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General fixes (#1673)
* General minor Code formatting and minor typo/document fixes. * Update Marker.lua Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
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@@ -18,11 +18,11 @@
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--
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-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
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--
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-- A FSM can only be in one of a finite number of states.
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-- A FSM can only be in one of a finite number of states.
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-- The machine is in only one state at a time; the state it is in at any given time is called the **current state**.
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-- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**.
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-- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
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-- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
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-- A **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
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-- A FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions.
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--
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-- The FSM class supports a **hierarchical implementation of a Finite State Machine**,
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-- that is, it allows to **embed existing FSM implementations in a master FSM**.
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@@ -34,21 +34,21 @@
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-- orders him to destroy x targets and account the results.
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-- Other examples of ready made FSM could be:
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--
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-- * route a plane to a zone flown by a human
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-- * detect targets by an AI and report to humans
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-- * account for destroyed targets by human players
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-- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle
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-- * let an AI patrol a zone
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-- * Route a plane to a zone flown by a human.
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-- * Detect targets by an AI and report to humans.
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-- * Account for destroyed targets by human players.
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-- * Handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle.
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-- * Let an AI patrol a zone.
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--
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-- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes,
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-- The **MOOSE framework** extensively uses the FSM class and derived FSM\_ classes,
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-- because **the goal of MOOSE is to simplify mission design complexity for mission building**.
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-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
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-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
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-- and tailored** by mission designers through **the implementation of Transition Handlers**.
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-- Each of these FSM implementation classes start either with:
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--
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-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
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-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
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-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
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-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
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-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
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--
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-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
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@@ -59,7 +59,7 @@
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-- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator.
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-- Additionally, I've added extendability and created an API that allows seamless FSM implementation.
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--
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-- The following derived classes are available in the MOOSE framework, that implement a specialised form of a FSM:
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-- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
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--
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-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
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-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
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