--- This module contains the **FSM** (**F**inite **S**tate **M**achine) class and derived **FSM\_** classes. -- ## Finite State Machines (FSM) are design patterns allowing efficient (long-lasting) processes and workflows. -- -- ![Banner Image](..\Presentations\FSM\Dia1.JPG) -- -- A FSM can only be in one of a finite number of states. -- The machine is in only one state at a time; the state it is in at any given time is called the **current state**. -- It can change from one state to another when initiated by an **__internal__ or __external__ triggering event**, which is called a **transition**. -- An **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**. -- An FSM implementation is composed out of **two parts**, a set of **state transition rules**, and an implementation set of **state transition handlers**, implementing those transitions. -- -- The FSM class supports a **hierarchical implementation of a Finite State Machine**, -- that is, it allows to **embed existing FSM implementations in a master FSM**. -- FSM hierarchies allow for efficient FSM re-use, **not having to re-invent the wheel every time again** when designing complex processes. -- -- ![Workflow Example](..\Presentations\FSM\Dia2.JPG) -- -- The above diagram shows a graphical representation of a FSM implementation for a **Task**, which guides a Human towards a Zone, -- orders him to destroy x targets and account the results. -- Other examples of ready made FSM could be: -- -- * route a plane to a zone flown by a human -- * detect targets by an AI and report to humans -- * account for destroyed targets by human players -- * handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle -- * let an AI patrol a zone -- -- The **MOOSE framework** uses extensively the FSM class and derived FSM\_ classes, -- because **the goal of MOOSE is to simplify mission design complexity for mission building**. -- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes. -- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used, -- and tailored** by mission designers through **the implementation of Transition Handlers**. -- Each of these FSM implementation classes start either with: -- -- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class. -- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class. -- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{TASK}, seated in a @{CLIENT} (slot) or a @{UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class. -- -- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections. -- -- ##__Dislaimer:__ -- The FSM class development is based on a finite state machine implementation made by Conroy Kyle. -- The state machine can be found on [github](https://github.com/kyleconroy/lua-state-machine) -- I've reworked this development (taken the concept), and created a **hierarchical state machine** out of it, embedded within the DCS simulator. -- Additionally, I've added extendability and created an API that allows seamless FSM implementation. -- -- === -- -- # 1) @{Core.Fsm#FSM} class, extends @{Core.Base#BASE} -- -- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG) -- -- The FSM class is the base class of all FSM\_ derived classes. It implements the main functionality to define and execute Finite State Machines. -- The derived FSM\_ classes extend the Finite State Machine functionality to run a workflow process for a specific purpose or component. -- -- Finite State Machines have **Transition Rules**, **Transition Handlers** and **Event Triggers**. -- -- The **Transition Rules** define the "Process Flow Boundaries", that is, -- the path that can be followed hopping from state to state upon triggered events. -- If an event is triggered, and there is no valid path found for that event, -- an error will be raised and the FSM will stop functioning. -- -- The **Transition Handlers** are special methods that can be defined by the mission designer, following a defined syntax. -- If the FSM object finds a method of such a handler, then the method will be called by the FSM, passing specific parameters. -- The method can then define its own custom logic to implement the FSM workflow, and to conduct other actions. -- -- The **Event Triggers** are methods that are defined by the FSM, which the mission designer can use to implement the workflow. -- Most of the time, these Event Triggers are used within the Transition Handler methods, so that a workflow is created running through the state machine. -- -- As explained above, a FSM supports **Linear State Transitions** and **Hierarchical State Transitions**, and both can be mixed to make a comprehensive FSM implementation. -- The below documentation has a seperate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**. -- -- ## 1.1) FSM Linear Transitions -- -- Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible **From** state(s) towards a **To** state upon a Triggered **Event**. -- The Lineair transition rule evaluation will always be done from the **current state** of the FSM. -- If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop. -- -- ### 1.1.1) FSM Transition Rules -- -- The FSM has transition rules that it follows and validates, as it walks the process. -- These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event. -- -- The method @{#FSM.AddTransition}() specifies a new possible Transition Rule for the FSM. -- -- The initial state can be defined using the method @{#FSM.SetStartState}(). The default start state of an FSM is "None". -- -- Find below an example of a Linear Transition Rule definition for an FSM. -- -- local Fsm3Switch = FSM:New() -- #FsmDemo -- FsmSwitch:SetStartState( "Off" ) -- FsmSwitch:AddTransition( "Off", "SwitchOn", "On" ) -- FsmSwitch:AddTransition( "Off", "SwitchMiddle", "Middle" ) -- FsmSwitch:AddTransition( "On", "SwitchOff", "Off" ) -- FsmSwitch:AddTransition( "Middle", "SwitchOff", "Off" ) -- -- The above code snippet models a 3-way switch Linear Transition: -- -- * It can be switched **On** by triggering event **SwitchOn**. -- * It can be switched to the **Middle** position, by triggering event **SwitchMiddle**. -- * It can be switched **Off** by triggering event **SwitchOff**. -- * Note that once the Switch is **On** or **Middle**, it can only be switched **Off**. -- -- ### Some additional comments: -- -- Note that Linear Transition Rules **can be declared in a few variations**: -- -- * The From states can be **a table of strings**, indicating that the transition rule will be valid **if the current state** of the FSM will be **one of the given From states**. -- * The From state can be a **"*"**, indicating that **the transition rule will always be valid**, regardless of the current state of the FSM. -- -- The below code snippet shows how the two last lines can be rewritten and consensed. -- -- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" ) -- -- ### 1.1.2) Transition Handling -- -- ![Transition Handlers](..\Presentations\FSM\Dia4.JPG) -- -- An FSM transitions in **4 moments** when an Event is being triggered and processed. -- The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. -- These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered. -- -- * To handle **State** transition moments, create methods starting with OnLeave or OnEnter concatenated with the State name. -- * To handle **Event** transition moments, create methods starting with OnBefore or OnAfter concatenated with the Event name. -- -- **The OnLeave and OnBefore transition methods may return false, which will cancel the transition!** -- -- Transition Handler methods need to follow the above specified naming convention, but are also passed parameters from the FSM. -- These parameters are on the correct order: From, Event, To: -- -- * From = A string containing the From state. -- * Event = A string containing the Event name that was triggered. -- * To = A string containing the To state. -- -- On top, each of these methods can have a variable amount of parameters passed. See the example in section [1.1.3](#1.1.3\)-event-triggers). -- -- ### 1.1.3) Event Triggers -- -- ![Event Triggers](..\Presentations\FSM\Dia5.JPG) -- -- The FSM creates for each Event two **Event Trigger methods**. -- There are two modes how Events can be triggered, which is **synchronous** and **asynchronous**: -- -- * The method **FSM:Event()** triggers an Event that will be processed **synchronously** or **immediately**. -- * The method **FSM:__Event( __seconds__ )** triggers an Event that will be processed **asynchronously** over time, waiting __x seconds__. -- -- The destinction between these 2 Event Trigger methods are important to understand. An asynchronous call will "log" the Event Trigger to be executed at a later time. -- Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact. -- -- The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering. -- -- function FSM:OnAfterEvent( From, Event, To, Amount ) -- self:T( { Amount = Amount } ) -- end -- -- local Amount = 1 -- FSM:__Event( 5, Amount ) -- -- Amount = Amount + 1 -- FSM:Event( Text, Amount ) -- -- In this example, the **:OnAfterEvent**() Transition Handler implementation will get called when **Event** is being triggered. -- Before we go into more detail, let's look at the last 4 lines of the example. -- The last line triggers synchronously the **Event**, and passes Amount as a parameter. -- The 3rd last line of the example triggers asynchronously **Event**. -- Event will be processed after 5 seconds, and Amount is given as a parameter. -- -- The output of this little code fragment will be: -- -- * Amount = 2 -- * Amount = 2 -- -- Because ... When Event was asynchronously processed after 5 seconds, Amount was set to 2. So be careful when processing and passing values and objects in asynchronous processing! -- -- ### 1.1.4) Linear Transition Example -- -- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) -- -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. -- Have a look at the source code. The source code is also further explained below in this section. -- -- The example creates a new FsmDemo object from class FSM. -- It will set the start state of FsmDemo to state **Green**. -- Two Linear Transition Rules are created, where upon the event **Switch**, -- the FsmDemo will transition from state **Green** to **Red** and from **Red** back to **Green**. -- -- ![Transition Example](..\Presentations\FSM\Dia6.JPG) -- -- local FsmDemo = FSM:New() -- #FsmDemo -- FsmDemo:SetStartState( "Green" ) -- FsmDemo:AddTransition( "Green", "Switch", "Red" ) -- FsmDemo:AddTransition( "Red", "Switch", "Green" ) -- -- In the above example, the FsmDemo could flare every 5 seconds a Green or a Red flare into the air. -- The next code implements this through the event handling method **OnAfterSwitch**. -- -- ![Transition Flow](..\Presentations\FSM\Dia7.JPG) -- -- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit ) -- self:T( { From, Event, To, FsmUnit } ) -- -- if From == "Green" then -- FsmUnit:Flare(FLARECOLOR.Green) -- else -- if From == "Red" then -- FsmUnit:Flare(FLARECOLOR.Red) -- end -- end -- self:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds. -- end -- -- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the first Switch event to happen in 5 seconds. -- -- The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds. -- Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":"). -- The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ), -- and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter. -- -- function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit ) -- -- For debugging reasons the received parameters are traced within the DCS.log. -- -- self:T( { From, Event, To, FsmUnit } ) -- -- The method will check if the From state received is either "Green" or "Red" and will flare the respective color from the FsmUnit. -- -- if From == "Green" then -- FsmUnit:Flare(FLARECOLOR.Green) -- else -- if From == "Red" then -- FsmUnit:Flare(FLARECOLOR.Red) -- end -- end -- -- It is important that the Switch event is again triggered, otherwise, the FsmDemo would stop working after having the first Event being handled. -- -- FsmDemo:__Switch( 5, FsmUnit ) -- Trigger the next Switch event to happen in 5 seconds. -- -- The below code fragment extends the FsmDemo, demonstrating multiple **From states declared as a table**, adding a **Linear Transition Rule**. -- The new event **Stop** will cancel the Switching process. -- The transition for event Stop can be executed if the current state of the FSM is either "Red" or "Green". -- -- local FsmDemo = FSM:New() -- #FsmDemo -- FsmDemo:SetStartState( "Green" ) -- FsmDemo:AddTransition( "Green", "Switch", "Red" ) -- FsmDemo:AddTransition( "Red", "Switch", "Green" ) -- FsmDemo:AddTransition( { "Red", "Green" }, "Stop", "Stopped" ) -- -- The transition for event Stop can also be simplified, as any current state of the FSM is valid. -- -- FsmDemo:AddTransition( "*", "Stop", "Stopped" ) -- -- So... When FsmDemo:Stop() is being triggered, the state of FsmDemo will transition from Red or Green to Stopped. -- And there is no transition handling method defined for that transition, thus, no new event is being triggered causing the FsmDemo process flow to halt. -- -- ## 1.5) FSM Hierarchical Transitions -- -- Hierarchical Transitions allow to re-use readily available and implemented FSMs. -- This becomes in very useful for mission building, where mission designers build complex processes and workflows, -- combining smaller FSMs to one single FSM. -- -- The FSM can embed **Sub-FSMs** that will execute and return **multiple possible Return (End) States**. -- Depending upon **which state is returned**, the main FSM can continue the flow **triggering specific events**. -- -- The method @{#FSM.AddProcess}() adds a new Sub-FSM to the FSM. -- -- ==== -- -- # **API CHANGE HISTORY** -- -- The underlying change log documents the API changes. Please read this carefully. The following notation is used: -- -- * **Added** parts are expressed in bold type face. -- * _Removed_ parts are expressed in italic type face. -- -- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params ) -- YYYY-MM-DD: CLASS:**NewFunction( Params )** added -- -- Hereby the change log: -- -- * 2016-12-18: Released. -- -- === -- -- # **AUTHORS and CONTRIBUTIONS** -- -- ### Contributions: -- -- * [**Pikey**](https://forums.eagle.ru/member.php?u=62835): Review of documentation & advice for improvements. -- -- ### Authors: -- -- * [**FlightControl**](https://forums.eagle.ru/member.php?u=89536): Design & Programming & documentation. -- -- @module Fsm do -- FSM --- FSM class -- @type FSM -- @extends Core.Base#BASE FSM = { ClassName = "FSM", } --- Creates a new FSM object. -- @param #FSM self -- @return #FSM function FSM:New( FsmT ) -- Inherits from BASE self = BASE:Inherit( self, BASE:New() ) 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 = {} self._StartState = "none" self._Transitions = {} self._Processes = {} self._EndStates = {} self._Scores = {} self.CallScheduler = SCHEDULER:New( self ) return self end --- Sets the start state of the FSM. -- @param #FSM self -- @param #string State A string defining the start state. function FSM:SetStartState( State ) self._StartState = State self.current = State end --- Returns the start state of the FSM. -- @param #FSM self -- @return #string A string containing the start state. function FSM:GetStartState() return self._StartState or {} end --- Add a new transition rule to the FSM. -- A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event. -- @param #FSM self -- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states. -- @param #string Event The Event name. -- @param #string To The To state. function FSM:AddTransition( From, Event, To ) local Transition = {} Transition.From = From Transition.Event = Event Transition.To = To self:T( Transition ) self._Transitions[Transition] = Transition self:_eventmap( self.Events, Transition ) end --- Returns a table of the transition rules defined within the FSM. -- @return #table function FSM:GetTransitions() 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. -- @param #FSM self -- @param #table From Can contain a string indicating the From state or a table of strings containing multiple From states. -- @param #string Event The Event name. -- @param Core.Fsm#FSM_PROCESS Process An sub-process FSM. -- @param #table ReturnEvents A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM. -- @return Core.Fsm#FSM_PROCESS The SubFSM. function FSM:AddProcess( From, Event, Process, ReturnEvents ) self:T( { From, Event, Process, ReturnEvents } ) local Sub = {} Sub.From = From Sub.Event = Event Sub.fsm = Process Sub.StartEvent = "Start" Sub.ReturnEvents = ReturnEvents self._Processes[Sub] = Sub self:_submap( self.subs, Sub, nil ) self:AddTransition( From, Event, From ) return Process end --- Returns a table of the SubFSM rules defined within the FSM. -- @return #table function FSM:GetProcesses() return self._Processes or {} end function FSM:GetProcess( From, Event ) for ProcessID, Process in pairs( self:GetProcesses() ) do if Process.From == From and Process.Event == Event then self:T( Process ) return Process.fsm end end error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" ) end --- Adds an End state. function FSM:AddEndState( State ) self._EndStates[State] = State self.endstates[State] = State end --- Returns the End states. function FSM:GetEndStates() return self._EndStates or {} end --- Adds a score for the FSM to be achieved. -- @param #FSM self -- @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 #FSM self function FSM: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 return self end --- Adds a score for the FSM_PROCESS to be achieved. -- @param #FSM 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 #FSM self function FSM:AddScoreProcess( From, Event, State, ScoreText, Score ) self:F2( { Event, State, ScoreText, Score } ) local Process = self:GetProcess( From, Event ) self:T( { 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 --- Returns a table with the scores defined. function FSM:GetScores() return self._Scores or {} end --- Returns a table with the Subs defined. function FSM:GetSubs() return self.options.subs end function FSM:LoadCallBacks( CallBackTable ) for name, callback in pairs( CallBackTable or {} ) do self[name] = callback end end function FSM:_eventmap( Events, EventStructure ) local Event = EventStructure.Event local __Event = "__" .. EventStructure.Event self[Event] = self[Event] or self:_create_transition(Event) self[__Event] = self[__Event] or self:_delayed_transition(Event) self:T( "Added methods: " .. Event .. ", " .. __Event ) Events[Event] = self.Events[Event] or { map = {} } self:_add_to_map( Events[Event].map, EventStructure ) end function FSM:_submap( subs, sub, name ) self:F( { sub = sub, name = name } ) subs[sub.From] = subs[sub.From] or {} subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {} -- Make the reference table weak. -- setmetatable( subs[sub.From][sub.Event], { __mode = "k" } ) subs[sub.From][sub.Event][sub] = {} subs[sub.From][sub.Event][sub].fsm = sub.fsm subs[sub.From][sub.Event][sub].StartEvent = sub.StartEvent subs[sub.From][sub.Event][sub].ReturnEvents = sub.ReturnEvents or {} -- these events need to be given to find the correct continue event ... if none given, the processing will stop. subs[sub.From][sub.Event][sub].name = name subs[sub.From][sub.Event][sub].fsmparent = self end function FSM:_call_handler(handler, params) if self[handler] then self:T( "Calling " .. handler ) local Value = self[handler]( self, unpack(params) ) return Value end end function FSM._handler( self, EventName, ... ) local Can, to = self:can( EventName ) if to == "*" then to = self.current end if Can then local from = self.current local params = { from, EventName, to, ... } if self.Controllable then self:T( "FSM Transition for " .. self.Controllable.ControllableName .. " :" .. self.current .. " --> " .. EventName .. " --> " .. to ) else self:T( "FSM Transition:" .. self.current .. " --> " .. EventName .. " --> " .. to ) end if ( self:_call_handler("onbefore" .. EventName, params) == false ) or ( self:_call_handler("OnBefore" .. EventName, params) == false ) or ( self:_call_handler("onleave" .. from, params) == false ) or ( self:_call_handler("OnLeave" .. from, params) == false ) then self:T( "Cancel Transition" ) return false end self.current = to local execute = true local subtable = self:_gosub( from, EventName ) for _, sub in pairs( subtable ) do --if sub.nextevent then -- self:F2( "nextevent = " .. sub.nextevent ) -- self[sub.nextevent]( self ) --end self:T( "calling sub start event: " .. sub.StartEvent ) sub.fsm.fsmparent = self sub.fsm.ReturnEvents = sub.ReturnEvents sub.fsm[sub.StartEvent]( sub.fsm ) execute = false end local fsmparent, Event = self:_isendstate( to ) if fsmparent and Event then self:F2( { "end state: ", fsmparent, Event } ) self:_call_handler("onenter" .. to, params) self:_call_handler("OnEnter" .. to, params) self:_call_handler("onafter" .. EventName, params) self:_call_handler("OnAfter" .. EventName, params) self:_call_handler("onstatechange", params) fsmparent[Event]( fsmparent ) execute = false end if execute then -- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute! --if from ~= to then self:_call_handler("onenter" .. to, params) self:_call_handler("OnEnter" .. to, params) --end self:_call_handler("onafter" .. EventName, params) self:_call_handler("OnAfter" .. EventName, params) self:_call_handler("onstatechange", params) end else self:T( "Cannot execute transition." ) self:T( { From = self.current, Event = EventName, To = to, Can = Can } ) end return nil end function FSM:_delayed_transition( EventName ) return function( self, DelaySeconds, ... ) self:T2( "Delayed Event: " .. EventName ) local CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 ) self:T2( { CallID = CallID } ) end end function FSM:_create_transition( EventName ) return function( self, ... ) return self._handler( self, EventName , ... ) end end function FSM:_gosub( ParentFrom, ParentEvent ) local fsmtable = {} if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then self:T( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } ) return self.subs[ParentFrom][ParentEvent] else return {} end end function FSM:_isendstate( Current ) local FSMParent = self.fsmparent if FSMParent and self.endstates[Current] then self:T( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } ) FSMParent.current = Current local ParentFrom = FSMParent.current self:T( ParentFrom ) self:T( self.ReturnEvents ) local Event = self.ReturnEvents[Current] self:T( { ParentFrom, Event, self.ReturnEvents } ) if Event then return FSMParent, Event else self:T( { "Could not find parent event name for state ", ParentFrom } ) end end return nil end function FSM:_add_to_map( Map, Event ) self:F3( { Map, Event } ) if type(Event.From) == 'string' then Map[Event.From] = Event.To else for _, From in ipairs(Event.From) do Map[From] = Event.To end end self:T3( { Map, Event } ) end function FSM:GetState() return self.current end function FSM:Is( State ) return self.current == State end function FSM:is(state) return self.current == state end function FSM:can(e) local Event = self.Events[e] self:F3( { self.current, Event } ) local To = Event and Event.map[self.current] or Event.map['*'] return To ~= nil, To end function FSM:cannot(e) return not self:can(e) end end do -- FSM_CONTROLLABLE --- FSM_CONTROLLABLE class -- @type FSM_CONTROLLABLE -- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @extends Core.Fsm#FSM FSM_CONTROLLABLE = { ClassName = "FSM_CONTROLLABLE", } --- Creates a new FSM_CONTROLLABLE object. -- @param #FSM_CONTROLLABLE self -- @param #table FSMT Finite State Machine Table -- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs. -- @return #FSM_CONTROLLABLE function FSM_CONTROLLABLE:New( FSMT, Controllable ) -- Inherits from BASE local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Core.Fsm#FSM_CONTROLLABLE if Controllable then self:SetControllable( Controllable ) end return self end --- Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. -- @param #FSM_CONTROLLABLE self -- @param Wrapper.Controllable#CONTROLLABLE FSMControllable -- @return #FSM_CONTROLLABLE function FSM_CONTROLLABLE:SetControllable( FSMControllable ) self:F( FSMControllable ) self.Controllable = FSMControllable end --- Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. -- @param #FSM_CONTROLLABLE self -- @return Wrapper.Controllable#CONTROLLABLE function FSM_CONTROLLABLE:GetControllable() return self.Controllable end function FSM_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:F3( "Calling " .. handler ) local Result, Value = xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler ) return Value --return self[handler]( self, self.Controllable, unpack( params ) ) end end end do -- FSM_PROCESS --- FSM_PROCESS class -- @type FSM_PROCESS -- @field Tasking.Task#TASK Task -- @extends Core.Fsm#FSM_CONTROLLABLE FSM_PROCESS = { ClassName = "FSM_PROCESS", } --- Creates a new FSM_PROCESS object. -- @param #FSM_PROCESS self -- @return #FSM_PROCESS function FSM_PROCESS:New( Controllable, Task ) local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS self:F( Controllable, Task ) self:Assign( Controllable, Task ) return self end function FSM_PROCESS:Init( FsmProcess ) self:T( "No Initialisation" ) end --- Creates a new FSM_PROCESS object based on this FSM_PROCESS. -- @param #FSM_PROCESS self -- @return #FSM_PROCESS function FSM_PROCESS:Copy( Controllable, Task ) self:T( { self:GetClassNameAndID() } ) local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS NewFsm:Assign( Controllable, Task ) -- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS NewFsm:Init( self ) -- Set Start State NewFsm:SetStartState( self:GetStartState() ) -- Copy Transitions for TransitionID, Transition in pairs( self:GetTransitions() ) do NewFsm:AddTransition( Transition.From, Transition.Event, Transition.To ) end -- Copy Processes for ProcessID, Process in pairs( self:GetProcesses() ) do self:T( { Process} ) local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents ) end -- Copy End States for EndStateID, EndState in pairs( self:GetEndStates() ) do self:T( EndState ) NewFsm:AddEndState( EndState ) end -- Copy the score tables for ScoreID, Score in pairs( self:GetScores() ) do self:T( Score ) NewFsm:AddScore( ScoreID, Score.ScoreText, Score.Score ) end return NewFsm end --- Sets the task of the process. -- @param #FSM_PROCESS self -- @param Tasking.Task#TASK Task -- @return #FSM_PROCESS function FSM_PROCESS:SetTask( Task ) self.Task = Task return self end --- Gets the task of the process. -- @param #FSM_PROCESS self -- @return Tasking.Task#TASK function FSM_PROCESS:GetTask() return self.Task end --- Gets the mission of the process. -- @param #FSM_PROCESS self -- @return Tasking.Mission#MISSION function FSM_PROCESS:GetMission() return self.Task.Mission end --- Gets the mission of the process. -- @param #FSM_PROCESS self -- @return Tasking.CommandCenter#COMMANDCENTER function FSM_PROCESS:GetCommandCenter() return self:GetTask():GetMission():GetCommandCenter() end -- TODO: Need to check and fix that an FSM_PROCESS is only for a UNIT. Not for a GROUP. --- Send a message of the @{Task} to the Group of the Unit. -- @param #FSM_PROCESS self function FSM_PROCESS:Message( Message ) self:F( { Message = Message } ) local CC = self:GetCommandCenter() local TaskGroup = self.Controllable:GetGroup() local PlayerName = self.Controllable:GetPlayerName() -- Only for a unit PlayerName = PlayerName and " (" .. PlayerName .. ")" or "" -- If PlayerName is nil, then keep it nil, otherwise add brackets. local Callsign = self.Controllable:GetCallsign() local Prefix = Callsign and " @ " .. Callsign .. PlayerName or "" Message = Prefix .. ": " .. Message CC:MessageToGroup( Message, TaskGroup ) end --- Assign the process to a @{Unit} and activate the process. -- @param #FSM_PROCESS self -- @param Task.Tasking#TASK Task -- @param Wrapper.Unit#UNIT ProcessUnit -- @return #FSM_PROCESS self function FSM_PROCESS:Assign( ProcessUnit, Task ) self:T( { Task, ProcessUnit } ) self:SetControllable( ProcessUnit ) self:SetTask( Task ) --self.ProcessGroup = ProcessUnit:GetGroup() return self end --- Adds a score for the FSM_PROCESS to be achieved. -- @param #FSM_PROCESS self -- @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 #FSM_PROCESS self function FSM_PROCESS: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 return self end function FSM_PROCESS:onenterAssigned( ProcessUnit ) self:T( "Assign" ) self.Task:Assign() end function FSM_PROCESS:onenterFailed( ProcessUnit ) self:T( "Failed" ) self.Task:Fail() end function FSM_PROCESS:onenterSuccess( ProcessUnit ) self:T( "Success" ) self.Task:Success() end --- StateMachine callback function for a FSM_PROCESS -- @param #FSM_PROCESS self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function FSM_PROCESS:onstatechange( ProcessUnit, From, Event, To, Dummy ) self:T( { ProcessUnit, From, Event, To, Dummy, self:IsTrace() } ) if self:IsTrace() then MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll() end self:T( self.Scores[To] ) -- TODO: This needs to be reworked with a callback functions allocated within Task, and set within the mission script from the Task Objects... if self.Scores[To] then local Task = self.Task local Scoring = Task:GetScoring() if Scoring then Scoring:_AddMissionTaskScore( Task.Mission, ProcessUnit, self.Scores[To].ScoreText, self.Scores[To].Score ) end end end end do -- FSM_TASK --- FSM_TASK class -- @type FSM_TASK -- @field Tasking.Task#TASK Task -- @extends Core.Fsm#FSM FSM_TASK = { ClassName = "FSM_TASK", } --- Creates a new FSM_TASK object. -- @param #FSM_TASK self -- @param #table FSMT -- @param Tasking.Task#TASK Task -- @param Wrapper.Unit#UNIT TaskUnit -- @return #FSM_TASK function FSM_TASK:New( FSMT ) local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) ) -- Core.Fsm#FSM_TASK self["onstatechange"] = self.OnStateChange return self end function FSM_TASK:_call_handler( handler, params ) if self[handler] then self:T( "Calling " .. handler ) return self[handler]( self, unpack( params ) ) end end end -- FSM_TASK do -- FSM_SET --- FSM_SET class -- @type FSM_SET -- @field Core.Set#SET_BASE Set -- @extends Core.Fsm#FSM FSM_SET = { ClassName = "FSM_SET", } --- Creates a new FSM_SET object. -- @param #FSM_SET self -- @param #table FSMT Finite State Machine Table -- @param Set_SET_BASE FSMSet (optional) The Set object that the FSM_SET governs. -- @return #FSM_SET function FSM_SET:New( FSMSet ) -- Inherits from BASE self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_SET if FSMSet then self:Set( FSMSet ) end return self end --- Sets the SET_BASE object that the FSM_SET governs. -- @param #FSM_SET self -- @param Core.Set#SET_BASE FSMSet -- @return #FSM_SET function FSM_SET:Set( FSMSet ) self:F( FSMSet ) self.Set = FSMSet end --- Gets the SET_BASE object that the FSM_SET governs. -- @param #FSM_SET self -- @return Core.Set#SET_BASE function FSM_SET:Get() return self.Controllable end function FSM_SET:_call_handler( handler, params ) if self[handler] then self:T( "Calling " .. handler ) return self[handler]( self, self.Set, unpack( params ) ) end end end -- FSM_SET