Module Route

(SP) (MP) (FSM) Route AI or players through waypoints or to zones.


#ACT_ROUTE FSM class, extends Core.Fsm#FSM_PROCESS

ACT_ROUTE state machine:

This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. All derived classes from this class will start with the class name, followed by a _. See the relevant derived class descriptions below. Each derived class follows exactly the same process, using the same events and following the same state transitions, but will have different implementation behaviour upon each event or state transition.

ACT_ROUTE Events:

These are the events defined in this class:

  • Start: The process is started. The process will go into the Report state.
  • Report: The process is reporting to the player the route to be followed.
  • Route: The process is routing the controllable.
  • Pause: The process is pausing the route of the controllable.
  • Arrive: The controllable has arrived at a route point.
  • More: There are more route points that need to be followed. The process will go back into the Report state.
  • NoMore: There are no more route points that need to be followed. The process will go into the Success state.

ACT_ROUTE Event methods:

Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:

  • Immediate: The event method has exactly the name of the event.
  • 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.

ACT_ROUTE States:

  • None: The controllable did not receive route commands.
  • Arrived (*): The controllable has arrived at a route point.
  • Aborted (*): The controllable has aborted the route path.
  • Routing: The controllable is understay to the route point.
  • Pausing: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
  • Success (*): All route points were reached.
  • Failed (*): The process has failed.

(*) End states of the process.

ACT_ROUTE state transition methods:

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 methods will be called by the state machine:

  • Before the state transition. The state transition method needs to start with the name OnBefore + the name of the state. If the state transition method 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 method needs to start with the name OnAfter + the name of the state. These state transition methods need to provide a return value, which is specified at the function description.


1) #ACTROUTEZONE class, extends Fsm.Route#ACT_ROUTE

The ACTROUTEZONE class implements the core functions to route an AIR Controllable player Unit to a Zone. The player receives on perioding times messages with the coordinates of the route to follow. Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.

1.1) ACTROUTEZONE constructor:


Global(s)

ACT_ROUTE
ACT_ROUTE_ZONE

Type ACT_ROUTE

ACT_ROUTE.ClassName
ACT_ROUTE.DisplayCount
ACT_ROUTE:New()

Creates a new routing state machine.

ACT_ROUTE.ProcessUnit
ACT_ROUTE.TASK
ACT_ROUTE.TargetZone
ACT_ROUTE:onafterStart(ProcessUnit, Event, From, To)

StateMachine callback function

ACT_ROUTE:onbeforeRoute(ProcessUnit, Event, From, To)

StateMachine callback function

ACT_ROUTE:onfuncHasArrived(ProcessUnit)

Check if the controllable has arrived.

Type ACT_ROUTE_ZONE

ACT_ROUTE_ZONE.ClassName
ACT_ROUTE_ZONE.DisplayCount
ACT_ROUTE_ZONE.DisplayInterval
ACT_ROUTE_ZONE.DisplayMessage
ACT_ROUTE_ZONE.DisplayTime
ACT_ROUTE_ZONE:Init(FsmRoute)
ACT_ROUTE_ZONE:New(TargetZone)

Creates a new routing state machine.

ACT_ROUTE_ZONE.ProcessUnit
ACT_ROUTE_ZONE.TASK
ACT_ROUTE_ZONE.TargetZone
ACT_ROUTE_ZONE:onenterReporting(ProcessUnit, Event, From, To)

StateMachine callback function

ACT_ROUTE_ZONE:onfuncHasArrived(ProcessUnit)

Method override to check if the controllable has arrived.

Global(s)

#ACT_ROUTE ACT_ROUTE
#ACT_ROUTE_ZONE ACT_ROUTE_ZONE

Type Route

Type ACT_ROUTE

ACT_ROUTE class

Field(s)

#string ACT_ROUTE.ClassName
#number ACT_ROUTE.DisplayCount
ACT_ROUTE:New()

Creates a new routing state machine.

The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.

Return value

#ACT_ROUTE: self

Wrapper.Unit#UNIT ACT_ROUTE.ProcessUnit
Tasking.Task#TASK ACT_ROUTE.TASK
Core.Zone#ZONE_BASE ACT_ROUTE.TargetZone
ACT_ROUTE:onafterStart(ProcessUnit, Event, From, To)

StateMachine callback function

Parameters

ACT_ROUTE:onbeforeRoute(ProcessUnit, Event, From, To)

StateMachine callback function

Parameters

ACT_ROUTE:onfuncHasArrived(ProcessUnit)

Check if the controllable has arrived.

Parameter

Return value

#boolean:

Type ACT_ROUTE_ZONE

ACTROUTEZONE class

Field(s)

#string ACT_ROUTE_ZONE.ClassName
#number ACT_ROUTE_ZONE.DisplayCount
#number ACT_ROUTE_ZONE.DisplayInterval
#boolean ACT_ROUTE_ZONE.DisplayMessage
#number ACT_ROUTE_ZONE.DisplayTime

10 seconds is the default

ACT_ROUTE_ZONE:Init(FsmRoute)

Parameter

  • FsmRoute :

ACT_ROUTE_ZONE:New(TargetZone)

Creates a new routing state machine.

The task will route a controllable to a ZONE until the controllable is within that ZONE.

Parameter

Wrapper.Unit#UNIT ACT_ROUTE_ZONE.ProcessUnit
Tasking.Task#TASK ACT_ROUTE_ZONE.TASK
Core.Zone#ZONE_BASE ACT_ROUTE_ZONE.TargetZone
ACT_ROUTE_ZONE:onenterReporting(ProcessUnit, Event, From, To)

StateMachine callback function

Parameters

ACT_ROUTE_ZONE:onfuncHasArrived(ProcessUnit)

Method override to check if the controllable has arrived.

Parameter

Return value

#boolean: