.TargetDistance ), { Arrived = "Arrive" } )
Fsm:AddProcess ( "Routing", "RouteToZone", ACT_ROUTE_ZONE:New( self.TargetZone ), { Arrived = "Arrive" } )
Fsm:AddTransition( "Rejected", "Reject", "Aborted" )
Fsm:AddTransition( "Arrived", "Arrive", "Accounting" )
Fsm:AddProcess ( "Accounting", "Account", ACT_ACCOUNT_DEADS:New( self.TargetSetUnit, "SEAD" ), { Accounted = "Success" } )
Fsm:AddProcess ( "Accounting", "Smoke", ACT_ASSIST_SMOKE_TARGETS_ZONE:New( self.TargetSetUnit, self.TargetZone ) )
Fsm:AddTransition( "Accounting", "CheckRange", "Accounting" )
Fsm:AddTransition( "Accounting", "InRange", "Accounting" )
Fsm:AddTransition( "Accounting", "NotInRange", "Assigned" )
Fsm:AddTransition( "Accounting", "Success", "Success" )
Fsm:AddTransition( "Failed", "Fail", "Failed" )
--- Test
-- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param Tasking.Task#TASK_SEAD Task
function Fsm:onenterRouting( TaskUnit, Task )
self:E( { TaskUnit = TaskUnit, Task = Task and Task:GetClassNameAndID() } )
-- Determine the first Unit from the self.TargetSetUnit
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if TargetUnit then
self:E( { TargetZone = Task.TargetZone } )
if Task.TargetZone then
self:__RouteToZone( 0.1 )
else
local TargetPointVec2 = TargetUnit:GetPointVec2()
local RoutePointProcess = self:GetProcess( "Routing", "RouteToPoint" )
RoutePointProcess:SetTargetPointVec2( TargetPointVec2 )
self:__RouteToPoint( 0.1 )
end
end
end
function Fsm:onenterAccounting( TaskUnit, Task )
self:E( { self } )
self:Account()
self:Smoke()
self:__CheckRange( -5 )
end
--- @param #FSM_PROCESS self
-- @param Wrapper.Unit#UNIT TaskUnit
function Fsm:onafterCheckRange( TaskUnit, Task )
self:E( "CheckRange" )
local TargetUnit = Task.TargetSetUnit:GetFirst() -- Wrapper.Unit#UNIT
if TargetUnit then
local PointVec2 = TargetUnit:GetPointVec2()
local Distance = PointVec2:Get2DDistance( TaskUnit:GetPointVec2() )
if Distance > Task.TargetDistance then
self:NotInRange()
else
self:InRange()
end
end
end
function Fsm:onafterNotInRange( TaskUnit )
self:E( "Not In Range" )
-- Stop accounting etc. and go back to routing.
local FsmAccount = self:GetProcess( "Accounting", "Account" )
local FsmSmoke = self:GetProcess( "Accounting", "Smoke" )
FsmAccount:Stop() -- Stop the Accounting
FsmSmoke:Stop() -- Stop the Smoking
self:__Route( 1 )
end
function Fsm:onafterInRange( TaskUnit )
self:E( "In Range" )
self:__CheckRange( -5 )
end
return self
end
--- @param #TASK_SEAD self
function TASK_SEAD:GetPlannedMenuText()
return self:GetStateString() .. " - " .. self:GetTaskName() .. " ( " .. self.TargetSetUnit:GetUnitTypesText() .. " )"
end
--- @param #TASK_SEAD self
function TASK_SEAD:SetTargetZone( TargetZone )
self.TargetZone = TargetZone
end
end