mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2025-10-29 16:58:06 +00:00
Progress
This commit is contained in:
729
Moose Development/Moose/Core/Fsm.lua
Normal file
729
Moose Development/Moose/Core/Fsm.lua
Normal file
@@ -0,0 +1,729 @@
|
||||
--- This module contains the FSM class.
|
||||
-- This development is based on a state machine implementation made by Conroy Kyle.
|
||||
-- The state machine can be found here: https://github.com/kyleconroy/lua-state-machine
|
||||
--
|
||||
-- I've taken the development and enhanced it to make the state machine hierarchical...
|
||||
-- It is a fantastic development, this module.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 1) @{Workflow#FSM} class, extends @{Core.Base#BASE}
|
||||
-- ==============================================
|
||||
--
|
||||
-- 1.1) Add or remove objects from the FSM
|
||||
-- --------------------------------------------
|
||||
-- @module Fsm
|
||||
-- @author FlightControl
|
||||
|
||||
do -- FSM
|
||||
|
||||
--- FSM class
|
||||
-- @type FSM
|
||||
-- @extends Core.Base#BASE
|
||||
FSM = {
|
||||
ClassName = "FSM",
|
||||
}
|
||||
|
||||
--- Creates a new FSM object.
|
||||
-- @param #FSM self
|
||||
-- @return #FSM
|
||||
function FSM:New( FsmT )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
|
||||
self.options = options or {}
|
||||
self.options.subs = self.options.subs or {}
|
||||
self.current = self.options.initial or 'none'
|
||||
self.Events = {}
|
||||
self.subs = {}
|
||||
self.endstates = {}
|
||||
|
||||
self.Scores = {}
|
||||
|
||||
self._StartState = "none"
|
||||
self._Transitions = {}
|
||||
self._Processes = {}
|
||||
self._EndStates = {}
|
||||
self._Scores = {}
|
||||
|
||||
self.CallScheduler = SCHEDULER:New( self )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
function FSM:SetStartState( State )
|
||||
|
||||
self._StartState = State
|
||||
self.current = State
|
||||
end
|
||||
|
||||
|
||||
function FSM:GetStartState()
|
||||
|
||||
return self._StartState or {}
|
||||
end
|
||||
|
||||
function FSM:AddTransition( From, Event, To )
|
||||
|
||||
local Transition = {}
|
||||
Transition.From = From
|
||||
Transition.Event = Event
|
||||
Transition.To = To
|
||||
|
||||
self:E( Transition )
|
||||
|
||||
self._Transitions[Transition] = Transition
|
||||
self:_eventmap( self.Events, Transition )
|
||||
end
|
||||
|
||||
function FSM:GetTransitions()
|
||||
|
||||
return self._Transitions or {}
|
||||
end
|
||||
|
||||
--- Set the default @{Process} template with key ProcessName providing the ProcessClass and the process object when it is assigned to a @{Controllable} by the task.
|
||||
-- @return Core.Fsm#FSM_PROCESS
|
||||
function FSM:AddProcess( From, Event, Process, ReturnEvents )
|
||||
self:E( { From, Event, Process, ReturnEvents } )
|
||||
|
||||
local Sub = {}
|
||||
Sub.From = From
|
||||
Sub.Event = Event
|
||||
Sub.fsm = Process
|
||||
Sub.StartEvent = "Start"
|
||||
Sub.ReturnEvents = ReturnEvents
|
||||
|
||||
self._Processes[Sub] = Sub
|
||||
|
||||
self:_submap( self.subs, Sub, nil )
|
||||
|
||||
self:AddTransition( From, Event, From )
|
||||
|
||||
return Process
|
||||
end
|
||||
|
||||
function FSM:GetProcesses()
|
||||
|
||||
return self._Processes or {}
|
||||
end
|
||||
|
||||
function FSM:GetProcess( From, Event )
|
||||
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
if Process.From == From and Process.Event == Event then
|
||||
self:E( Process )
|
||||
return Process.fsm
|
||||
end
|
||||
end
|
||||
|
||||
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
|
||||
end
|
||||
|
||||
function FSM:AddEndState( State )
|
||||
|
||||
self._EndStates[State] = State
|
||||
self.endstates[State] = State
|
||||
end
|
||||
|
||||
function FSM:GetEndStates()
|
||||
|
||||
return self._EndStates or {}
|
||||
end
|
||||
|
||||
|
||||
--- Adds a score for the FSM to be achieved.
|
||||
-- @param #FSM self
|
||||
-- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
|
||||
-- @param #string ScoreText is a text describing the score that is given according the status.
|
||||
-- @param #number Score is a number providing the score of the status.
|
||||
-- @return #FSM self
|
||||
function FSM:AddScore( State, ScoreText, Score )
|
||||
self:F2( { State, ScoreText, Score } )
|
||||
|
||||
self._Scores[State] = self._Scores[State] or {}
|
||||
self._Scores[State].ScoreText = ScoreText
|
||||
self._Scores[State].Score = Score
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds a score for the FSM_PROCESS to be achieved.
|
||||
-- @param #FSM self
|
||||
-- @param #string From is the From State of the main process.
|
||||
-- @param #string Event is the Event of the main process.
|
||||
-- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
|
||||
-- @param #string ScoreText is a text describing the score that is given according the status.
|
||||
-- @param #number Score is a number providing the score of the status.
|
||||
-- @return #FSM self
|
||||
function FSM:AddScoreProcess( From, Event, State, ScoreText, Score )
|
||||
self:F2( { Event, State, ScoreText, Score } )
|
||||
|
||||
local Process = self:GetProcess( From, Event )
|
||||
|
||||
self:E( { Process = Process._Name, Scores = Process._Scores, State = State, ScoreText = ScoreText, Score = Score } )
|
||||
Process._Scores[State] = Process._Scores[State] or {}
|
||||
Process._Scores[State].ScoreText = ScoreText
|
||||
Process._Scores[State].Score = Score
|
||||
|
||||
return Process
|
||||
end
|
||||
|
||||
function FSM:GetScores()
|
||||
|
||||
return self._Scores or {}
|
||||
end
|
||||
|
||||
|
||||
function FSM:GetSubs()
|
||||
|
||||
return self.options.subs
|
||||
end
|
||||
|
||||
|
||||
function FSM:LoadCallBacks( CallBackTable )
|
||||
|
||||
for name, callback in pairs( CallBackTable or {} ) do
|
||||
self[name] = callback
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function FSM:_eventmap( Events, EventStructure )
|
||||
|
||||
local Event = EventStructure.Event
|
||||
local __Event = "__" .. EventStructure.Event
|
||||
self[Event] = self[Event] or self:_create_transition(Event)
|
||||
self[__Event] = self[__Event] or self:_delayed_transition(Event)
|
||||
self:T( "Added methods: " .. Event .. ", " .. __Event )
|
||||
Events[Event] = self.Events[Event] or { map = {} }
|
||||
self:_add_to_map( Events[Event].map, EventStructure )
|
||||
|
||||
end
|
||||
|
||||
function FSM:_submap( subs, sub, name )
|
||||
self:F( { sub = sub, name = name } )
|
||||
subs[sub.From] = subs[sub.From] or {}
|
||||
subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {}
|
||||
|
||||
-- Make the reference table weak.
|
||||
-- setmetatable( subs[sub.From][sub.Event], { __mode = "k" } )
|
||||
|
||||
subs[sub.From][sub.Event][sub] = {}
|
||||
subs[sub.From][sub.Event][sub].fsm = sub.fsm
|
||||
subs[sub.From][sub.Event][sub].StartEvent = sub.StartEvent
|
||||
subs[sub.From][sub.Event][sub].ReturnEvents = sub.ReturnEvents or {} -- these events need to be given to find the correct continue event ... if none given, the processing will stop.
|
||||
subs[sub.From][sub.Event][sub].name = name
|
||||
subs[sub.From][sub.Event][sub].fsmparent = self
|
||||
end
|
||||
|
||||
|
||||
function FSM:_call_handler(handler, params)
|
||||
if self[handler] then
|
||||
self:E( "Calling " .. handler )
|
||||
return self[handler]( self, unpack(params) )
|
||||
end
|
||||
end
|
||||
|
||||
function FSM._handler( self, EventName, ... )
|
||||
|
||||
self:E( { EventName, ... } )
|
||||
|
||||
local can, to = self:can( EventName )
|
||||
self:E( { EventName, self.current, can, to } )
|
||||
|
||||
local ReturnValues = nil
|
||||
|
||||
if can then
|
||||
local from = self.current
|
||||
local params = { EventName, from, to, ... }
|
||||
|
||||
if self:_call_handler("onbefore" .. EventName, params) == false
|
||||
or self:_call_handler("onleave" .. from, params) == false then
|
||||
return false
|
||||
end
|
||||
|
||||
self.current = to
|
||||
|
||||
local execute = true
|
||||
|
||||
local subtable = self:_gosub( from, EventName )
|
||||
for _, sub in pairs( subtable ) do
|
||||
--if sub.nextevent then
|
||||
-- self:F2( "nextevent = " .. sub.nextevent )
|
||||
-- self[sub.nextevent]( self )
|
||||
--end
|
||||
self:E( "calling sub start event: " .. sub.StartEvent )
|
||||
sub.fsm.fsmparent = self
|
||||
sub.fsm.ReturnEvents = sub.ReturnEvents
|
||||
sub.fsm[sub.StartEvent]( sub.fsm )
|
||||
execute = true
|
||||
end
|
||||
|
||||
local fsmparent, Event = self:_isendstate( to )
|
||||
if fsmparent and Event then
|
||||
self:F2( { "end state: ", fsmparent, Event } )
|
||||
self:_call_handler("onenter" .. to, params)
|
||||
self:_call_handler("onafter" .. EventName, params)
|
||||
self:_call_handler("onstatechange", params)
|
||||
fsmparent[Event]( fsmparent )
|
||||
execute = false
|
||||
end
|
||||
|
||||
if execute then
|
||||
-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
|
||||
if from ~= to then
|
||||
self:T3( { onenter = "onenter" .. to, callback = self["onenter" .. to] } )
|
||||
self:_call_handler("onenter" .. to, params)
|
||||
end
|
||||
|
||||
self:T3( { On = "OnBefore" .. to, callback = self["OnBefore" .. to] } )
|
||||
if ( self:_call_handler("OnBefore" .. to, params ) ~= false ) then
|
||||
|
||||
self:T3( { onafter = "onafter" .. EventName, callback = self["onafter" .. EventName] } )
|
||||
self:_call_handler("onafter" .. EventName, params)
|
||||
|
||||
self:T3( { On = "OnAfter" .. to, callback = self["OnAfter" .. to] } )
|
||||
ReturnValues = self:_call_handler("OnAfter" .. to, params )
|
||||
end
|
||||
|
||||
self:_call_handler("onstatechange", params)
|
||||
end
|
||||
|
||||
return ReturnValues
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function FSM:_delayed_transition( EventName )
|
||||
self:E( { EventName = EventName } )
|
||||
return function( self, DelaySeconds, ... )
|
||||
self:T( "Delayed Event: " .. EventName )
|
||||
local CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 )
|
||||
self:T( { CallID = CallID } )
|
||||
end
|
||||
end
|
||||
|
||||
function FSM:_create_transition( EventName )
|
||||
self:E( { Event = EventName } )
|
||||
return function( self, ... ) return self._handler( self, EventName , ... ) end
|
||||
end
|
||||
|
||||
function FSM:_gosub( ParentFrom, ParentEvent )
|
||||
local fsmtable = {}
|
||||
if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then
|
||||
self:E( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } )
|
||||
return self.subs[ParentFrom][ParentEvent]
|
||||
else
|
||||
return {}
|
||||
end
|
||||
end
|
||||
|
||||
function FSM:_isendstate( Current )
|
||||
local FSMParent = self.fsmparent
|
||||
if FSMParent and self.endstates[Current] then
|
||||
self:E( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
|
||||
FSMParent.current = Current
|
||||
local ParentFrom = FSMParent.current
|
||||
self:E( ParentFrom )
|
||||
self:E( self.ReturnEvents )
|
||||
local Event = self.ReturnEvents[Current]
|
||||
self:E( { ParentFrom, Event, self.ReturnEvents } )
|
||||
if Event then
|
||||
return FSMParent, Event
|
||||
else
|
||||
self:E( { "Could not find parent event name for state ", ParentFrom } )
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
function FSM:_add_to_map( Map, Event )
|
||||
self:F3( { Map, Event } )
|
||||
if type(Event.From) == 'string' then
|
||||
Map[Event.From] = Event.To
|
||||
else
|
||||
for _, From in ipairs(Event.From) do
|
||||
Map[From] = Event.To
|
||||
end
|
||||
end
|
||||
self:T3( { Map, Event } )
|
||||
end
|
||||
|
||||
function FSM:GetState()
|
||||
return self.current
|
||||
end
|
||||
|
||||
|
||||
function FSM:Is( State )
|
||||
return self.current == State
|
||||
end
|
||||
|
||||
function FSM:is(state)
|
||||
return self.current == state
|
||||
end
|
||||
|
||||
function FSM:can(e)
|
||||
self:E( { e, self.Events, self.Events[e] } )
|
||||
local Event = self.Events[e]
|
||||
self:F3( { self.current, Event } )
|
||||
local To = Event and Event.map[self.current] or Event.map['*']
|
||||
return To ~= nil, To
|
||||
end
|
||||
|
||||
function FSM:cannot(e)
|
||||
return not self:can(e)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- FSM_CONTROLLABLE
|
||||
|
||||
--- FSM_CONTROLLABLE class
|
||||
-- @type FSM_CONTROLLABLE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @extends Core.Fsm#FSM
|
||||
FSM_CONTROLLABLE = {
|
||||
ClassName = "FSM_CONTROLLABLE",
|
||||
}
|
||||
|
||||
--- Creates a new FSM_CONTROLLABLE object.
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @param #table FSMT Finite State Machine Table
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
|
||||
-- @return #FSM_CONTROLLABLE
|
||||
function FSM_CONTROLLABLE:New( FSMT, Controllable )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
if Controllable then
|
||||
self:SetControllable( Controllable )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE FSMControllable
|
||||
-- @return #FSM_CONTROLLABLE
|
||||
function FSM_CONTROLLABLE:SetControllable( FSMControllable )
|
||||
self:F( FSMControllable )
|
||||
self.Controllable = FSMControllable
|
||||
end
|
||||
|
||||
--- Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
|
||||
-- @param #FSM_CONTROLLABLE self
|
||||
-- @return Wrapper.Controllable#CONTROLLABLE
|
||||
function FSM_CONTROLLABLE:GetControllable()
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function FSM_CONTROLLABLE:_call_handler( handler, params )
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
|
||||
env.info( "Error in SCHEDULER function:" .. errmsg )
|
||||
if debug ~= nil then
|
||||
env.info( debug.traceback() )
|
||||
end
|
||||
|
||||
return errmsg
|
||||
end
|
||||
|
||||
if self[handler] then
|
||||
self:E( "Calling " .. handler )
|
||||
return xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler )
|
||||
--return self[handler]( self, self.Controllable, unpack( params ) )
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- FSM_PROCESS
|
||||
|
||||
--- FSM_PROCESS class
|
||||
-- @type FSM_PROCESS
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
FSM_PROCESS = {
|
||||
ClassName = "FSM_PROCESS",
|
||||
}
|
||||
|
||||
--- Creates a new FSM_PROCESS object.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return #FSM_PROCESS
|
||||
function FSM_PROCESS:New( Controllable, Task )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
self:F( Controllable, Task )
|
||||
|
||||
self:Assign( Controllable, Task )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_PROCESS:Init( FsmProcess )
|
||||
self:E( "No Initialisation" )
|
||||
end
|
||||
|
||||
--- Creates a new FSM_PROCESS object based on this FSM_PROCESS.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return #FSM_PROCESS
|
||||
function FSM_PROCESS:Copy( Controllable, Task )
|
||||
self:E( { self:GetClassNameAndID() } )
|
||||
|
||||
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
|
||||
|
||||
NewFsm:Assign( Controllable, Task )
|
||||
|
||||
-- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS
|
||||
NewFsm:Init( self )
|
||||
|
||||
-- Set Start State
|
||||
NewFsm:SetStartState( self:GetStartState() )
|
||||
|
||||
-- Copy Transitions
|
||||
for TransitionID, Transition in pairs( self:GetTransitions() ) do
|
||||
NewFsm:AddTransition( Transition.From, Transition.Event, Transition.To )
|
||||
end
|
||||
|
||||
-- Copy Processes
|
||||
for ProcessID, Process in pairs( self:GetProcesses() ) do
|
||||
self:E( { Process} )
|
||||
local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents )
|
||||
end
|
||||
|
||||
-- Copy End States
|
||||
for EndStateID, EndState in pairs( self:GetEndStates() ) do
|
||||
self:E( EndState )
|
||||
NewFsm:AddEndState( EndState )
|
||||
end
|
||||
|
||||
-- Copy the score tables
|
||||
for ScoreID, Score in pairs( self:GetScores() ) do
|
||||
self:E( Score )
|
||||
NewFsm:AddScore( ScoreID, Score.ScoreText, Score.Score )
|
||||
end
|
||||
|
||||
return NewFsm
|
||||
end
|
||||
|
||||
--- Sets the task of the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @return #FSM_PROCESS
|
||||
function FSM_PROCESS:SetTask( Task )
|
||||
|
||||
self.Task = Task
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Gets the task of the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return Tasking.Task#TASK
|
||||
function FSM_PROCESS:GetTask()
|
||||
|
||||
return self.Task
|
||||
end
|
||||
|
||||
--- Gets the mission of the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return Tasking.Mission#MISSION
|
||||
function FSM_PROCESS:GetMission()
|
||||
|
||||
return self.Task.Mission
|
||||
end
|
||||
|
||||
--- Gets the mission of the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @return Tasking.CommandCenter#COMMANDCENTER
|
||||
function FSM_PROCESS:GetCommandCenter()
|
||||
|
||||
return self:GetTask():GetMission():GetCommandCenter()
|
||||
end
|
||||
|
||||
--- Send a message of the @{Task} to the Group of the Unit.
|
||||
-- @param #FSM_PROCESS self
|
||||
function FSM_PROCESS:Message( Message )
|
||||
self:F( { Message = Message } )
|
||||
|
||||
local CC = self:GetCommandCenter()
|
||||
local TaskGroup = self.Controllable:GetGroup()
|
||||
|
||||
CC:MessageToGroup( Message, TaskGroup )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Assign the process to a @{Unit} and activate the process.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Task.Tasking#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
-- @return #FSM_PROCESS self
|
||||
function FSM_PROCESS:Assign( ProcessUnit, Task )
|
||||
self:E( { Task, ProcessUnit } )
|
||||
|
||||
self:SetControllable( ProcessUnit )
|
||||
self:SetTask( Task )
|
||||
|
||||
--self.ProcessGroup = ProcessUnit:GetGroup()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Adds a score for the FSM_PROCESS to be achieved.
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
|
||||
-- @param #string ScoreText is a text describing the score that is given according the status.
|
||||
-- @param #number Score is a number providing the score of the status.
|
||||
-- @return #FSM_PROCESS self
|
||||
function FSM_PROCESS:AddScore( State, ScoreText, Score )
|
||||
self:F2( { State, ScoreText, Score } )
|
||||
|
||||
self.Scores[State] = self.Scores[State] or {}
|
||||
self.Scores[State].ScoreText = ScoreText
|
||||
self.Scores[State].Score = Score
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterAssigned( ProcessUnit )
|
||||
self:E( "Assign" )
|
||||
|
||||
self.Task:Assign()
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterFailed( ProcessUnit )
|
||||
self:E( "Failed" )
|
||||
|
||||
self.Task:Fail()
|
||||
end
|
||||
|
||||
function FSM_PROCESS:onenterSuccess( ProcessUnit )
|
||||
self:E( "Success" )
|
||||
|
||||
self.Task:Success()
|
||||
end
|
||||
|
||||
--- StateMachine callback function for a FSM_PROCESS
|
||||
-- @param #FSM_PROCESS self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function FSM_PROCESS:onstatechange( ProcessUnit, Event, From, To, Dummy )
|
||||
self:E( { ProcessUnit, Event, From, To, Dummy, self:IsTrace() } )
|
||||
|
||||
if self:IsTrace() then
|
||||
MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
|
||||
end
|
||||
|
||||
self:E( self.Scores[To] )
|
||||
-- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects...
|
||||
if self.Scores[To] then
|
||||
|
||||
local Task = self.Task
|
||||
local Scoring = Task:GetScoring()
|
||||
if Scoring then
|
||||
Scoring:_AddMissionTaskScore( Task.Mission, ProcessUnit, self.Scores[To].ScoreText, self.Scores[To].Score )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- FSM_TASK
|
||||
|
||||
--- FSM_TASK class
|
||||
-- @type FSM_TASK
|
||||
-- @field Tasking.Task#TASK Task
|
||||
-- @extends Core.Fsm#FSM
|
||||
FSM_TASK = {
|
||||
ClassName = "FSM_TASK",
|
||||
}
|
||||
|
||||
--- Creates a new FSM_TASK object.
|
||||
-- @param #FSM_TASK self
|
||||
-- @param #table FSMT
|
||||
-- @param Tasking.Task#TASK Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @return #FSM_TASK
|
||||
function FSM_TASK:New( FSMT )
|
||||
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) ) -- Core.Fsm#FSM_TASK
|
||||
|
||||
self["onstatechange"] = self.OnStateChange
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
function FSM_TASK:_call_handler( handler, params )
|
||||
if self[handler] then
|
||||
self:E( "Calling " .. handler )
|
||||
return self[handler]( self, unpack( params ) )
|
||||
end
|
||||
end
|
||||
|
||||
end -- FSM_TASK
|
||||
|
||||
do -- FSM_SET
|
||||
|
||||
--- FSM_SET class
|
||||
-- @type FSM_SET
|
||||
-- @field Core.Set#SET_BASE Set
|
||||
-- @extends Core.Fsm#FSM
|
||||
FSM_SET = {
|
||||
ClassName = "FSM_SET",
|
||||
}
|
||||
|
||||
--- Creates a new FSM_SET object.
|
||||
-- @param #FSM_SET self
|
||||
-- @param #table FSMT Finite State Machine Table
|
||||
-- @param Set_SET_BASE FSMSet (optional) The Set object that the FSM_SET governs.
|
||||
-- @return #FSM_SET
|
||||
function FSM_SET:New( FSMSet )
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_SET
|
||||
|
||||
if FSMSet then
|
||||
self:Set( FSMSet )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets the SET_BASE object that the FSM_SET governs.
|
||||
-- @param #FSM_SET self
|
||||
-- @param Core.Set#SET_BASE FSMSet
|
||||
-- @return #FSM_SET
|
||||
function FSM_SET:Set( FSMSet )
|
||||
self:F( FSMSet )
|
||||
self.Set = FSMSet
|
||||
end
|
||||
|
||||
--- Gets the SET_BASE object that the FSM_SET governs.
|
||||
-- @param #FSM_SET self
|
||||
-- @return Core.Set#SET_BASE
|
||||
function FSM_SET:Get()
|
||||
return self.Controllable
|
||||
end
|
||||
|
||||
function FSM_SET:_call_handler( handler, params )
|
||||
if self[handler] then
|
||||
self:E( "Calling " .. handler )
|
||||
return self[handler]( self, self.Set, unpack( params ) )
|
||||
end
|
||||
end
|
||||
|
||||
end -- FSM_SET
|
||||
|
||||
Reference in New Issue
Block a user