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https://github.com/FlightControl-Master/MOOSE.git
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FSM restructuring
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@@ -2,16 +2,16 @@
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--
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-- ===
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--
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-- # @{#PROCESS_ASSIGN} FSM class, extends @{Process#PROCESS}
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-- # @{#FSMT_ASSIGN} FSM class, extends @{Process#PROCESS}
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--
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-- ## PROCESS_ASSIGN state machine:
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-- ## FSMT_ASSIGN state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### PROCESS_ASSIGN **Events**:
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-- ### FSMT_ASSIGN **Events**:
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--
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-- These are the events defined in this class:
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--
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@@ -19,7 +19,7 @@
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-- * **Assign**: Assign the task.
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-- * **Reject**: Reject the task..
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--
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-- ### PROCESS_ASSIGN **Event methods**:
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-- ### FSMT_ASSIGN **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
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-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
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@@ -27,7 +27,7 @@
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-- * **Immediate**: The event method has exactly the name of the event.
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-- * **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.
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--
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-- ### PROCESS_ASSIGN **States**:
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-- ### FSMT_ASSIGN **States**:
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--
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-- * **UnAssigned**: The player has not accepted the task.
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-- * **Assigned (*)**: The player has accepted the task.
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@@ -37,7 +37,7 @@
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--
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-- (*) End states of the process.
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--
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-- ### PROCESS_ASSIGN state transition methods:
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-- ### FSMT_ASSIGN state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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@@ -54,52 +54,52 @@
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--
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-- ===
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--
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-- # 1) @{#PROCESS_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#PROCESS_ASSIGN}
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-- # 1) @{#FSMT_ASSIGN_ACCEPT} class, extends @{Fsm.Assign#FSMT_ASSIGN}
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--
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-- The PROCESS_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
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-- The FSMT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
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--
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-- ## 1.1) PROCESS_ASSIGN_ACCEPT constructor:
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-- ## 1.1) FSMT_ASSIGN_ACCEPT constructor:
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--
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-- * @{#PROCESS_ASSIGN_ACCEPT.New}(): Creates a new PROCESS_ASSIGN_ACCEPT object.
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-- * @{#FSMT_ASSIGN_ACCEPT.New}(): Creates a new FSMT_ASSIGN_ACCEPT object.
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--
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-- ===
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--
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-- # 2) @{#PROCESS_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#PROCESS_ASSIGN}
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-- # 2) @{#FSMT_ASSIGN_MENU_ACCEPT} class, extends @{Fsm.Assign#FSMT_ASSIGN}
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--
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-- The PROCESS_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
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-- The FSMT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
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-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
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-- The assignment type also allows to reject the task.
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--
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-- ## 2.1) PROCESS_ASSIGN_MENU_ACCEPT constructor:
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-- ## 2.1) FSMT_ASSIGN_MENU_ACCEPT constructor:
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-- -----------------------------------------
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--
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-- * @{#PROCESS_ASSIGN_MENU_ACCEPT.New}(): Creates a new PROCESS_ASSIGN_MENU_ACCEPT object.
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-- * @{#FSMT_ASSIGN_MENU_ACCEPT.New}(): Creates a new FSMT_ASSIGN_MENU_ACCEPT object.
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--
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-- ===
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--
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-- @module Assign
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do -- PROCESS_ASSIGN
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do -- FSMT_ASSIGN
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--- PROCESS_ASSIGN class
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-- @type PROCESS_ASSIGN
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--- FSMT_ASSIGN class
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-- @type FSMT_ASSIGN
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-- @field Tasking.Task#TASK_BASE Task
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-- @field Wrapper.Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Core.StateMachine#FSM_TEMPLATE
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PROCESS_ASSIGN = {
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ClassName = "PROCESS_ASSIGN",
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FSMT_ASSIGN = {
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ClassName = "FSMT_ASSIGN",
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}
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--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
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-- @param #PROCESS_ASSIGN self
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-- @return #PROCESS_ASSIGN The task acceptance process.
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function PROCESS_ASSIGN:New()
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-- @param #FSMT_ASSIGN self
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-- @return #FSMT_ASSIGN The task acceptance process.
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function FSMT_ASSIGN:New()
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM_TEMPLATE:New( "PROCESS_ASSIGN" ) ) -- Core.StateMachine#FSM_TEMPLATE
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local self = BASE:Inherit( self, FSM_TEMPLATE:New( "FSMT_ASSIGN" ) ) -- Core.StateMachine#FSM_TEMPLATE
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self:AddTransition( "UnAssigned", "Start", "Waiting" )
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self:AddTransition( "Waiting", "Assign", "Assigned" )
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@@ -115,29 +115,29 @@ do -- PROCESS_ASSIGN
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return self
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end
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end -- PROCESS_ASSIGN
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end -- FSMT_ASSIGN
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do -- PROCESS_ASSIGN_ACCEPT
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do -- FSMT_ASSIGN_ACCEPT
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--- PROCESS_ASSIGN_ACCEPT class
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-- @type PROCESS_ASSIGN_ACCEPT
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--- FSMT_ASSIGN_ACCEPT class
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-- @type FSMT_ASSIGN_ACCEPT
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-- @field Tasking.Task#TASK_BASE Task
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-- @field Wrapper.Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Fsm.Process#PROCESS
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PROCESS_ASSIGN_ACCEPT = {
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ClassName = "PROCESS_ASSIGN_ACCEPT",
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FSMT_ASSIGN_ACCEPT = {
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ClassName = "FSMT_ASSIGN_ACCEPT",
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}
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--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
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-- @param #PROCESS_ASSIGN_ACCEPT self
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-- @param #FSMT_ASSIGN_ACCEPT self
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-- @param #string TaskBriefing
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function PROCESS_ASSIGN_ACCEPT:New( TaskBriefing )
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function FSMT_ASSIGN_ACCEPT:New( TaskBriefing )
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local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_ACCEPT
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local self = BASE:Inherit( self, FSMT_ASSIGN:New() ) -- #FSMT_ASSIGN_ACCEPT
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self:SetParameters( { TaskBriefing = TaskBriefing } )
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@@ -145,12 +145,12 @@ do -- PROCESS_ASSIGN_ACCEPT
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end
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--- StateMachine callback function
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-- @param #PROCESS_ASSIGN_ACCEPT self
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-- @param #FSMT_ASSIGN_ACCEPT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
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function FSMT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
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self:E( { ProcessUnit, Event, From, To } )
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local ProcessGroup = ProcessUnit:GetGroup()
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@@ -160,12 +160,12 @@ do -- PROCESS_ASSIGN_ACCEPT
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end
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--- StateMachine callback function
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-- @param #PROCESS_ASSIGN_ACCEPT self
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-- @param #FSMT_ASSIGN_ACCEPT self
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Event, From, To )
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function FSMT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Event, From, To )
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env.info( "in here" )
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self:E( { ProcessUnit, Event, From, To } )
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@@ -176,30 +176,30 @@ do -- PROCESS_ASSIGN_ACCEPT
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self.Task:Assign()
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end
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end -- PROCESS_ASSIGN_ACCEPT
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end -- FSMT_ASSIGN_ACCEPT
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do -- PROCESS_ASSIGN_MENU_ACCEPT
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do -- FSMT_ASSIGN_MENU_ACCEPT
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--- PROCESS_ASSIGN_MENU_ACCEPT class
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-- @type PROCESS_ASSIGN_MENU_ACCEPT
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--- FSMT_ASSIGN_MENU_ACCEPT class
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-- @type FSMT_ASSIGN_MENU_ACCEPT
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-- @field Tasking.Task#TASK_BASE Task
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-- @field Wrapper.Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends #PROCESS_ASSIGN
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PROCESS_ASSIGN_MENU_ACCEPT = {
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ClassName = "PROCESS_ASSIGN_MENU_ACCEPT",
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-- @extends #FSMT_ASSIGN
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FSMT_ASSIGN_MENU_ACCEPT = {
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ClassName = "FSMT_ASSIGN_MENU_ACCEPT",
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}
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--- Init.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param #string TaskName
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-- @param #string TaskBriefing
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-- @return #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
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-- @return #FSMT_ASSIGN_MENU_ACCEPT self
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function FSMT_ASSIGN_MENU_ACCEPT:New( TaskName, TaskBriefing )
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_MENU_ACCEPT
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local self = BASE:Inherit( self, FSMT_ASSIGN:New() ) -- #FSMT_ASSIGN_MENU_ACCEPT
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self:SetParameters( { TaskName = TaskName, TaskBriefing = TaskBriefing } )
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@@ -208,11 +208,11 @@ do -- PROCESS_ASSIGN_MENU_ACCEPT
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--- 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.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param #string TaskName
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-- @param #string TaskBriefing
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-- @return #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
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-- @return #FSMT_ASSIGN_MENU_ACCEPT self
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function FSMT_ASSIGN_MENU_ACCEPT:Init( TaskName, TaskBriefing )
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self.TaskBriefing = TaskBriefing
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self.TaskName = TaskName
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@@ -221,12 +221,12 @@ do -- PROCESS_ASSIGN_MENU_ACCEPT
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end
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--- StateMachine callback function
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
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function FSMT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Event, From, To )
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self:E( { ProcessUnit, Event, From, To } )
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MESSAGE:New( self.TaskBriefing .. "\nAccess the radio menu to accept the task. You have 30 seconds or the assignment will be cancelled.", 30, "Task Assignment" ):ToGroup( ProcessUnit:GetGroup() )
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@@ -239,40 +239,40 @@ do -- PROCESS_ASSIGN_MENU_ACCEPT
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end
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--- Menu function.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:MenuAssign()
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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function FSMT_ASSIGN_MENU_ACCEPT:MenuAssign()
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self:E( )
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self:__Assign( 1 )
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end
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--- Menu function.
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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function PROCESS_ASSIGN_MENU_ACCEPT:MenuReject()
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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function FSMT_ASSIGN_MENU_ACCEPT:MenuReject()
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self:E( )
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self:__Reject( 1 )
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end
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--- StateMachine callback function
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To )
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function FSMT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Event, From, To )
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self:E( { ProcessUnit.UnitNameEvent, From, To } )
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self.Menu:Remove()
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end
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--- StateMachine callback function
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-- @param #PROCESS_ASSIGN_MENU_ACCEPT self
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-- @param #FSMT_ASSIGN_MENU_ACCEPT self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function PROCESS_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To )
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function FSMT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Event, From, To )
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self:E( { ProcessUnit.UnitName, Event, From, To } )
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self.Menu:Remove()
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@@ -281,4 +281,4 @@ do -- PROCESS_ASSIGN_MENU_ACCEPT
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ProcessUnit:Destroy()
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end
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end -- PROCESS_ASSIGN_MENU_ACCEPT
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end -- FSMT_ASSIGN_MENU_ACCEPT
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