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