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Progress on Route
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--- @module Task_Route
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--- TASK2_ROUTE_CLIENT class
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-- @type TASK2_ROUTE_CLIENT
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-- @field Mission#MISSION Mission
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-- @field Client#CLIENT Client
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Task2#TASK2
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TASK2_ROUTE_CLIENT = {
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ClassName = "TASK2_ROUTE_CLIENT",
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}
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--- Creates a new routing state machine. The task will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
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-- @param #TASK2_ROUTE_CLIENT self
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-- @param Mission#MISSION Mission
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-- @param Client#CLIENT Client
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-- @return #TASK2_ROUTE_CLIENT self
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function TASK2_ROUTE_CLIENT:New( Mission, Client, TargetZone )
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-- Inherits from BASE
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local self = BASE:Inherit( self, TASK2:New( Mission, Client ) ) -- #TASK2_ROUTE_CLIENT
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self.TargetZone = TargetZone
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self.DisplayInterval = 30
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self.DisplayCount = 1
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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 = "Route" -- Route is the default display category
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self.Fsm = STATEMACHINE_TASK:New( self, {
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initial = 'Unarrived',
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events = {
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{ name = 'Route', from = 'UnArrived', to = 'Arrived' },
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{ name = 'Fail', from = 'UnArrived', to = 'Failed' },
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},
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callbacks = {
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onleaveUnarrived = self.OnBeforeRoute,
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onFail = self.OnFail,
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},
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endstates = {
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'Arrived', 'Failed'
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},
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} )
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return self
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end
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--- Task Events
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--- StateMachine callback function for a TASK2
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-- @param #TASK2_ROUTE_CLIENT 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_ROUTE_CLIENT:OnBeforeRoute( Fsm, Event, From, To )
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self:E( { Event, From, To, self.Client.ClientName } )
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local IsInZone = self.Client:IsInZone( self.TargetZone )
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if self.DisplayCount >= self.DisplayInterval then
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if not IsInZone then
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local ZoneVec2 = self.TargetZone:GetVec2()
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local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
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local ClientVec2 = self.Client:GetVec2()
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local ClientPointVec2 = POINT_VEC2:New( ClientVec2.x, ClientVec2.y )
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local RouteText = ClientPointVec2:GetBRText( ZonePointVec2 )
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self.Client:Message( RouteText, self.DisplayTime, self.DisplayCategory )
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end
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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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if not IsInZone then
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self:NextEvent( Fsm.Route )
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end
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return IsInZone -- if false, then the event will not be executed...
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end
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