Module Assign
(SP) (MP) (FSM) Accept or reject process for player (task) assignments.
1) #ASSIGN_ACCEPT class, extends Process#PROCESS
The #ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
1.1) ASSIGN_ACCEPT constructor:
- ASSIGN_ACCEPT.New(): Creates a new ASSIGN_ACCEPT object.
1.2) ASSIGN_ACCEPT state machine:
The ASSIGN_ACCEPT is a state machine: it manages the different events and states of the Controllable it is controlling.
1.2.1) ASSIGN_ACCEPT Events:
- ASSIGN_ACCEPT.Start( ProcessUnit ): Start the tasking acceptance process.
- ASSIGN_ACCEPT.Assign( ProcessUnit ): Assign the task.
1.2.2) ASSIGN_ACCEPT States:
- UnAssigned: The player has not accepted the task.
- Assigned: The player has accepted the task.
1.2.3) ASSIGN_ACCEPT state transition functions:
State transition functions can be set by the mission designer customizing or improving the behaviour of the state. There are 2 moments when state transition functions will be called by the state machine:
Before the state transition. The state transition function needs to start with the name OnBefore + the name of the state. If the state transition function returns false, then the processing of the state transition will not be done! If you want to change the behaviour of the AIControllable at this event, return false, but then you'll need to specify your own logic using the AIControllable!
After the state transition. The state transition function needs to start with the name OnAfter + the name of the state. These state transition functions need to provide a return value, which is specified at the function description.
1.3) Manage the ASSIGN_ACCEPT parameters:
The following methods are available to modify the parameters of a ASSIGN_ACCEPT object:
2) #ASSIGNMENUACCEPT class, extends Process#PROCESS
The #ASSIGNMENUACCEPT class accepts a task when the player accepts the task through an added menu option. This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. The assignment type also allows to reject the task.
1.1) ASSIGNMENUACCEPT constructor:
- ASSIGNMENUACCEPT.New(): Creates a new ASSIGNMENUACCEPT object.
1.2) ASSIGNMENUACCEPT state machine:
The ASSIGNMENUACCEPT is a state machine: it manages the different events and states of the Controllable it is controlling.
1.2.1) ASSIGNMENUACCEPT Events:
- ASSIGNMENUACCEPT.Start( ProcessUnit ): Start the tasking acceptance process.
- ASSIGNMENUACCEPT.Assign( ProcessUnit ): Assign the task.
- ASSIGNMENUACCEPT.Reject( ProcessUnit ): Reject the task..
1.2.2) ASSIGNMENUACCEPT States:
- UnAssigned: The player has not accepted the task.
- Assigned: The player has accepted the task.
- Rejected: The player has rejected the task.
1.2.3) ASSIGNMENUACCEPT state transition functions:
State transition functions can be set by the mission designer customizing or improving the behaviour of the state. There are 2 moments when state transition functions will be called by the state machine:
Before the state transition. The state transition function needs to start with the name OnBefore + the name of the state. If the state transition function returns false, then the processing of the state transition will not be done! If you want to change the behaviour of the AIControllable at this event, return false, but then you'll need to specify your own logic using the AIControllable!
After the state transition. The state transition function needs to start with the name OnAfter + the name of the state. These state transition functions need to provide a return value, which is specified at the function description.
1.3) Manage the ASSIGNMENUACCEPT parameters:
The following methods are available to modify the parameters of a ASSIGNMENUACCEPT object:
Global(s)
| ASSIGN_ACCEPT | |
| ASSIGN_MENU_ACCEPT |
Type ASSIGN_ACCEPT
| ASSIGN_ACCEPT.ClassName | |
| ASSIGN_ACCEPT:New(ProcessUnit, TaskBriefing) |
Creates a new task assignment state machine. |
| ASSIGN_ACCEPT.ProcessUnit | |
| ASSIGN_ACCEPT.TargetZone | |
| ASSIGN_ACCEPT.Task | |
| ASSIGN_ACCEPT.TaskBriefing |
Type ASSIGN_MENU_ACCEPT
| ASSIGN_MENU_ACCEPT.ClassName | |
| ASSIGN_MENU_ACCEPT.Menu | |
| ASSIGN_MENU_ACCEPT.MenuAcceptTask | |
| ASSIGN_MENU_ACCEPT:MenuAssign() |
Menu function. |
| ASSIGN_MENU_ACCEPT:MenuReject() |
Menu function. |
| ASSIGN_MENU_ACCEPT.MenuRejectTask | |
| ASSIGN_MENU_ACCEPT:New(ProcessUnit, TaskBriefing, TaskName) |
Creates a new task assignment state machine. |
| ASSIGN_MENU_ACCEPT.ProcessUnit | |
| ASSIGN_MENU_ACCEPT.TargetZone | |
| ASSIGN_MENU_ACCEPT.Task | |
| ASSIGN_MENU_ACCEPT.TaskBriefing | |
| ASSIGN_MENU_ACCEPT.TaskName | |
| ASSIGN_MENU_ACCEPT:onafterAssign(ProcessUnit, Event, From, To) |
StateMachine callback function |
| ASSIGN_MENU_ACCEPT:onafterReject(ProcessUnit, Event, From, To) |
StateMachine callback function |
| ASSIGN_MENU_ACCEPT:onafterStart(ProcessUnit, Event, From, To) |
StateMachine callback function |
Global(s)
Type Assign
Type ASSIGN_ACCEPT
ASSIGN_ACCEPT class
Field(s)
- #string ASSIGN_ACCEPT.ClassName
- ASSIGN_ACCEPT:New(ProcessUnit, TaskBriefing)
-
Creates a new task assignment state machine.
The process will accept the task by default, no player intervention accepted.
Parameters
-
Unit#UNIT ProcessUnit: -
#string TaskBriefing:
Return value
#ASSIGN_ACCEPT: The task acceptance process.
-
Type ASSIGN_MENU_ACCEPT
ASSIGNMENUACCEPT class
Field(s)
- #string ASSIGN_MENU_ACCEPT.ClassName
- ASSIGN_MENU_ACCEPT:MenuAssign()
-
Menu function.
- ASSIGN_MENU_ACCEPT:MenuReject()
-
Menu function.
- ASSIGN_MENU_ACCEPT:New(ProcessUnit, TaskBriefing, TaskName)
-
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.
Parameters
-
Unit#UNIT ProcessUnit: -
#string TaskBriefing: -
TaskName:
Return value
#ASSIGNMENUACCEPT: self
-
- ASSIGN_MENU_ACCEPT:onafterAssign(ProcessUnit, Event, From, To)
-
StateMachine callback function
Parameters
-
Controllable#CONTROLLABLE ProcessUnit: -
#string Event: -
#string From: -
#string To:
-
- ASSIGN_MENU_ACCEPT:onafterReject(ProcessUnit, Event, From, To)
-
StateMachine callback function
Parameters
-
Controllable#CONTROLLABLE ProcessUnit: -
#string Event: -
#string From: -
#string To:
-
- ASSIGN_MENU_ACCEPT:onafterStart(ProcessUnit, Event, From, To)
-
StateMachine callback function
Parameters
-
Controllable#CONTROLLABLE ProcessUnit: -
#string Event: -
#string From: -
#string To:
-