diff --git a/Moose Development/Moose/Core/Fsm.lua b/Moose Development/Moose/Core/Fsm.lua index a2e03457d..96278cb4f 100644 --- a/Moose Development/Moose/Core/Fsm.lua +++ b/Moose Development/Moose/Core/Fsm.lua @@ -1,17 +1,23 @@ --- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes. -- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows. -- +--  +-- -- A FSM can only be in one of a finite number of states. -- The machine is in only one state at a time; the state it is in at any given time is called the **current state**. -- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**. -- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**. -- 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. -- --- The FSM class supports a **hierarchical implementation of a Finite Stae Machine**, +-- The FSM class supports a **hierarchical implementation of a Finite State Machine**, -- that is, it allows to **embed existing FSM implementations in a master FSM**. -- FSM hierarchies allow for efficient FSM re-use, **not having to re-invent the wheel every time again** when designing complex processes. -- --- Examples of ready made FSMs could be: +--  +-- +-- The above diagram shows a graphical representation of a FSM implementation for a **Task**, which guides a Human towards a Zone, +-- orders him to destroy x targets and account the results. +-- Other examples of ready made FSM could be: -- -- * route a plane to a zone flown by a human -- * detect targets by an AI and report to humans @@ -20,25 +26,17 @@ -- * let an AI patrol a zone -- -- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes, --- because **the goal of MOOSE is to simplify the mission design complexity for mission builders**. --- By efficiently utilizing the FSM class, MOOSE allows mission designers to quickly build processes, --- that can be re-used or tailored at various places within their mission designs for various objects and purposes. +-- because **the goal of MOOSE is to simplify mission design complexity for mission building**. +-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. -- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used, --- extended and/or modified** by mission builders through **the implementation of the event handlers**. +-- and tailored** by mission designers through **the implementation of Transition Handlers**. -- Each of these FSM implementation classes start either with: -- --- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. --- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. --- * an acronym **ACT\_**, which indicates an FSM implementation directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). --- --- MOOSE contains 3 different types of FSM class types, which govern processes for specific objects or purposes: +-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. +-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. +-- * 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. -- --- * FSM class: Governs a generic process. --- * FSM_CONTROLLABLE: Governs a process for a CONTROLLABLE, which is executed by AI @{GROUP}, @{UNIT} or @{CLIENT} objects. --- * FSM_TASK: Governs a process for a TASK, which is executed by **groups of players**. --- * FSM_CLIENT: Governs a process for a TASK, executed by **ONE player seated in a @{CLIENT}**. --- --- Detailed explanations and API specifics are further below clarified. +-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. -- -- ##__Dislaimer:__ -- The FSM class development is based on a finite state machine implementation made by Conroy Kyle. @@ -48,36 +46,30 @@ -- -- === -- ---  --- -- # 1) @{Core.Fsm#FSM} class, extends @{Core.Base#BASE} -- +--  -- --- ## 1.1) Event Handling +-- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines. +-- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component. -- ---  +-- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**. -- --- An FSM transitions in **4 moments** when an Event is being handled. --- Each moment can be catched by handling methods defined by the mission designer, --- that will be called by the FSM while executing the transition. --- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be fired. --- --- * To handle **State** moments, create methods starting with OnLeave or OnEnter concatenated with the State name. --- * To handle **Event** moments, create methods starting with OnBefore or OnAfter concatenated with the Event name. +-- The **Transition Rules** define the "Process Flow Boundaries", that is, +-- the path that can be followed hopping from state to state upon triggered events. +-- If an event is triggered, and there is no valid path found for that event, +-- an error will be raised and the FSM will stop functioning. -- --- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition.** +-- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax. +-- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters. +-- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions. -- --- ## 1.2) Event Triggers +-- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow. +-- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine. -- ---  +-- The underlying chapters provide more details on each of these topics. -- --- The FSM creates for each Event **two Event Trigger methods**. --- There are two modes how Events can be triggered, which is **embedded** and **delayed**: --- --- * The method **FSM:Event()** triggers an Event that will be processed **embedded** or **immediately**. --- * The method **FSM:__Event( seconds )** triggers an Event that will be processed **delayed** over time, waiting x seconds. --- --- ## 1.3) FSM Transition Rules +-- ## 1.1) FSM Transition Rules -- -- The FSM has transition rules that it follows and validates, as it walks the process. -- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event. @@ -86,13 +78,75 @@ -- -- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None". -- --- ### Example +-- ## 1.2) Transition Handling +-- +--  +-- +-- An FSM transitions in **4 moments** when an Event is being triggered and processed. +-- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. +-- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered. +-- +-- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name. +-- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name. +-- +-- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!** +-- +-- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM. +-- These parameters are on the correct order: From, Event, To: +-- +-- * From = A string containing the From state. +-- * Event = A string containing the Event name that was triggered. +-- * To = A string containing the To state. +-- +-- On top, each of these methods can have a variable amount of parameters passed. See the example in section 1.3. +-- +-- ## 1.3) Event Triggers +-- +--  +-- +-- The FSM creates for each Event two **Event Trigger methods**. +-- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**: +-- +-- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**. +-- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__. +-- +-- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time. +-- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact. +-- +-- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering. +-- +-- function FSM:OnAfterEvent( From, Event, To, Amount ) +-- self:E( { Amount = Amount } ) +-- end +-- +-- local Amount = 1 +-- FSM:__Event( 5, Amount ) +-- +-- Amount = Amount + 1 +-- FSM:Event( Text, Amount ) +-- +-- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered. +-- Before we go into more detail, let's look at the last 4 lines of the example. +-- The last line triggers synchronously the **Event**, and passes Amount as a parameter. +-- The 3rd last line of the example triggers asynchronously **Event**. +-- Event will be processed after 5 seconds, and Amount is given as a parameter. +-- +-- The output of this little code fragment will be: +-- +-- * Amount = 2 +-- * Amount = 2 +-- +-- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing! +-- +-- ## 1.4) Transitioning Example -- -- This example creates a new FsmDemo object from class FSM. -- It will set the start state of FsmDemo to Green. --- 2 Transition Rules are created, where upon the event Switch, +-- Two Transition Rules are created, where upon the event Switch, -- the FsmDemo will transition from state Green to Red and vise versa. -- +--  +-- -- local FsmDemo = FSM:New() -- #FsmDemo -- FsmDemo:SetStartState( "Green" ) -- FsmDemo:AddTransition( "Green", "Switch", "Red" ) @@ -101,6 +155,8 @@ -- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air. -- The next code implements this through the event handling method **OnAfterSwitch**. -- +--  +-- -- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit ) -- self:E( { From, Event, To, FsmUnit } ) -- @@ -111,7 +167,7 @@ -- FsmUnit:Flare(FLARECOLOR.Red) -- end -- end --- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds. +-- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds. -- end -- -- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds. @@ -150,11 +206,9 @@ -- * The From states can be a table of strings, indicating that the transition rule will be valid if the current state of the FSM will be one of the given From states. -- * The From state can be a "*", indicating that the transition rule will always be valid, regardless of the current state of the FSM. -- --- This transition will create a new FsmDemo object from class FSM. --- It will set the start state of FsmDemo to Green. --- A new event is added in addition to the above example. +-- The below code fragment extends the FsmDemo, emonstrating multiple From states declared as a table, in an additional transition rule. -- The new event Stop will cancel the Switching process. --- So, the transtion for event Stop can be executed if the current state of the FSM is either "Red" or "Green". +-- The transtion for event Stop can be executed if the current state of the FSM is either "Red" or "Green". -- -- local FsmDemo = FSM:New() -- #FsmDemo -- FsmDemo:SetStartState( "Green" ) @@ -165,15 +219,16 @@ -- The transition for event Stop can also be simplified, as any current state of the FSM is valid. -- -- FsmDemo:AddTransition( "*", "Stop", "Stopped" ) +-- +-- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped. +-- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt. -- --- ## 1.4) FSM Process Rules +-- ## 1.5) Sub-FSM Embedding -- --- The FSM can implement sub-processes that will execute and return multiple possible states. --- Depending upon which state is returned, the main FSM can continue tiggering different events. +-- The FSM can embed Sub-FSMs that will execute and return multiple possible **Return (End) States**. +-- Depending upon which state is returned, the main FSM can continue the flow triggering different events. -- --- The method @{#FSM.AddProcess}() adds a new Sub-Process FSM to the FSM. --- A Sub-Process will start the Sub-Process of the FSM upon the defined triggered Event, --- with multiple possible States as a result. +-- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM. -- -- ==== -- @@ -197,11 +252,11 @@ -- -- ### Contributions: -- --- * None. +-- * **Pikey**: Review of documentation. -- -- ### Authors: -- --- * **FlightControl**: Design & Programming +-- * **FlightControl**: Design & Programming & documenting. -- -- @module Fsm diff --git a/docs/Documentation/Cargo.html b/docs/Documentation/Cargo.html index c03fa6ee7..0319727b8 100644 --- a/docs/Documentation/Cargo.html +++ b/docs/Documentation/Cargo.html @@ -2411,6 +2411,7 @@ The UNIT carrying the package.
A FSM can only be in one of a finite number of states. The machine is in only one state at a time; the state it is in at any given time is called the current state. It can change from one state to another when initiated by an internal or external triggering event, which is called a transition. An FSM implementation is defined by a list of its states, its initial state, and the triggering events for each possible transition. 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.
-The FSM class supports a hierarchical implementation of a Finite Stae Machine, +
The FSM class supports a hierarchical implementation of a Finite State Machine, that is, it allows to embed existing FSM implementations in a master FSM. FSM hierarchies allow for efficient FSM re-use, not having to re-invent the wheel every time again when designing complex processes.
-Examples of ready made FSMs could be:
+The above diagram shows a graphical representation of a FSM implementation for a Task, which guides a Human towards a Zone, +orders him to destroy x targets and account the results. +Other examples of ready made FSM could be:
The MOOSE framework uses extensively the FSM class and derived FSM_ classes, -because the goal of MOOSE is to simplify the mission design complexity for mission builders. -By efficiently utilizing the FSM class, MOOSE allows mission designers to quickly build processes, -that can be re-used or tailored at various places within their mission designs for various objects and purposes. +because the goal of MOOSE is to simplify mission design complexity for mission building. +By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. Ready made FSM-based implementations classes exist within the MOOSE framework that can easily be re-used, -extended and/or modified by mission builders through the implementation of the event handlers. +and tailored by mission designers through the implementation of Transition Handlers. Each of these FSM implementation classes start either with:
MOOSE contains 3 different types of FSM class types, which govern processes for specific objects or purposes:
- -Detailed explanations and API specifics are further below clarified.
+Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
The FSM class development is based on a finite state machine implementation made by Conroy Kyle. @@ -126,40 +122,30 @@ Additionally, I've added extendability and created an API that allows seamless F

The FSM class is the base class of all FSM_ derived classes. It implements the main functionality to define and execute Finite State Machines. +The derived FSM_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component.
-
Finite State Machines have Transition Rules, Transition Handlers and Event Triggers.
-An FSM transitions in 4 moments when an Event is being handled.
-Each moment can be catched by handling methods defined by the mission designer,
-that will be called by the FSM while executing the transition.
-These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be fired.
The Transition Rules define the "Process Flow Boundaries", that is, +the path that can be followed hopping from state to state upon triggered events. +If an event is triggered, and there is no valid path found for that event, +an error will be raised and the FSM will stop functioning.
-The Transition Handlers are special methods that can be defined by the mission designer, following a defined syntax. +If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters. +The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions.
-The OnLeave and OnBefore transition methods may return false, which will cancel the transition.
+The Event Triggers are methods that are defined by the FSM, which the mission designer can use to implement the workflow. +Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine.
-The underlying chapters provide more details on each of these topics.
-
The FSM creates for each Event two Event Trigger methods.
-There are two modes how Events can be triggered, which is embedded and delayed:
The FSM has transition rules that it follows and validates, as it walks the process. These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.
@@ -168,13 +154,84 @@ These rules define when an FSM can transition from a specific state towards an oThe initial state can be defined using the method FSM.SetStartState(). The default start state of an FSM is "None".
-
An FSM transitions in 4 moments when an Event is being triggered and processed.
+The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
+These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.
The OnLeave and OnBefore transition methods may return false, which will cancel the transition!
+ +Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM. +These parameters are on the correct order: From, Event, To:
+ +On top, each of these methods can have a variable amount of parameters passed. See the example in section 1.3.
+ +
The FSM creates for each Event two Event Trigger methods.
+There are two modes how Events can be triggered, which is synchronous and asynchronous:
The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time. +Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.
+ +The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.
+ + function FSM:OnAfterEvent( From, Event, To, Amount )
+ self:E( { Amount = Amount } )
+ end
+
+ local Amount = 1
+ FSM:__Event( 5, Amount )
+
+ Amount = Amount + 1
+ FSM:Event( Text, Amount )
+
+
+In this example, the :OnAfterEvent() Transition Handler implementation will get called when Event is being triggered. +Before we go into more detail, let's look at the last 4 lines of the example. +The last line triggers synchronously the Event, and passes Amount as a parameter. +The 3rd last line of the example triggers asynchronously Event. +Event will be processed after 5 seconds, and Amount is given as a parameter.
+ +The output of this little code fragment will be:
+ +Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing!
+ +This example creates a new FsmDemo object from class FSM. It will set the start state of FsmDemo to Green. -2 Transition Rules are created, where upon the event Switch, +Two Transition Rules are created, where upon the event Switch, the FsmDemo will transition from state Green to Red and vise versa.
+
local FsmDemo = FSM:New() -- #FsmDemo
FsmDemo:SetStartState( "Green" )
FsmDemo:AddTransition( "Green", "Switch", "Red" )
@@ -184,6 +241,8 @@ the FsmDemo will transition from state Green to Red and vise versa.
In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air.
The next code implements this through the event handling method OnAfterSwitch.
+
+
function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
self:E( { From, Event, To, FsmUnit } )
@@ -194,7 +253,7 @@ The next code implements this through the event handling method OnAfterS
FsmUnit:Flare(FLARECOLOR.Red)
end
end
- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
+ self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds.
end
FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds.
@@ -240,11 +299,9 @@ and one additional parameter that was given when the event was triggered, which
- The From state can be a "*", indicating that the transition rule will always be valid, regardless of the current state of the FSM.
-This transition will create a new FsmDemo object from class FSM.
-It will set the start state of FsmDemo to Green.
-A new event is added in addition to the above example.
+
The below code fragment extends the FsmDemo, emonstrating multiple From states declared as a table, in an additional transition rule.
The new event Stop will cancel the Switching process.
-So, the transtion for event Stop can be executed if the current state of the FSM is either "Red" or "Green".
+The transtion for event Stop can be executed if the current state of the FSM is either "Red" or "Green".
local FsmDemo = FSM:New() -- #FsmDemo
FsmDemo:SetStartState( "Green" )
@@ -258,14 +315,15 @@ So, the transtion for event Stop can be executed if the current state of the FSM
FsmDemo:AddTransition( "*", "Stop", "Stopped" )
-1.4) FSM Process Rules
+So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped.
+And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt.
-The FSM can implement sub-processes that will execute and return multiple possible states.
-Depending upon which state is returned, the main FSM can continue tiggering different events.
+1.5) Sub-FSM Embedding
-The method FSM.AddProcess() adds a new Sub-Process FSM to the FSM.
-A Sub-Process will start the Sub-Process of the FSM upon the defined triggered Event,
-with multiple possible States as a result.
+The FSM can embed Sub-FSMs that will execute and return multiple possible Return (End) States.
+Depending upon which state is returned, the main FSM can continue the flow triggering different events.
+
+The method FSM.AddProcess() adds a new Sub-FSM to the FSM.
@@ -294,13 +352,13 @@ YYYY-MM-DD: CLASS:NewFunction( Params ) added
Contributions:
- - None.
+ - Pikey: Review of documentation.
Authors:
- - FlightControl: Design & Programming
+ - FlightControl: Design & Programming & documenting.
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