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--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ===
--
-- @module Actions.Act_Account
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## 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
--
-- * **Assigned**: 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.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @type ACT_ACCOUNT
-- @field Core.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", "Player", "AccountForPlayer" )
self:AddTransition( "Account", "Other", "AccountForOther" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "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.Unit#UNIT 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:HandleEvent( EVENTS.Hit )
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT 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.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 )
end
end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Core.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 Core.Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT
ACT_ACCOUNT_DEADS = {
ClassName = "ACT_ACCOUNT_DEADS",
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
function ACT_ACCOUNT_DEADS:New()
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
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.Task = self:GetTask()
self.TaskName = self.Task:GetName()
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
local PlayerName = ProcessUnit:GetPlayerName()
local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName]
if PlayerHit == PlayerName then
self:Player( EventData )
else
self:Other( EventData )
end
end
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
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."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
local PlayerName = ProcessUnit:GetPlayerName()
Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 )
if Task.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
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."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
if Task.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniPlayerName and EventData.TgtDCSUnitName then
self.PlayerHits = self.PlayerHits or {}
self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName
end
end
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.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 Core.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
@@ -1,294 +0,0 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIGN 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_ASSIGN **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: Start the tasking acceptance process.
-- * **Assign**: Assign the task.
-- * **Reject**: Reject the task..
--
-- ### ACT_ASSIGN **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ASSIGN **States**:
--
-- * **UnAssigned**: The player has not accepted the task.
-- * **Assigned (*)**: The player has accepted the task.
-- * **Rejected (*)**: The player has not accepted the task.
-- * **Waiting**: The process is awaiting player feedback.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ASSIGN 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.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
--
-- ## 1.1) ACT_ASSIGN_ACCEPT constructor:
--
-- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object.
--
-- ===
--
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
--
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
-- The assignment type also allows to reject the task.
--
-- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor:
-- -----------------------------------------
--
-- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object.
--
-- ===
--
-- @module Actions.Act_Assign
-- @image MOOSE.JPG
do -- ACT_ASSIGN
--- ACT_ASSIGN class
-- @type ACT_ASSIGN
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIGN = {
ClassName = "ACT_ASSIGN",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN self
-- @return #ACT_ASSIGN The task acceptance process.
function ACT_ASSIGN:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIGN" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "UnAssigned", "Start", "Waiting" )
self:AddTransition( "Waiting", "Assign", "Assigned" )
self:AddTransition( "Waiting", "Reject", "Rejected" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Assigned" )
self:AddEndState( "Rejected" )
self:AddEndState( "Failed" )
self:SetStartState( "UnAssigned" )
return self
end
end -- ACT_ASSIGN
do -- ACT_ASSIGN_ACCEPT
--- ACT_ASSIGN_ACCEPT class
-- @type ACT_ASSIGN_ACCEPT
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_ACCEPT = {
ClassName = "ACT_ASSIGN_ACCEPT",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
function ACT_ASSIGN_ACCEPT:New( TaskBriefing )
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
function ACT_ASSIGN_ACCEPT:Init( FsmAssign )
self.TaskBriefing = FsmAssign.TaskBriefing
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:__Assign( 1 )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_ACCEPT
do -- ACT_ASSIGN_MENU_ACCEPT
--- ACT_ASSIGN_MENU_ACCEPT class
-- @type ACT_ASSIGN_MENU_ACCEPT
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_MENU_ACCEPT = {
ClassName = "ACT_ASSIGN_MENU_ACCEPT",
}
--- Init.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing )
self.TaskBriefing = TaskBriefing
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 )
local TaskGroup = ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup )
self:__Reject( 120, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup )
self:__Assign( -1, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup )
self:__Reject( -1, TaskGroup )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Menu:Remove()
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup )
self:F( { TaskGroup = TaskGroup } )
self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ...
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
self.Task:RejectGroup( TaskGroup )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
--self.Task:AssignToGroup( TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_MENU_ACCEPT
@@ -1,220 +0,0 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST 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_ASSIST **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started.
-- * **Next**: The process is smoking the targets in the given zone.
--
-- ### ACT_ASSIST **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ASSIST **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
-- * **Smoking (*)**: The process is smoking the targets in the zone.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ASSIST 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.
--
-- ===
--
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
--
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked.
--
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Act_Assist
-- @image MOOSE.JPG
do -- ACT_ASSIST
--- ACT_ASSIST class
-- @type ACT_ASSIST
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIST = {
ClassName = "ACT_ASSIST",
}
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST self
-- @return #ACT_ASSIST
function ACT_ASSIST:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIST" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "None", "Start", "AwaitSmoke" )
self:AddTransition( "AwaitSmoke", "Next", "Smoking" )
self:AddTransition( "Smoking", "Next", "AwaitSmoke" )
self:AddTransition( "*", "Stop", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Failed" )
self:AddEndState( "Success" )
self:SetStartState( "None" )
return self
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ASSIST self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To )
local ProcessGroup = ProcessUnit:GetGroup()
local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
local function MenuSmoke( MenuParam )
local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor
self:__Next( 1 )
end
self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
end
--- StateMachine callback function
-- @param #ACT_ASSIST self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To )
self.Menu:Remove() -- When stopped, remove the menus
end
end
do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIST
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE",
}
-- function ACT_ASSIST_SMOKE_TARGETS_ZONE:_Destructor()
-- self:E("_Destructor")
--
-- self.Menu:Remove()
-- self:EventRemoveAll()
-- end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke )
self.TargetSetUnit = FsmSmoke.TargetSetUnit
self.TargetZone = FsmSmoke.TargetZone
end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit(
-- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( self.SmokeColor, 150 )
end
end, {}, math.random( 10, 60 )
)
end
end
)
end
end
@@ -1,485 +0,0 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE 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_ROUTE **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started. The process will go into the Report state.
-- * **Report**: The process is reporting to the player the route to be followed.
-- * **Route**: The process is routing the controllable.
-- * **Pause**: The process is pausing the route of the controllable.
-- * **Arrive**: The controllable has arrived at a route point.
-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
--
-- ### ACT_ROUTE **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ROUTE **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **Arrived (*)**: The controllable has arrived at a route point.
-- * **Aborted (*)**: The controllable has aborted the route path.
-- * **Routing**: The controllable is understay to the route point.
-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
-- * **Success (*)**: All route points were reached.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ROUTE 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.
--
-- ===
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
-- # 1.1) ACT_ROUTE_ZONE constructor:
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Act_Route
-- @image MOOSE.JPG
do -- ACT_ROUTE
--- ACT_ROUTE class
-- @type ACT_ROUTE
-- @field Tasking.Task#TASK TASK
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE Zone
-- @field Core.Point#COORDINATE Coordinate
-- @extends Core.Fsm#FSM_PROCESS
ACT_ROUTE = {
ClassName = "ACT_ROUTE",
}
--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE self
function ACT_ROUTE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "*", "Reset", "None" )
self:AddTransition( "None", "Start", "Routing" )
self:AddTransition( "*", "Report", "*" )
self:AddTransition( "Routing", "Route", "Routing" )
self:AddTransition( "Routing", "Pause", "Pausing" )
self:AddTransition( "Routing", "Arrive", "Arrived" )
self:AddTransition( "*", "Cancel", "Cancelled" )
self:AddTransition( "Arrived", "Success", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddTransition( "", "", "" )
self:AddTransition( "", "", "" )
self:AddEndState( "Arrived" )
self:AddEndState( "Failed" )
self:AddEndState( "Cancelled" )
self:SetStartState( "None" )
self:SetRouteMode( "C" )
return self
end
--- Set a Cancel Menu item.
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag )
self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
MenuGroup,
MenuText,
ParentMenu,
self.MenuCancel,
self
):SetTime( MenuTime ):SetTag( MenuTag )
ParentMenu:SetTime( MenuTime )
ParentMenu:Remove( MenuTime, MenuTag )
return self
end
--- Set the route mode.
-- There are 2 route modes supported:
--
-- * SetRouteMode( "B" ): Route mode is Bearing and Range.
-- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup.
--
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE
function ACT_ROUTE:SetRouteMode( RouteMode )
self.RouteMode = RouteMode
return self
end
--- Get the routing text to be displayed.
-- The route mode determines the text displayed.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT Controllable
-- @return #string
function ACT_ROUTE:GetRouteText( Controllable )
local RouteText = ""
local Coordinate = nil -- Core.Point#COORDINATE
if self.Coordinate then
Coordinate = self.Coordinate
end
if self.Zone then
Coordinate = self.Zone:GetPointVec3( self.Altitude )
Coordinate:SetHeading( self.Heading )
end
local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G).
local CC = self:GetTask():GetMission():GetCommandCenter()
if CC then
if CC:IsModeWWII() then
-- Find closest reference point to the target.
local ShortestDistance = 0
local ShortestReferencePoint = nil
local ShortestReferenceName = ""
self:F( { CC.ReferencePoints } )
for ZoneName, Zone in pairs( CC.ReferencePoints ) do
self:F( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
self:F( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance
ShortestReferencePoint = ZoneCoord
ShortestReferenceName = CC.ReferenceNames[ZoneName]
end
end
if ShortestReferencePoint then
RouteText = Coordinate:ToStringFromRP( ShortestReferencePoint, ShortestReferenceName, Controllable )
end
else
RouteText = Coordinate:ToString( Controllable, nil, Task )
end
end
return RouteText
end
function ACT_ROUTE:MenuCancel()
self:F("Cancelled")
self.CancelMenuGroupCommand:Remove()
self:__Cancel( 1 )
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To )
self:__Route( 1 )
end
--- Check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE:onfuncHasArrived( ProcessUnit )
return false
end
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
if self.DisplayCount >= self.DisplayInterval then
self:T( { HasArrived = HasArrived } )
if not HasArrived then
self:Report()
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
if HasArrived then
self:__Arrive( 1 )
else
self:__Route( 1 )
end
return HasArrived -- if false, then the event will not be executed...
end
return false
end
end -- ACT_ROUTE
do -- ACT_ROUTE_POINT
--- ACT_ROUTE_POINT class
-- @type ACT_ROUTE_POINT
-- @field Tasking.Task#TASK TASK
-- @extends #ACT_ROUTE
ACT_ROUTE_POINT = {
ClassName = "ACT_ROUTE_POINT",
}
--- Creates a new routing state machine.
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
-- @param #ACT_ROUTE_POINT self
-- @param Core.Point#COORDINATE The Coordinate to Target.
-- @param #number Range The Distance to Target.
-- @param Core.Zone#ZONE_BASE Zone
function ACT_ROUTE_POINT:New( Coordinate, Range )
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT
self.Coordinate = Coordinate
self.Range = Range or 0
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
return self
end
--- Creates a new routing state machine.
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
-- @param #ACT_ROUTE_POINT self
function ACT_ROUTE_POINT:Init( FsmRoute )
self.Coordinate = FsmRoute.Coordinate
self.Range = FsmRoute.Range or 0
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self:SetStartState("None")
end
--- Set Coordinate
-- @param #ACT_ROUTE_POINT self
-- @param Core.Point#COORDINATE Coordinate The Coordinate to route to.
function ACT_ROUTE_POINT:SetCoordinate( Coordinate )
self:F2( { Coordinate } )
self.Coordinate = Coordinate
end
--- Get Coordinate
-- @param #ACT_ROUTE_POINT self
-- @return Core.Point#COORDINATE Coordinate The Coordinate to route to.
function ACT_ROUTE_POINT:GetCoordinate()
self:F2( { self.Coordinate } )
return self.Coordinate
end
--- Set Range around Coordinate
-- @param #ACT_ROUTE_POINT self
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
function ACT_ROUTE_POINT:SetRange( Range )
self:F2( { Range } )
self.Range = Range or 10000
end
--- Get Range around Coordinate
-- @param #ACT_ROUTE_POINT self
-- @return #number The Range to consider the arrival. Default is 10000 meters.
function ACT_ROUTE_POINT:GetRange()
self:F2( { self.Range } )
return self.Range
end
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsAlive() then
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
if Distance <= self.Range then
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
return true
end
end
return false
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
end -- ACT_ROUTE_POINT
do -- ACT_ROUTE_ZONE
--- ACT_ROUTE_ZONE class
-- @type ACT_ROUTE_ZONE
-- @field Tasking.Task#TASK TASK
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE Zone
-- @extends #ACT_ROUTE
ACT_ROUTE_ZONE = {
ClassName = "ACT_ROUTE_ZONE",
}
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
-- @param #ACT_ROUTE_ZONE self
-- @param Core.Zone#ZONE_BASE Zone
function ACT_ROUTE_ZONE:New( Zone )
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
self.Zone = Zone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
return self
end
function ACT_ROUTE_ZONE:Init( FsmRoute )
self.Zone = FsmRoute.Zone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
end
--- Set Zone
-- @param #ACT_ROUTE_ZONE self
-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
-- @param #number Altitude
-- @param #number Heading
function ACT_ROUTE_ZONE:SetZone( Zone, Altitude, Heading ) -- R2.2 Added altitude and heading
self.Zone = Zone
self.Altitude = Altitude
self.Heading = Heading
end
--- Get Zone
-- @param #ACT_ROUTE_ZONE self
-- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to.
function ACT_ROUTE_ZONE:GetZone()
return self.Zone
end
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsInZone( self.Zone ) then
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
return ProcessUnit:IsInZone( self.Zone )
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE_ZONE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
self:F( { ProcessUnit = ProcessUnit } )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
end -- ACT_ROUTE_ZONE