Templates progress, not perfect yet...

issues with smoke
issues with accounting
issues with scoring
minor things, should be solvable.
This commit is contained in:
FlightControl 2016-12-02 14:47:58 +01:00
parent 62b476144a
commit 4034461488
9 changed files with 198 additions and 189 deletions

View File

@ -40,49 +40,28 @@ function STATEMACHINE:New( FsmT )
--setmetatable( self, MT )
--self.__index = self
for TransitionID, Transition in pairs( FsmT:GetTransitions() ) do
self:AddAction( Transition.From, Transition.Event, Transition.To )
self.FsmT:CopyCallHandler( self, "onenter", Transition.From )
self.FsmT:CopyCallHandler( self, "onleave", Transition.From )
self.FsmT:CopyCallHandler( self, "onenter", Transition.To )
self.FsmT:CopyCallHandler( self, "onleave", Transition.To )
self.FsmT:CopyCallHandler( self, "onbefore", Transition.Event )
self.FsmT:CopyCallHandler( self, "onafter", Transition.Event )
end
for ProcessID, Process in pairs( self.FsmT:GetProcesses() ) do
self:E( Process )
local FsmProcess = self:AddProcess(Process.From, Process.Event, Process.Process:New( unpack( Process.Arguments ) ), Process.ReturnEvents )
self.FsmT:CopyCallHandler( FsmProcess, "onenter", Process.From )
self.FsmT:CopyCallHandler( FsmProcess, "onleave", Process.From )
self.FsmT:CopyCallHandler( FsmProcess, "onbefore", Process.Event )
self.FsmT:CopyCallHandler( FsmProcess, "onafter", Process.Event )
end
for EndStateID, EndState in pairs( FsmT:EndStates() ) do
self:E( EndState )
self:AddEndState( EndState )
end
self:SetStartState( FsmT:GetStartState() )
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 = {}
FsmT = FsmT or STATEMACHINE_TEMPLATE:New( "" )
self:SetStartState( FsmT:GetStartState() )
for TransitionID, Transition in pairs( FsmT:GetTransitions() ) do
self:AddTransition( Transition.From, Transition.Event, Transition.To )
end
self:CopyCallHandlers( FsmT )
return self
end
function STATEMACHINE:SetInitialState( State )
self.current = State
end
function STATEMACHINE:AddTransition( From, Event, To )
@ -110,13 +89,9 @@ function STATEMACHINE:AddProcess( From, Event, Process, ReturnEvents )
sub.event = "Start"
sub.ReturnEvents = ReturnEvents
-- Make the reference table weak.
-- setmetatable( self.options.subs, { __mode = "v" } )
self.options.subs[Event] = sub
self:_submap( self.subs, sub, nil )
self:AddAction( From, Event, From )
self:AddTransition( From, Event, From )
return Process
end
@ -125,6 +100,10 @@ function STATEMACHINE:AddEndState( State )
self.endstates[State] = State
end
function STATEMACHINE:SetStartState( State )
self.current = State
end
function STATEMACHINE:GetSubs()
return self.options.subs
@ -157,7 +136,7 @@ function STATEMACHINE:_submap( subs, sub, name )
subs[sub.FromParent][sub.EventParent] = subs[sub.FromParent][sub.EventParent] or {}
-- Make the reference table weak.
setmetatable( subs[sub.FromParent][sub.EventParent], { __mode = "k" } )
-- setmetatable( subs[sub.FromParent][sub.EventParent], { __mode = "k" } )
subs[sub.FromParent][sub.EventParent][sub] = {}
subs[sub.FromParent][sub.EventParent][sub].fsm = sub.fsm
@ -325,6 +304,27 @@ function STATEMACHINE:cannot(e)
return not self:can(e)
end
function STATEMACHINE:CopyCallHandlers( FsmT )
local Parent = BASE:GetParent( FsmT )
if Parent then
self:CopyCallHandlers( Parent )
end
for ElementID, Element in pairs( FsmT ) do
self:E( { ElementID = ElementID } )
if type( Element ) == "function" then
if ElementID.find( ElementID, "^onbefore" ) or
ElementID.find( ElementID, "^onafter" ) or
ElementID.find( ElementID, "^onenter" ) or
ElementID.find( ElementID, "^onleave" ) or
ElementID.find( ElementID, "^onfunc" ) then
self[ ElementID ] = Element
end
end
end
end
function STATEMACHINE:todot(filename)
local dotfile = io.open(filename,'w')
dotfile:write('digraph {\n')
@ -388,9 +388,21 @@ function STATEMACHINE_CONTROLLABLE:GetControllable()
end
function STATEMACHINE_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 self[handler]( self, self.Controllable, unpack( params ) )
return xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler )
--return self[handler]( self, self.Controllable, unpack( params ) )
end
end
@ -406,9 +418,26 @@ STATEMACHINE_PROCESS = {
--- Creates a new STATEMACHINE_PROCESS object.
-- @param #STATEMACHINE_PROCESS self
-- @return #STATEMACHINE_PROCESS
function STATEMACHINE_PROCESS:New( FSMT )
function STATEMACHINE_PROCESS:New( FsmT, Controllable, Task )
local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FSMT ) ) -- StateMachine#STATEMACHINE_PROCESS
local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FsmT ) ) -- StateMachine#STATEMACHINE_PROCESS
self:Assign( Controllable, Task )
self.ClassName = FsmT._Name
for ParameterID, Parameter in pairs( FsmT:GetParameters() ) do
self[ ParameterID ] = Parameter
end
for ProcessID, Process in pairs( FsmT:GetProcesses() ) do
self:E( Process )
local FsmProcess = self:AddProcess(Process.From, Process.Event, STATEMACHINE_PROCESS:New( Process.Process, Controllable, Task ), Process.ReturnEvents )
end
for EndStateID, EndState in pairs( FsmT:GetEndStates() ) do
self:E( EndState )
self:AddEndState( EndState )
end
return self
end
@ -442,21 +471,17 @@ end
--- Assign the process to a @{Unit} and activate the process.
-- @param #PROCESS self
-- @param #STATEMACHINE_PROCESS self
-- @param Task.Tasking#TASK_BASE Task
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #PROCESS self
function STATEMACHINE_PROCESS:Assign( Task, ProcessUnit )
-- @return #STATEMACHINE_PROCESS self
function STATEMACHINE_PROCESS:Assign( ProcessUnit, Task )
self:E( { Task, ProcessUnit } )
self:SetControllable( ProcessUnit )
self:SetTask( Task )
self.ProcessGroup = ProcessUnit:GetGroup()
--Task:RemoveMenuForGroup( self.ProcessGroup )
--Task:SetAssignedMenuForGroup( self.ProcessGroup )
--self:Activate()
--self.ProcessGroup = ProcessUnit:GetGroup()
return self
end
@ -486,7 +511,7 @@ end
-- @param #string From
-- @param #string To
function STATEMACHINE_PROCESS:onstatechange( ProcessUnit, Event, From, To, Dummy )
self:E( { ProcessUnit, Event, From, To, Dummy } )
self:E( { ProcessUnit, Event, From, To, Dummy, self:IsTrace() } )
if self:IsTrace() then
MESSAGE:New( "Process " .. self.ProcessName .. " : " .. Event .. " changed to state " .. To, 15 ):ToAll()
@ -601,12 +626,13 @@ function STATEMACHINE_TEMPLATE:New( Name )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #STATEMACHINE_TEMPLATE
self._Transitions = self.Transitions or {}
self._Processes = self.Processes or {}
self._EndStates = self.EndStates or {}
self._StartState = "none"
self._Transitions = {}
self._Processes = {}
self._EndStates = {}
self._Scores = {}
self._Name = Name
self._Name = Name or ""
return self
end
@ -623,20 +649,24 @@ end
function STATEMACHINE_TEMPLATE:GetTransitions()
return self._Transitions
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 Process#PROCESS
function STATEMACHINE_TEMPLATE:AddProcess( From, Event, ProcessTemplate, ProcessArguments, ReturnEvents )
function STATEMACHINE_TEMPLATE:AddProcess( From, Event, ProcessTemplate, ReturnEvents )
self:E( { ProcessTemplate = ProcessTemplate } )
local Process = {}
Process.From = From
Process.Event = Event
Process.Process = ProcessTemplate
Process.Arguments = ProcessArguments
Process.Parameters = ProcessTemplate:GetParameters()
Process.ReturnEvents = ReturnEvents
self:E( { From = Process.From, Event = Process.Event, Process = Process.Process._Name, Parameters = Process.Parameters, ReturnEvents = Process.ReturnEvents } )
-- Make the reference table weak.
-- setmetatable( self.options.subs, { __mode = "v" } )
self._Processes[Process] = Process
@ -646,27 +676,48 @@ end
function STATEMACHINE_TEMPLATE:GetProcesses()
return self._Processes
return self._Processes or {}
end
function STATEMACHINE_TEMPLATE: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.Process
end
end
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
end
function STATEMACHINE_TEMPLATE:SetParameters( Parameters )
self._Parameters = Parameters
end
function STATEMACHINE_TEMPLATE:GetParameters()
return self._Parameters or {}
end
function STATEMACHINE_TEMPLATE:AddEndState( State )
self._EndStates[EndState] = EndState
self._EndStates[State] = State
end
function STATEMACHINE_TEMPLATE:GetEndStates()
return self._EndStates
return self._EndStates or {}
end
function STATEMACHINE_TEMPLATE:AddStartState()
function STATEMACHINE_TEMPLATE:SetStartState( State )
self._StartState = StartState
self._StartState = State
end
function STATEMACHINE_TEMPLATE:GetStartState()
return self._StartState
return self._StartState or {}
end
--- Adds a score for the STATEMACHINE_PROCESS to be achieved.
@ -678,16 +729,31 @@ end
function STATEMACHINE_TEMPLATE: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
self._Scores[State] = self._Scores[State] or {}
self._Scores[State].ScoreText = ScoreText
self._Scores[State].Score = Score
return self
end
function STATEMACHINE_TEMPLATE:CopyCallHandler( Fsm, OnAction, Transition )
self:E( { Fsm.ClassName, OnAction, Transition } )
if OnAction and Transition and self[OnAction .. Transition] then
Fsm[OnAction .. Transition] = self[OnAction .. Transition]
end
--- Adds a score for the STATEMACHINE_PROCESS to be achieved.
-- @param #STATEMACHINE_TEMPLATE 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 #STATEMACHINE_TEMPLATE self
function STATEMACHINE_TEMPLATE: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

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@ -102,7 +102,7 @@ do -- PROCESS_ACCOUNT
self:AddEndState( "Accounted" )
self:AddEndState( "Failed" )
self:AddStartState( "Assigned" )
self:SetStartState( "Assigned" )
return self
end
@ -117,14 +117,7 @@ do -- PROCESS_ACCOUNT
-- @param #string To
function PROCESS_ACCOUNT:onafterStart( ProcessUnit, Event, From, To )
-- TODO: need to generalize the timing.
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
self:EventOnDead( self.EventDead )
self:EventOnDead( self.onfuncEventDead )
self:__Wait( 1 )
end
@ -181,23 +174,20 @@ do -- PROCESS_ACCOUNT_DEADS
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS_ACCOUNT:New() ) -- #PROCESS_ACCOUNT_DEADS
return self, { TargetSetUnit, TaskName }
end
--- Creates a new DESTROY process.
-- @param #PROCESS_ACCOUNT_DEADS self
-- @param Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
-- @return #PROCESS_ACCOUNT_DEADS self
function PROCESS_ACCOUNT_DEADS:Init( TargetSetUnit, TaskName )
self.TargetSetUnit = TargetSetUnit
self.TaskName = TaskName
self:SetParameters( {
TargetSetUnit = TargetSetUnit,
TaskName = TaskName,
DisplayInterval = 30,
DisplayCount = 30,
DisplayMessage = true,
DisplayTime = 10, -- 10 seconds is the default
DisplayCategory = "HQ", -- Targets is the default display category
} )
return self
end
function PROCESS_ACCOUNT_DEADS:_Destructor()
self:E("_Destructor")
@ -260,7 +250,7 @@ do -- PROCESS_ACCOUNT_DEADS
--- @param #PROCESS_ACCOUNT_DEADS self
-- @param Event#EVENTDATA EventData
function PROCESS_ACCOUNT_DEADS:EventDead( EventData )
function PROCESS_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then

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@ -110,7 +110,7 @@ do -- PROCESS_ASSIGN
self:AddEndState( "Rejected" )
self:AddEndState( "Failed" )
self:AddStartState( "UnAssigned" )
self:SetStartState( "UnAssigned" )
return self
end
@ -136,26 +136,14 @@ do -- PROCESS_ASSIGN_ACCEPT
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
function PROCESS_ASSIGN_ACCEPT:New( TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_ACCEPT
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
-- @return #PROCESS_ASSIGN_ACCEPT The task acceptance process.
function PROCESS_ASSIGN_ACCEPT:Init( TaskBriefing )
self.TaskBriefing = TaskBriefing
self:SetParameters( { TaskBriefing = TaskBriefing } )
return self
end
--- StateMachine callback function
-- @param #PROCESS_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@ -178,6 +166,7 @@ do -- PROCESS_ASSIGN_ACCEPT
-- @param #string From
-- @param #string To
function PROCESS_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Event, From, To )
env.info( "in here" )
self:E( { ProcessUnit, Event, From, To } )
local ProcessGroup = ProcessUnit:GetGroup()
@ -211,8 +200,10 @@ do -- PROCESS_ASSIGN_MENU_ACCEPT
-- Inherits from BASE
local self = BASE:Inherit( self, PROCESS_ASSIGN:New() ) -- #PROCESS_ASSIGN_MENU_ACCEPT
self:SetParameters( { TaskName = TaskName, TaskBriefing = TaskBriefing } )
return self, { TaskName, TaskBriefing }
return self
end

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@ -110,7 +110,7 @@ do -- PROCESS_ROUTE
self:AddEndState( "Arrived" )
self:AddEndState( "Failed" )
self:AddStartState( "None" )
self:SetStartState( "None" )
return self
end
@ -125,11 +125,6 @@ do -- PROCESS_ROUTE
-- @param #string To
function PROCESS_ROUTE:onafterStart( ProcessUnit, Event, From, To )
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Route is the default display category
self:__Route( 1 )
end
@ -138,7 +133,7 @@ do -- PROCESS_ROUTE
-- @param #PROCESS_ROUTE self
-- @param Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function PROCESS_ROUTE:HasArrived( ProcessUnit )
function PROCESS_ROUTE:onfuncHasArrived( ProcessUnit )
return false
end
@ -151,7 +146,7 @@ do -- PROCESS_ROUTE
function PROCESS_ROUTE:onbeforeRoute( ProcessUnit, Event, From, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:HasArrived( ProcessUnit ) -- Polymorphic
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
if self.DisplayCount >= self.DisplayInterval then
self:T( { HasArrived = HasArrived } )
if not HasArrived then
@ -200,26 +195,23 @@ do -- PROCESS_ROUTE_ZONE
function PROCESS_ROUTE_ZONE:New( TargetZone )
local self = BASE:Inherit( self, PROCESS_ROUTE:New() ) -- #PROCESS_ROUTE_ZONE
return self, { TargetZone }
end
--- 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
-- @return #PROCESS_ROUTE_ZONE self
function PROCESS_ROUTE_ZONE:New( TargetZone )
self.TargetZone = TargetZone
self:SetParameters( {
TargetZone = TargetZone,
DisplayInterval = 30,
DisplayCount = 30,
DisplayMessage = true,
DisplayTime = 10, -- 10 seconds is the default
DisplayCategory = "HQ", -- Route is the default display category
} )
return self
end
--- Method override to check if the controllable has arrived.
-- @param #PROCESS_ROUTE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @return #boolean
function PROCESS_ROUTE_ZONE:HasArrived( ProcessUnit )
function PROCESS_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsInZone( self.TargetZone ) then
local RouteText = ProcessUnit:GetCallsign() .. ": You have arrived within the zone!"

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@ -92,7 +92,7 @@ do -- PROCESS_SMOKE
self:AddEndState( "Failed" )
self:AddEndState( "Success" )
self:AddStartState( "None" )
self:SetStartState( "None" )
return self
end
@ -153,7 +153,9 @@ do -- PROCESS_SMOKE_TARGETS_ZONE
function PROCESS_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, PROCESS_SMOKE:New() ) -- #PROCESS_SMOKE
return self, { TargetSetUnit, TargetZone }
self:SetParameters( { TargetSetUnit, TargetZone } )
return self
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.

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@ -30,15 +30,6 @@ MISSION = {
_GoalTasks = {}
}
--- @type MISSION.Clients
-- @list <Client#CLIENTS>
function MISSION:Meta()
return self
end
--- This is the main MISSION declaration method. Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.
-- @param #MISSION self
-- @param Tasking.CommandCenter#COMMANDCENTER CommandCenter
@ -50,6 +41,12 @@ end
function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition )
local self = BASE:Inherit( self, STATEMACHINE:New() ) -- Core.StateMachine#STATEMACHINE
self:SetStartState( "Idle" )
self:AddTransition( "Idle", "Start", "Ongoing" )
self:AddTransition( "Ongoing", "Stop", "Idle" )
self:AddTransition( "Ongoing", "Finish", "Finished" )
self:T( { MissionName, MissionPriority, MissionBriefing, MissionCoalition } )
@ -66,10 +63,6 @@ function MISSION:New( CommandCenter, MissionName, MissionPriority, MissionBriefi
-- Build the Fsm for the mission.
self:SetInitialState( "Idle" )
self:AddAction( "Idle", "Start", "Ongoing" )
self:AddAction( "Ongoing", "Stop", "Idle" )
self:AddAction( "Ongoing", "Finish", "Finished" )
return self
end

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@ -77,13 +77,12 @@ TASK_BASE = {
-- @return #TASK_BASE self
function TASK_BASE:New( Mission, SetGroupAssign, TaskName, TaskType )
local self = BASE:Inherit( self, STATEMACHINE_TASK:New() ) -- Core.StateMachine#STATEMACHINE_TASK
local self = BASE:Inherit( self, STATEMACHINE_TASK:New( {} ) ) -- Core.StateMachine#STATEMACHINE_TASK
self:SetInitialState( "Planned" )
self:AddAction( "Planned", "Assign", "Assigned" )
self:AddAction( "Assigned", "Success", "Success" )
self:AddAction( "*", "Fail", "Failed" )
self:SetStartState( "Planned" )
self:AddTransition( "Planned", "Assign", "Assigned" )
self:AddTransition( "Assigned", "Success", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:E( "New TASK " .. TaskName )
@ -99,7 +98,7 @@ function TASK_BASE:New( Mission, SetGroupAssign, TaskName, TaskType )
self.TaskBriefing = "You are invited for the task: " .. self.TaskName .. "."
self.FsmTemplate = self.FsmTemplate or STATEMACHINE_TEMPLATE:New( {} )
self.FsmTemplate = self.FsmTemplate or STATEMACHINE_TEMPLATE:New( "MAIN" )
-- Handle the birth of new planes within the assigned set.
self:EventOnPlayerEnterUnit(
@ -186,33 +185,9 @@ function TASK_BASE:AssignToUnit( TaskUnit )
self:F( TaskUnit:GetName() )
-- Assign a new FsmUnit to TaskUnit.
local FsmUnit = self:SetStateMachine( TaskUnit, STATEMACHINE_PROCESS:New( self:GetFsmTemplate() ) ) -- Core.StateMachine#STATEMACHINE_PROCESS
local FsmUnit = self:SetStateMachine( TaskUnit, STATEMACHINE_PROCESS:New( self:GetFsmTemplate(), TaskUnit, self ) ) -- Core.StateMachine#STATEMACHINE_PROCESS
self:E({"Address FsmUnit", tostring( FsmUnit ) } )
--TODO: need to check all this with templates ...
FsmUnit:Assign( self, TaskUnit )
for TransitionID, Transition in pairs( self.FsmTemplate:GetTransitions() ) do
FsmUnit:AddAction( Transition.From, Transition.Event, Transition.To )
self.FsmTemplate:CopyCallHandler( FsmUnit, "onenter", Transition.From )
self.FsmTemplate:CopyCallHandler( FsmUnit, "onleave", Transition.From )
self.FsmTemplate:CopyCallHandler( FsmUnit, "onenter", Transition.To )
self.FsmTemplate:CopyCallHandler( FsmUnit, "onleave", Transition.To )
self.FsmTemplate:CopyCallHandler( FsmUnit, "onbefore", Transition.Event )
self.FsmTemplate:CopyCallHandler( FsmUnit, "onafter", Transition.Event )
end
for ProcessID, Process in pairs( self.FsmTemplate:GetProcesses() ) do
self:E( Process )
local FsmProcess = FsmUnit:AddProcess(Process.From, Process.Event, Process.Process:New( unpack( Process.Arguments ) ), Process.ReturnEvents )
self.FsmTemplate:CopyCallHandler( FsmProcess, "onenter", Process.From )
self.FsmTemplate:CopyCallHandler( FsmProcess, "onleave", Process.From )
self.FsmTemplate:CopyCallHandler( FsmProcess, "onbefore", Process.Event )
self.FsmTemplate:CopyCallHandler( FsmProcess, "onafter", Process.Event )
FsmProcess:Assign( self, TaskUnit )
end
-- Set the events
FsmUnit:EventOnPilotDead(
--- @param Core.Event#EVENTDATA EventData
@ -221,7 +196,7 @@ function TASK_BASE:AssignToUnit( TaskUnit )
end
)
FsmUnit:SetInitialState( "Planned" )
FsmUnit:SetStartState( "Planned" )
FsmUnit:Accept() -- Each Task needs to start with an Accept event to start the flow.
return self

View File

@ -75,32 +75,32 @@ local FsmSEADTemplate = TaskSEAD:GetFsmTemplate()
-- 4.1 When the return state is Assigned, fire the event in the Task FsmSEAD:Route()
-- 4.2 When the return state is Rejected, fire the event in the Task FsmSEAD:Eject()
-- All other AddProcess calls are working in a similar manner.
FsmSEADTemplate:AddProcess ( "Planned", "Accept", PROCESS_ASSIGN_ACCEPT:Init( "SEAD the Area" ), { Assigned = "Route", Rejected = "Eject" } )
FsmSEADTemplate:AddProcess ( "Planned", "Accept", PROCESS_ASSIGN_ACCEPT:New( "SEAD the Area" ), { Assigned = "Route", Rejected = "Eject" } )
-- Same, adding a process.
FsmSEADTemplate:AddProcess ( "Assigned", "Route", PROCESS_ROUTE_ZONE:Init( TargetZone, 3000 ), { Arrived = "Update" } )
FsmSEADTemplate:AddProcess ( "Assigned", "Route", PROCESS_ROUTE_ZONE:New( TargetZone ), { Arrived = "Update" } )
-- Adding a new Action...
-- Actions define also the flow of the Task, but the actions will need to be programmed within your script.
-- See the state machine explanation for further details.
-- The AddAction received a couple of parameters:
-- The AddTransition received a couple of parameters:
-- 1. State From "Rejected". When the FsmSEAD is in state "Rejected", the event "Eject" can be fired.
-- 2. Event "Eject". This event can be triggered synchronously through FsmSEAD:Eject() or asynchronously through FsmSEAD:__Eject(secs).
-- 3. State To "Planned". After the event has been fired, the FsmSEAD will transition to Planned.
FsmSEADTemplate:AddTransition ( "Rejected", "Eject", "Planned" )
FsmSEADTemplate:AddTransition ( "Arrived", "Update", "Updated" )
FsmSEADTemplate:AddProcess ( "Updated", "Account", PROCESS_ACCOUNT_DEADS:Init( TargetSet, "SEAD" ), { Accounted = "Success" } )
FsmSEADTemplate:AddProcess ( "Updated", "Smoke", PROCESS_SMOKE_TARGETS_ZONE:Init( TargetSet, TargetZone ) )
FsmSEADTemplate:AddProcess ( "Updated", "Account", PROCESS_ACCOUNT_DEADS:New( TargetSet, "SEAD" ), { Accounted = "Success" } )
FsmSEADTemplate:AddProcess ( "Updated", "Smoke", PROCESS_SMOKE_TARGETS_ZONE:New( TargetSet, TargetZone ) )
FsmSEADTemplate:AddTransition ( "Accounted", "Success", "Success" )
FsmSEADTemplate:AddTransition ( "*", "Fail", "Failed" )
TaskSEAD:AddScoreProcess( "Account", "Account", "destroyed a radar", 25 )
TaskSEAD:AddScoreProcess( "Account", "Failed", "failed to destroy a radar", -10 )
FsmSEADTemplate:AddScoreProcess( "Updated", "Account", "Account", "destroyed a radar", 25 )
FsmSEADTemplate:AddScoreProcess( "Updated", "Account", "Failed", "failed to destroy a radar", -10 )
-- Now we will set the SCORING. Scoring is set using the TaskSEAD object.
-- Scores can be set on the status of the Task, and on Process level.
FsmSEADTemplate:AddScoreTask( "Success", "Destroyed all target radars", 250 )
FsmSEADTemplate:AddScoreTask( "Failed", "Failed to destroy all target radars", -100 )
FsmSEADTemplate:AddScore( "Success", "Destroyed all target radars", 250 )
FsmSEADTemplate:AddScore( "Failed", "Failed to destroy all target radars", -100 )