--- (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) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE} -- -- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.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) ACT_ROUTE_ZONE constructor: -- -- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object. -- -- === -- -- @module Actions.Act_Route -- @image MOOSE.JPG do -- ACT_ROUTE --- ACT_ROUTE class -- @type ACT_ROUTE -- @field Tasking.Task#TASK TASK -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Core.Zone#ZONE_BASE Zone -- @field Core.Point#COORDINATE Coordinate -- @extends Core.Fsm#FSM_PROCESS ACT_ROUTE = { ClassName = "ACT_ROUTE", } --- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE. -- @param #ACT_ROUTE self -- @return #ACT_ROUTE self function ACT_ROUTE:New() -- Inherits from BASE local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS self:AddTransition( "*", "Reset", "None" ) self:AddTransition( "None", "Start", "Routing" ) self:AddTransition( "*", "Report", "*" ) self:AddTransition( "Routing", "Route", "Routing" ) self:AddTransition( "Routing", "Pause", "Pausing" ) self:AddTransition( "Routing", "Arrive", "Arrived" ) self:AddTransition( "*", "Cancel", "Cancelled" ) self:AddTransition( "Arrived", "Success", "Success" ) self:AddTransition( "*", "Fail", "Failed" ) self:AddTransition( "", "", "" ) self:AddTransition( "", "", "" ) self:AddEndState( "Arrived" ) self:AddEndState( "Failed" ) self:AddEndState( "Cancelled" ) self:SetStartState( "None" ) self:SetRouteMode( "C" ) return self end --- Set a Cancel Menu item. -- @param #ACT_ROUTE self -- @return #ACT_ROUTE function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag ) self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New( MenuGroup, MenuText, ParentMenu, self.MenuCancel, self ):SetTime( MenuTime ):SetTag( MenuTag ) ParentMenu:SetTime( MenuTime ) ParentMenu:Remove( MenuTime, MenuTag ) return self end --- Set the route mode. -- There are 2 route modes supported: -- -- * SetRouteMode( "B" ): Route mode is Bearing and Range. -- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup. -- -- @param #ACT_ROUTE self -- @return #ACT_ROUTE function ACT_ROUTE:SetRouteMode( RouteMode ) self.RouteMode = RouteMode return self end --- Get the routing text to be displayed. -- The route mode determines the text displayed. -- @param #ACT_ROUTE self -- @param Wrapper.Unit#UNIT Controllable -- @return #string function ACT_ROUTE:GetRouteText( Controllable ) local RouteText = "" local Coordinate = nil -- Core.Point#COORDINATE if self.Coordinate then Coordinate = self.Coordinate end if self.Zone then Coordinate = self.Zone:GetPointVec3( self.Altitude ) Coordinate:SetHeading( self.Heading ) end local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G). local CC = self:GetTask():GetMission():GetCommandCenter() if CC then if CC:IsModeWWII() then -- Find closest reference point to the target. local ShortestDistance = 0 local ShortestReferencePoint = nil local ShortestReferenceName = "" self:F( { CC.ReferencePoints } ) for ZoneName, Zone in pairs( CC.ReferencePoints ) do self:F( { ZoneName = ZoneName } ) local Zone = Zone -- Core.Zone#ZONE local ZoneCoord = Zone:GetCoordinate() local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate ) self:F( { ShortestDistance, ShortestReferenceName } ) if ShortestDistance == 0 or ZoneDistance < ShortestDistance then ShortestDistance = ZoneDistance ShortestReferencePoint = ZoneCoord ShortestReferenceName = CC.ReferenceNames[ZoneName] end end if ShortestReferencePoint then RouteText = Coordinate:ToStringFromRP( ShortestReferencePoint, ShortestReferenceName, Controllable ) end else RouteText = Coordinate:ToString( Controllable, nil, Task ) end end return RouteText end function ACT_ROUTE:MenuCancel() self:F("Cancelled") self.CancelMenuGroupCommand:Remove() self:__Cancel( 1 ) end --- Task Events --- StateMachine callback function -- @param #ACT_ROUTE self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To ) self:__Route( 1 ) end --- Check if the controllable has arrived. -- @param #ACT_ROUTE self -- @param Wrapper.Unit#UNIT ProcessUnit -- @return #boolean function ACT_ROUTE:onfuncHasArrived( ProcessUnit ) return false end --- StateMachine callback function -- @param #ACT_ROUTE self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To ) if ProcessUnit:IsAlive() then local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic if self.DisplayCount >= self.DisplayInterval then self:T( { HasArrived = HasArrived } ) if not HasArrived then self:Report() end self.DisplayCount = 1 else self.DisplayCount = self.DisplayCount + 1 end if HasArrived then self:__Arrive( 1 ) else self:__Route( 1 ) end return HasArrived -- if false, then the event will not be executed... end return false end end -- ACT_ROUTE do -- ACT_ROUTE_POINT --- ACT_ROUTE_POINT class -- @type ACT_ROUTE_POINT -- @field Tasking.Task#TASK TASK -- @extends #ACT_ROUTE ACT_ROUTE_POINT = { ClassName = "ACT_ROUTE_POINT", } --- Creates a new routing state machine. -- The task will route a controllable to a Coordinate until the controllable is within the Range. -- @param #ACT_ROUTE_POINT self -- @param Core.Point#COORDINATE The Coordinate to Target. -- @param #number Range The Distance to Target. -- @param Core.Zone#ZONE_BASE Zone function ACT_ROUTE_POINT:New( Coordinate, Range ) local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT self.Coordinate = Coordinate self.Range = Range or 0 self.DisplayInterval = 30 self.DisplayCount = 30 self.DisplayMessage = true self.DisplayTime = 10 -- 10 seconds is the default return self end --- Creates a new routing state machine. -- The task will route a controllable to a Coordinate until the controllable is within the Range. -- @param #ACT_ROUTE_POINT self function ACT_ROUTE_POINT:Init( FsmRoute ) self.Coordinate = FsmRoute.Coordinate self.Range = FsmRoute.Range or 0 self.DisplayInterval = 30 self.DisplayCount = 30 self.DisplayMessage = true self.DisplayTime = 10 -- 10 seconds is the default self:SetStartState("None") end --- Set Coordinate -- @param #ACT_ROUTE_POINT self -- @param Core.Point#COORDINATE Coordinate The Coordinate to route to. function ACT_ROUTE_POINT:SetCoordinate( Coordinate ) self:F2( { Coordinate } ) self.Coordinate = Coordinate end --- Get Coordinate -- @param #ACT_ROUTE_POINT self -- @return Core.Point#COORDINATE Coordinate The Coordinate to route to. function ACT_ROUTE_POINT:GetCoordinate() self:F2( { self.Coordinate } ) return self.Coordinate end --- Set Range around Coordinate -- @param #ACT_ROUTE_POINT self -- @param #number Range The Range to consider the arrival. Default is 10000 meters. function ACT_ROUTE_POINT:SetRange( Range ) self:F2( { Range } ) self.Range = Range or 10000 end --- Get Range around Coordinate -- @param #ACT_ROUTE_POINT self -- @return #number The Range to consider the arrival. Default is 10000 meters. function ACT_ROUTE_POINT:GetRange() self:F2( { self.Range } ) return self.Range end --- Method override to check if the controllable has arrived. -- @param #ACT_ROUTE_POINT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @return #boolean function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit ) if ProcessUnit:IsAlive() then local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() ) if Distance <= self.Range then local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived." self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) return true end end return false end --- Task Events --- StateMachine callback function -- @param #ACT_ROUTE_POINT self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To ) local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit ) self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update ) end end -- ACT_ROUTE_POINT do -- ACT_ROUTE_ZONE --- ACT_ROUTE_ZONE class -- @type ACT_ROUTE_ZONE -- @field Tasking.Task#TASK TASK -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Core.Zone#ZONE_BASE Zone -- @extends #ACT_ROUTE ACT_ROUTE_ZONE = { ClassName = "ACT_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 #ACT_ROUTE_ZONE self -- @param Core.Zone#ZONE_BASE Zone function ACT_ROUTE_ZONE:New( Zone ) local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE self.Zone = Zone self.DisplayInterval = 30 self.DisplayCount = 30 self.DisplayMessage = true self.DisplayTime = 10 -- 10 seconds is the default return self end function ACT_ROUTE_ZONE:Init( FsmRoute ) self.Zone = FsmRoute.Zone self.DisplayInterval = 30 self.DisplayCount = 30 self.DisplayMessage = true self.DisplayTime = 10 -- 10 seconds is the default end --- Set Zone -- @param #ACT_ROUTE_ZONE self -- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to. -- @param #number Altitude -- @param #number Heading function ACT_ROUTE_ZONE:SetZone( Zone, Altitude, Heading ) -- R2.2 Added altitude and heading self.Zone = Zone self.Altitude = Altitude self.Heading = Heading end --- Get Zone -- @param #ACT_ROUTE_ZONE self -- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to. function ACT_ROUTE_ZONE:GetZone() return self.Zone end --- Method override to check if the controllable has arrived. -- @param #ACT_ROUTE self -- @param Wrapper.Unit#UNIT ProcessUnit -- @return #boolean function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit ) if ProcessUnit:IsInZone( self.Zone ) then local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone." self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information ) end return ProcessUnit:IsInZone( self.Zone ) end --- Task Events --- StateMachine callback function -- @param #ACT_ROUTE_ZONE self -- @param Wrapper.Unit#UNIT ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To ) self:F( { ProcessUnit = ProcessUnit } ) local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit ) self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update ) end end -- ACT_ROUTE_ZONE