Module Task

Tasking -- This module contains the TASK class, the main engine to run human taskings.


Author: FlightControl

Contributions:


Global(s)

TASK

TASK class, extends Core.Base#BASE

The TASK class implements the methods for task orchestration within MOOSE.

Type TASK

TASK:Abort()

FSM Abort synchronous event function for TASK.

TASK:AbortGroup(PlayerGroup)

A group aborting the task.

TASK:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

TASK:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

TASK:AssignToGroup(TaskGroup)

Assign the Task to a Wrapper.Group.

TASK:AssignToUnit(TaskUnit)

Assign the Task to an alive Wrapper.Unit.

TASK:Cancel()

FSM Cancel synchronous event function for TASK.

TASK:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the Task.

TASK.CommandCenter
TASK:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

TASK.DetectedItem
TASK.Detection
TASK.Dispatcher
TASK:Fail()

FSM Fail synchronous event function for TASK.

TASK:FailProcesses(TaskUnitName)
TASK.FsmTemplate
TASK:GetBriefing()

Gets the Task briefing.

TASK:GetGroups()

Gets the SET_GROUP assigned to the TASK.

TASK:GetID()

Gets the ID of the Task

TASK:GetMission()

Gets the Mission to where the TASK belongs.

TASK:GetName()

Gets the Name of the Task

TASK:GetPlayerCount()

Create a count of the players in the Task.

TASK:GetPlayerNames()

Create a list of the players in the Task.

TASK:GetPlayerProgress(PlayerName)
TASK:GetProcessTemplate(ProcessName)

Get the default or currently assigned Process template with key ProcessName.

TASK:GetScoring()

Gets the Scoring of the task

TASK:GetStateMachine(TaskUnit)

Gets the FiniteStateMachine of Task with key TaskWrapper.Unit

TASK:GetStateString()

Gets the Task status.

TASK:GetTaskBriefing()

Returns the Task briefing.

TASK:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

TASK:GetTaskIndex()

Gets the Task Index, which is a combination of the Task type, the Task name.

TASK:GetTaskName()

Returns the Task name.

TASK:GetType()

Gets the Type of the Task

TASK:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

TASK:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

TASK:HasAliveUnits()

Returns if the Task has still alive and assigned Units.

TASK:HasGroup(FindGroup)
TASK:HasStateMachine(TaskUnit)

Checks if there is a FiniteStateMachine assigned to TaskWrapper.Unit for Task

TASK:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

TASK:IsGroupAssigned(TaskGroup)

Returns if the Task is assigned to the Group.

TASK:IsStateAborted()

Is the Task status Aborted.

TASK:IsStateAssigned()

Is the Task status Assigned.

TASK:IsStateCancelled()

Is the Task status Cancelled.

TASK:IsStateFailed()

Is the Task status Failed.

TASK:IsStateHold()

Is the Task status Hold.

TASK:IsStatePlanned()

Is the Task status Planned.

TASK:IsStateReplanned()

Is the Task status Replanned.

TASK:IsStateSuccess()

Is the Task status Success.

TASK:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

TASK:MenuAssignToGroup(TaskGroup)
TASK.MenuAssigned
TASK:MenuMarkToGroup(TaskGroup)
TASK.MenuPlanned
TASK:MenuTaskAbort(TaskGroup)

Report the task status.

TASK:MenuTaskStatus(TaskGroup)

Report the task status.

TASK:MessageToGroups(Message)

Send a message of the Task to the assigned Wrapper.Groups.

TASK.Mission
TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

TASK:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

TASK:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

TASK:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

TASK:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

TASK:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

TASK:RefreshMenus(TaskGroup, MenuTime)

Remove the menu option of the Task for a Wrapper.Group.

TASK:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

TASK:RejectGroup(PlayerGroup)

A group rejecting a planned task.

TASK:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

Remove the assigned menu option of the Task for a Wrapper.Group.

TASK:RemoveMenu(MenuTime)

Remove the menu options of the Task to all the groups in the SetGroup.

TASK:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from Task with key TaskWrapper.Unit

TASK:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

TASK:Replan()

FSM Replan synchronous event function for TASK.

TASK:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

TASK:ReportOverview(ReportGroup)

Create an overiew report of the Task.

TASK:ReportSummary(ReportGroup)

Create a summary report of the Task.

TASK:SendBriefingToAssignedGroups()

Send the briefng message of the Task to the assigned Wrapper.Groups.

TASK:SetAssignMethod(AcceptClass)
TASK:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the Task.

TASK:SetBriefing(TaskBriefing)

Sets a Task briefing.

TASK:SetDetection(Detection, DetectedItem)

Set detection of a task

TASK:SetDispatcher(Dispatcher)

Set dispatcher of a task

TASK.SetGroup

The Set of Groups assigned to the Task

TASK:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the Task.

TASK:SetID(TaskID)

Sets the ID of the Task

TASK:SetMenu(MenuTime)

Set the menu options of the Task to all the groups in the SetGroup.

TASK:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

TASK:SetName(TaskName)

Sets the Name of the Task

TASK:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the Task.

TASK:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

TASK:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when progress has been made by the player.

TASK:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

TASK:SetStateMachine(TaskUnit, Fsm)

Add a FiniteStateMachine to Task with key TaskWrapper.Unit

TASK:SetTimeOut(Timer)

Sets the TimeOut for the Task.

TASK:SetType(TaskType)

Sets the Type of the Task

TASK:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

TASK:StateAborted()

Sets a Task to status Aborted.

TASK:StateAssigned()

Sets a Task to status Assigned.

TASK:StateCancelled()

Sets a Task to status Cancelled.

TASK:StateFailed()

Sets a Task to status Failed.

TASK:StateHold()

Sets a Task to status Hold.

TASK:StatePlanned()

Sets a Task to status Planned.

TASK:StateReplanned()

Sets a Task to status Replanned.

TASK:StateSuccess()

Sets a Task to status Success.

TASK:Success()

FSM Success synchronous event function for TASK.

TASK.TaskBriefing
TASK.TaskControlMenu
TASK.TaskControlMenuTime
TASK.TaskID
TASK.TaskInfo
TASK.TaskName
TASK.TaskProgress
TASK.TaskScheduler
TASK.TaskType
TASK.TimeOut
TASK:UnAssignFromGroup(TaskGroup)

UnAssign the Task from a Wrapper.Group.

TASK:UnAssignFromGroups()

UnAssign the Task from the Wrapper.Groups.

TASK:UnAssignFromUnit(TaskUnit)

UnAssign the Task from an alive Wrapper.Unit.

TASK:__Abort()

FSM Abort asynchronous event function for TASK.

TASK:__Cancel()

FSM Cancel asynchronous event function for TASK.

TASK:__Fail()

FSM Fail asynchronous event function for TASK.

TASK:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

TASK:__Replan()

FSM Replan asynchronous event function for TASK.

TASK:__Success()

FSM Success asynchronous event function for TASK.

TASK:onafterReplan(From, Event, To)

FSM function for a TASK

TASK:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

TASK:onenterAborted(From, Event, To)

FSM function for a TASK

TASK:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

TASK:onenterCancelled(From, Event, To)

FSM function for a TASK

TASK:onenterFailed(From, Event, To)

FSM function for a TASK

TASK:onenterPlanned(Event, From, To)

FSM function for a TASK

TASK:onenterSuccess(Event, From, To)

FSM function for a TASK

TASK:onstatechange(Event, From, To)

FSM function for a TASK

Global(s)

#TASK TASK

TASK class, extends Core.Base#BASE

The TASK class implements the methods for task orchestration within MOOSE.

The class provides a couple of methods to:

1.2) Set and enquire task status (beyond the task state machine processing).

A task needs to implement as a minimum the following task states:

  • Success: Expresses the successful execution and finalization of the task.
  • Failed: Expresses the failure of a task.
  • Planned: Expresses that the task is created, but not yet in execution and is not assigned yet.
  • Assigned: Expresses that the task is assigned to a Group of players, and that the task is in execution mode.

A task may also implement the following task states:

  • Rejected: Expresses that the task is rejected by a player, who was requested to accept the task.
  • Cancelled: Expresses that the task is cancelled by HQ or through a logical situation where a cancellation of the task is required.

A task can implement more statusses than the ones outlined above. Please consult the documentation of the specific tasks to understand the different status modelled.

The status of tasks can be set by the methods State followed by the task status. An example is StateAssigned(). The status of tasks can be enquired by the methods IsState followed by the task status name. An example is if IsStateAssigned() then.

1.3) Add scoring when reaching a certain task status:

Upon reaching a certain task status in a task, additional scoring can be given. If the Mission has a scoring system attached, the scores will be added to the mission scoring. Use the method TASK.AddScore() to add scores when a status is reached.

1.4) Task briefing:

A task briefing can be given that is shown to the player when he is assigned to the task.

Type Task

Type TASK

Extends Core.Fsm#FSM_TASK

Field(s)

TASK:Abort()

FSM Abort synchronous event function for TASK.

Use this event to Abort the Task.

TASK:AbortGroup(PlayerGroup)

A group aborting the task.

Parameter

Return value

#TASK:

TASK:AddGroups(GroupSet)

Gets the SET_GROUP assigned to the TASK.

Parameter

Return value

Core.Set#SET_GROUP:

TASK:AddProgress(PlayerName, ProgressText, ProgressTime, ProgressPoints)

Add Task Progress for a Player Name

Parameters

  • #string PlayerName : The name of the player.

  • #string ProgressText : The text that explains the Progress achieved.

  • #number ProgressTime : The time the progress was achieved.

  • ProgressPoints :

Return value

#TASK:

TASK:AssignToGroup(TaskGroup)

Assign the Task to a Wrapper.Group.

Parameter

Return value

#TASK:

TASK:AssignToUnit(TaskUnit)

Assign the Task to an alive Wrapper.Unit.

Parameter

Return value

#TASK: self

TASK:Cancel()

FSM Cancel synchronous event function for TASK.

Use this event to Cancel the Task.

TASK:ClearGroupAssignment(TaskGroup)

Clear the Wrapper.Group assignment from the Task.

Parameter

Return value

#TASK:

Tasking.CommandCenter#COMMANDCENTER TASK.CommandCenter
TASK:CrashGroup(PlayerGroup)

A group crashing and thus aborting from the task.

Parameter

Return value

#TASK:

TASK.DetectedItem
TASK.Detection
TASK.Dispatcher
TASK:Fail()

FSM Fail synchronous event function for TASK.

Use this event to Fail the Task.

TASK:FailProcesses(TaskUnitName)

TODO: Obscolete? - Fail processes from Task with key Wrapper.Unit @param #TASK self @param #string TaskUnitName @return #TASK self

Parameter

  • TaskUnitName :

Core.Fsm#FSM_PROCESS TASK.FsmTemplate
TASK:GetBriefing()

Gets the Task briefing.

Return value

#string: The briefing text.

TASK:GetGroups()

Gets the SET_GROUP assigned to the TASK.

Return value

Core.Set#SET_GROUP:

TASK:GetID()

Gets the ID of the Task

Return value

#string: TaskID

TASK:GetMission()

Gets the Mission to where the TASK belongs.

Return value

Tasking.Mission#MISSION:

TASK:GetName()

Gets the Name of the Task

Return value

#string: The Task Name

TASK:GetPlayerCount()

Create a count of the players in the Task.

Return value

#number: The total number of players in the task.

TASK:GetPlayerNames()

Create a list of the players in the Task.

Return value

#map<#string,Wrapper.Group#GROUP>: A map of the players

TASK:GetPlayerProgress(PlayerName)

Parameter

  • PlayerName :

TASK:GetProcessTemplate(ProcessName)

Get the default or currently assigned Process template with key ProcessName.

Parameter

  • #string ProcessName :

Return value

Core.Fsm#FSM_PROCESS:

TASK:GetScoring()

Gets the Scoring of the task

Return value

Functional.Scoring#SCORING: Scoring

TASK:GetStateMachine(TaskUnit)

Gets the FiniteStateMachine of Task with key TaskWrapper.Unit

Parameter

Return value

Core.Fsm#FSM_PROCESS:

TASK:GetStateString()

Gets the Task status.

TASK:GetTaskBriefing()

Returns the Task briefing.

Return value

#string: Task briefing.

TASK:GetTaskControlMenu(TaskUnit, TaskName)

Get Task Control Menu

Parameters

Return value

Core.Menu#MENU_GROUP: TaskControlMenu The Task Control Menu

TASK:GetTaskIndex()

Gets the Task Index, which is a combination of the Task type, the Task name.

Return value

#string: The Task ID

TASK:GetTaskName()

Returns the Task name.

Return value

#string: TaskName

TASK:GetType()

Gets the Type of the Task

Return value

#string: TaskType

TASK:GetUnitProcess(TaskUnit)

Get the Task FSM Process Template

Parameter

  • TaskUnit :

Return value

Core.Fsm#FSM_PROCESS:

TASK:Goal(PlayerUnit, PlayerName)

Goal Trigger for TASK

Parameters

TASK:HasAliveUnits()

Returns if the Task has still alive and assigned Units.

Return value

#boolean:

TASK:HasGroup(FindGroup)

Parameter

Return value

#boolean:

TASK:HasStateMachine(TaskUnit)

Checks if there is a FiniteStateMachine assigned to TaskWrapper.Unit for Task

Parameter

Return value

#TASK: self

TASK:InitTaskControlMenu(TaskUnit)

Init Task Control Menu

Parameter

Return value

Task Control Menu Refresh ID

TASK:IsGroupAssigned(TaskGroup)

Returns if the Task is assigned to the Group.

Parameter

Return value

#boolean:

TASK:IsStateAborted()

Is the Task status Aborted.

TASK:IsStateAssigned()

Is the Task status Assigned.

TASK:IsStateCancelled()

Is the Task status Cancelled.

TASK:IsStateFailed()

Is the Task status Failed.

TASK:IsStateHold()

Is the Task status Hold.

TASK:IsStatePlanned()

Is the Task status Planned.

TASK:IsStateReplanned()

Is the Task status Replanned.

TASK:IsStateSuccess()

Is the Task status Success.

TASK:JoinUnit(PlayerUnit, PlayerGroup)

Add a PlayerUnit to join the Task.

For each Group within the Task, the Unit is checked if it can join the Task. If the Unit was not part of the Task, false is returned. If the Unit is part of the Task, true is returned.

Parameters

Return value

#boolean: true if Unit is part of the Task.

TASK:MenuAssignToGroup(TaskGroup)

Parameter

TASK.MenuAssigned
TASK:MenuMarkToGroup(TaskGroup)

Parameter

TASK.MenuPlanned
TASK:MenuTaskAbort(TaskGroup)

Report the task status.

Parameter

  • TaskGroup :

TASK:MenuTaskStatus(TaskGroup)

Report the task status.

Parameter

  • TaskGroup :

TASK:MessageToGroups(Message)

Send a message of the Task to the assigned Wrapper.Groups.

Parameter

  • Message :

Tasking.Mission#MISSION TASK.Mission
TASK:New(Mission, SetGroupAssign, TaskName, TaskType, TaskBriefing)

Instantiates a new TASK.

Should never be used. Interface Class.

Parameters

  • Tasking.Mission#MISSION Mission : The mission wherein the Task is registered.

  • Core.Set#SET_GROUP SetGroupAssign : The set of groups for which the Task can be assigned.

  • #string TaskName : The name of the Task

  • #string TaskType : The type of the Task

  • TaskBriefing :

Return value

#TASK: self

TASK:OnAfterGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnAfter for TASK

Parameters

  • #string From :

  • #string Event :

  • #string To :

  • Wrapper.Unit#UNIT PlayerUnit : The Wrapper.Unit of the player.

  • #string PlayerName : The name of the player.

TASK:OnAfterPlayerAborted(PlayerUnit, PlayerName)

FSM PlayerAborted event handler prototype for TASK.

Parameters

  • Wrapper.Unit#UNIT PlayerUnit : The Unit of the Player when he went back to spectators or left the mission.

  • #string PlayerName : The name of the Player.

TASK:OnAfterPlayerCrashed(PlayerUnit, PlayerName)

FSM PlayerCrashed event handler prototype for TASK.

Parameters

  • Wrapper.Unit#UNIT PlayerUnit : The Unit of the Player when he crashed in the mission.

  • #string PlayerName : The name of the Player.

TASK:OnAfterPlayerDead(PlayerUnit, PlayerName)

FSM PlayerDead event handler prototype for TASK.

Parameters

  • Wrapper.Unit#UNIT PlayerUnit : The Unit of the Player when he died in the mission.

  • #string PlayerName : The name of the Player.

TASK:OnBeforeGoal(From, Event, To, PlayerUnit, PlayerName)

Goal Handler OnBefore for TASK

Parameters

  • #string From :

  • #string Event :

  • #string To :

  • Wrapper.Unit#UNIT PlayerUnit : The Wrapper.Unit of the player.

  • #string PlayerName : The name of the player.

Return value

#boolean:

TASK:RefreshMenus(TaskGroup, MenuTime)

Remove the menu option of the Task for a Wrapper.Group.

Parameters

Return value

#TASK: self

TASK:RefreshTaskControlMenu(TaskUnit, MenuTime, MenuTag)

Refresh Task Control Menu

Parameters

  • Wrapper.Unit#UNIT TaskUnit : The Wrapper.Unit that contains a player.

  • MenuTime : The refresh time that was used to refresh the Task Control Menu items.

  • MenuTag : The tag.

TASK:RejectGroup(PlayerGroup)

A group rejecting a planned task.

Parameter

Return value

#TASK:

TASK:RemoveAssignedMenuForGroup(TaskGroup, MenuTime)

Remove the assigned menu option of the Task for a Wrapper.Group.

Parameters

Return value

#TASK: self

TASK:RemoveMenu(MenuTime)

Remove the menu options of the Task to all the groups in the SetGroup.

Parameter

  • #number MenuTime :

Return value

#TASK:

TASK:RemoveStateMachine(TaskUnit)

Remove FiniteStateMachines from Task with key TaskWrapper.Unit

Parameter

Return value

#TASK: self

TASK:RemoveTaskControlMenu(TaskUnit)

Remove Task Control Menu

Parameter

TASK:Replan()

FSM Replan synchronous event function for TASK.

Use this event to Replan the Task.

TASK:ReportDetails(TaskGroup, ReportGroup)

Create a detailed report of the Task.

List the Task Status, and the Players assigned to the Task.

Parameters

Return value

#string:

TASK:ReportOverview(ReportGroup)

Create an overiew report of the Task.

List the Task Name and Status

Parameter

  • ReportGroup :

Return value

#string:

TASK:ReportSummary(ReportGroup)

Create a summary report of the Task.

List the Task Name and Status

Parameter

Return value

#string:

TASK:SendBriefingToAssignedGroups()

Send the briefng message of the Task to the assigned Wrapper.Groups.

TASK:SetAssignMethod(AcceptClass)

Parameter

TASK:SetAssignedMenuForGroup(TaskGroup, MenuTime)

Set the assigned menu options of the Task.

Parameters

Return value

#TASK: self

TASK:SetBriefing(TaskBriefing)

Sets a Task briefing.

Parameter

  • #string TaskBriefing :

Return value

#TASK: self

TASK:SetDetection(Detection, DetectedItem)

Set detection of a task

Parameters

Return value

#TASK:

TASK:SetDispatcher(Dispatcher)

Set dispatcher of a task

Parameter

Return value

#TASK:

Core.Set#SET_GROUP TASK.SetGroup

The Set of Groups assigned to the Task

TASK:SetGroupAssigned(TaskGroup)

Set Wrapper.Group assigned to the Task.

Parameter

Return value

#TASK:

TASK:SetID(TaskID)

Sets the ID of the Task

Parameter

  • #string TaskID :

TASK:SetMenu(MenuTime)

Set the menu options of the Task to all the groups in the SetGroup.

Parameter

  • #number MenuTime :

Return value

#TASK:

TASK:SetMenuForGroup(MenuTime, TaskGroup)

Set the Menu for a Group

Parameters

  • #number MenuTime :

  • TaskGroup :

Return value

#TASK:

TASK:SetName(TaskName)

Sets the Name of the Task

Parameter

  • #string TaskName :

TASK:SetPlannedMenuForGroup(TaskGroup, MenuText, MenuTime)

Set the planned menu option of the Task.

Parameters

Return value

#TASK: self

TASK:SetScoreOnFail(PlayerName, Penalty, TaskUnit)

Set a penalty when the A2A attack has failed.

Parameters

  • #string PlayerName : The name of the player.

  • #number Penalty : The penalty in points, must be a negative value!

  • Wrapper.Unit#UNIT TaskUnit :

Return value

#TASK:

TASK:SetScoreOnProgress(PlayerName, Score, TaskUnit)

Set a score when progress has been made by the player.

Parameters

  • #string PlayerName : The name of the player.

  • #number Score : The score in points to be granted when task process has been achieved.

  • Wrapper.Unit#UNIT TaskUnit :

Return value

#TASK:

TASK:SetScoreOnSuccess(PlayerName, Score, TaskUnit)

Set a score when all the targets in scope of the A2A attack, have been destroyed.

Parameters

  • #string PlayerName : The name of the player.

  • #number Score : The score in points.

  • Wrapper.Unit#UNIT TaskUnit :

Return value

#TASK:

TASK:SetStateMachine(TaskUnit, Fsm)

Add a FiniteStateMachine to Task with key TaskWrapper.Unit

Parameters

Return value

#TASK: self

TASK:SetTimeOut(Timer)

Sets the TimeOut for the Task.

If Task stayed planned for longer than TimeOut, it gets into Cancelled status.

Parameter

Return value

#TASK: self

TASK:SetType(TaskType)

Sets the Type of the Task

Parameter

  • #string TaskType :

TASK:SetUnitProcess(Core, FsmTemplate)

Sets the Task FSM Process Template

Parameters

  • Core : Fsm#FSM_PROCESS

  • FsmTemplate :

TASK:StateAborted()

Sets a Task to status Aborted.

TASK:StateAssigned()

Sets a Task to status Assigned.

TASK:StateCancelled()

Sets a Task to status Cancelled.

TASK:StateFailed()

Sets a Task to status Failed.

TASK:StateHold()

Sets a Task to status Hold.

TASK:StatePlanned()

Sets a Task to status Planned.

TASK:StateReplanned()

Sets a Task to status Replanned.

TASK:StateSuccess()

Sets a Task to status Success.

TASK:Success()

FSM Success synchronous event function for TASK.

Use this event to make the Task a Success.

TASK.TaskBriefing
TASK.TaskControlMenu
TASK.TaskControlMenuTime
TASK.TaskID
Tasking.TaskInfo#TASKINFO TASK.TaskInfo
TASK.TaskName
TASK.TaskProgress
Core.Scheduler#SCHEDULER TASK.TaskScheduler
TASK.TaskType
TASK.TimeOut
TASK:UnAssignFromGroup(TaskGroup)

UnAssign the Task from a Wrapper.Group.

Parameter

TASK:UnAssignFromGroups()

UnAssign the Task from the Wrapper.Groups.

TASK:UnAssignFromUnit(TaskUnit)

UnAssign the Task from an alive Wrapper.Unit.

Parameter

Return value

#TASK: self

TASK:__Abort()

FSM Abort asynchronous event function for TASK.

Use this event to Abort the Task.

TASK:__Cancel()

FSM Cancel asynchronous event function for TASK.

Use this event to Cancel the Task.

TASK:__Fail()

FSM Fail asynchronous event function for TASK.

Use this event to Fail the Task.

TASK:__Goal(Delay, PlayerUnit, PlayerName)

Goal Asynchronous Trigger for TASK

Parameters

TASK:__Replan()

FSM Replan asynchronous event function for TASK.

Use this event to Replan the Task.

TASK:__Success()

FSM Success asynchronous event function for TASK.

Use this event to make the Task a Success.

TASK:onafterReplan(From, Event, To)

FSM function for a TASK

Parameters

  • #string From :

  • #string Event :

  • #string To :

TASK:onbeforeTimeOut(Event, From, To)

FSM function for a TASK

Parameters

  • #string Event :

  • #string From :

  • #string To :

TASK:onenterAborted(From, Event, To)

FSM function for a TASK

Parameters

  • #string From :

  • #string Event :

  • #string To :

TASK:onenterAssigned(Event, From, To, PlayerUnit, PlayerName)

FSM function for a TASK

Parameters

  • #string Event :

  • #string From :

  • #string To :

  • PlayerUnit :

  • PlayerName :

TASK:onenterCancelled(From, Event, To)

FSM function for a TASK

Parameters

  • #string From :

  • #string Event :

  • #string To :

TASK:onenterFailed(From, Event, To)

FSM function for a TASK

Parameters

  • #string From :

  • #string Event :

  • #string To :

TASK:onenterPlanned(Event, From, To)

FSM function for a TASK

Parameters

  • #string Event :

  • #string From :

  • #string To :

TASK:onenterSuccess(Event, From, To)

FSM function for a TASK

Parameters

  • #string Event :

  • #string From :

  • #string To :

TASK:onstatechange(Event, From, To)

FSM function for a TASK

Parameters

  • #string Event :

  • #string From :

  • #string To :

Type integer