Jippie! Finally got the Sub Statemachine declaration understandable for end-users.

Reworked the hierarchical state machine processing in terms of sub
processing.
Now, the declaration and usage of subs is completely understandable and
easy to implement.
I am excited to see how end-users will see the possibilities.
This commit is contained in:
FlightControl
2016-11-22 08:45:38 +01:00
parent 07f6760039
commit 2f4eb39156
13 changed files with 296 additions and 179 deletions

View File

@@ -124,8 +124,11 @@ do -- PROCESS_ACCOUNT
-- @param #string To
function PROCESS_ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
self:EventOnDead( self.EventDead )
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #PROCESS_ACCOUNT self
@@ -169,6 +172,15 @@ do -- PROCESS_ACCOUNT_DEADS
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #PROCESS_ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
function PROCESS_ACCOUNT_DEADS:Template( TargetSetUnit, TaskName )
return { self, arg }
end
--- Creates a new DESTROY process.
-- @param #PROCESS_ACCOUNT_DEADS self
@@ -182,12 +194,15 @@ do -- PROCESS_ACCOUNT_DEADS
self.TargetSetUnit = TargetSetUnit
self.TaskName = TaskName
return self
end
function PROCESS_ACCOUNT_DEADS:_Destructor()
self:E("_Destructor")
self:RemoveEventsAll()
function PROCESS_ACCOUNT_DEADS:ProcessStart()
self:EventOnDead( self.EventDead )
end
--- Process Events

View File

@@ -134,6 +134,14 @@ do -- PROCESS_ASSIGN_ACCEPT
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
function PROCESS_ASSIGN_ACCEPT:Template( TaskBriefing )
return { self, { TaskBriefing } }
end
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param #string TaskBriefing

View File

@@ -107,7 +107,7 @@ do -- PROCESS_ROUTE
{ name = 'Fail', from = '*', to = 'Failed' },
},
endstates = {
'Arrived', 'Failed', 'Success'
'Arrived', 'Failed'
},
}
@@ -150,10 +150,10 @@ do -- PROCESS_ROUTE
-- @param #string Event
-- @param #string From
-- @param #string To
function PROCESS_ROUTE:onafterRoute( ProcessUnit, Event, From, To )
function PROCESS_ROUTE:onbeforeRoute( ProcessUnit, Event, From, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:HasArrived( ProcessUnit )
local HasArrived = self:HasArrived( ProcessUnit ) -- Polymorphic
if self.DisplayCount >= self.DisplayInterval then
self:T( { HasArrived = HasArrived } )
if not HasArrived then
@@ -165,7 +165,12 @@ do -- PROCESS_ROUTE
end
self:T( { DisplayCount = self.DisplayCount } )
self:__Route( 1 )
if HasArrived then
self:__Arrive( 1 )
else
self:__Route( 1 )
end
return HasArrived -- if false, then the event will not be executed...
end
@@ -189,6 +194,14 @@ do -- PROCESS_ROUTE_ZONE
PROCESS_ROUTE_ZONE = {
ClassName = "PROCESS_ROUTE_ZONE",
}
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
-- @param #PROCESS_ROUTE_ZONE self
-- @param Zone#ZONE_BASE TargetZone
function PROCESS_ROUTE_ZONE:Template( TargetZone )
return { self, arg }
end
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
@@ -206,9 +219,15 @@ do -- PROCESS_ROUTE_ZONE
--- Method override to check if the controllable has arrived.
-- @param #PROCESS_ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function PROCESS_ROUTE_ZONE:HasArrived( ProcessUnit )
if ProcessUnit:IsInZone( self.TargetZone ) then
local RouteText = ProcessUnit:GetCallsign() .. ": You have arrived within the zone!"
MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() )
end
return ProcessUnit:IsInZone( self.TargetZone )
end

View File

@@ -144,13 +144,20 @@ do -- PROCESS_SMOKE_TARGETS_ZONE
ClassName = "PROCESS_SMOKE_TARGETS_ZONE",
}
function PROCESS_SMOKE_TARGETS_ZONE:ProcessStop()
self:E("ProcessStop Detailed")
function PROCESS_SMOKE_TARGETS_ZONE:_Destructor()
self:E("_Destructor")
self.Menu:Remove()
self:EventRemoveAll()
end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_SMOKE_TARGETS_ZONE self
-- @param Set#SET_UNIT TargetSetUnit
-- @param Zone#ZONE_BASE TargetZone
function PROCESS_SMOKE_TARGETS_ZONE:Template( TargetSetUnit, TargetZone )
return { self, arg }
end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #PROCESS_SMOKE_TARGETS_ZONE self