--- This module contains the FSM class. -- This development is based on a state machine implementation made by Conroy Kyle. -- The state machine can be found here: https://github.com/kyleconroy/lua-state-machine -- -- I've taken the development and enhanced it to make the state machine hierarchical... -- It is a fantastic development, this module. -- -- === -- -- 1) @{Workflow#FSM} class, extends @{Core.Base#BASE} -- ============================================== -- -- 1.1) Add or remove objects from the FSM -- -------------------------------------------- -- @module StateMachine -- @author FlightControl --- 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 local self = BASE:Inherit( self, BASE:New() ) --local self = routines.utils.deepCopy( self ) -- Create a new self instance --assert(options.events) --local MT = {} --setmetatable( self, MT ) --self.__index = self 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 FSM_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 FSM:AddTransition( From, Event, To ) local event = {} event.from = From event.name = Event event.to = To self:E( event ) self:_eventmap( self.events, event ) 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 FSM:AddProcess( From, Event, Process, ReturnEvents ) local sub = {} sub.FromParent = From sub.EventParent = Event sub.fsm = Process sub.event = "Start" sub.ReturnEvents = ReturnEvents self:_submap( self.subs, sub, nil ) self:AddTransition( From, Event, From ) return Process end function FSM:AddEndState( State ) self.endstates[State] = State end function FSM:SetStartState( State ) self.current = State end 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, event ) local name = event.name local __name = "__" .. event.name self[name] = self[name] or self:_create_transition(name) self[__name] = self[__name] or self:_delayed_transition(name) self:T( "Added methods: " .. name .. ", " .. __name ) events[name] = self.events[name] or { map = {} } self:_add_to_map( events[name].map, event ) end function FSM:_submap( subs, sub, name ) self:F( { sub = sub, name = name } ) subs[sub.FromParent] = subs[sub.FromParent] or {} subs[sub.FromParent][sub.EventParent] = subs[sub.FromParent][sub.EventParent] or {} -- Make the reference table weak. -- setmetatable( subs[sub.FromParent][sub.EventParent], { __mode = "k" } ) subs[sub.FromParent][sub.EventParent][sub] = {} subs[sub.FromParent][sub.EventParent][sub].fsm = sub.fsm subs[sub.FromParent][sub.EventParent][sub].event = sub.event subs[sub.FromParent][sub.EventParent][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.FromParent][sub.EventParent][sub].name = name subs[sub.FromParent][sub.EventParent][sub].fsmparent = self end function FSM:_call_handler(handler, params) if self[handler] then self:E( "Calling " .. handler ) return self[handler]( self, unpack(params) ) end end function FSM._handler( self, EventName, ... ) self:E( { EventName, ... } ) local can, to = self:can( EventName ) self:E( { EventName, self.current, can, to } ) local ReturnValues = nil if can then local from = self.current local params = { EventName, from, to, ... } if self:_call_handler("onbefore" .. EventName, params) == false or self:_call_handler("onleave" .. from, params) == false then 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:E( "calling sub event: " .. sub.event ) sub.fsm.fsmparent = self sub.fsm.ReturnEvents = sub.ReturnEvents sub.fsm[sub.event]( sub.fsm ) execute = true 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("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:T3( { onenter = "onenter" .. to, callback = self["onenter" .. to] } ) self:_call_handler("onenter" .. to, params) end self:T3( { On = "OnBefore" .. to, callback = self["OnBefore" .. to] } ) if ( self:_call_handler("OnBefore" .. to, params ) ~= false ) then self:T3( { onafter = "onafter" .. EventName, callback = self["onafter" .. EventName] } ) self:_call_handler("onafter" .. EventName, params) self:T3( { On = "OnAfter" .. to, callback = self["OnAfter" .. to] } ) ReturnValues = self:_call_handler("OnAfter" .. to, params ) end self:_call_handler("onstatechange", params) end return ReturnValues end return nil end function FSM:_delayed_transition( EventName ) self:E( { EventName = EventName } ) return function( self, DelaySeconds, ... ) self:T( "Delayed Event: " .. EventName ) SCHEDULER:New( self, self._handler, { EventName, ... }, DelaySeconds ) end end function FSM:_create_transition( EventName ) self:E( { Event = 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:E( { 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:E( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } ) FSMParent.current = Current local ParentFrom = FSMParent.current self:E( ParentFrom ) self:E( self.ReturnEvents ) local Event = self.ReturnEvents[Current] self:E( { ParentFrom, Event, self.ReturnEvents } ) if Event then return FSMParent, Event else self:E( { "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 function FSM: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 FSM:todot(filename) local dotfile = io.open(filename,'w') dotfile:write('digraph {\n') local transition = function(event,from,to) dotfile:write(string.format('%s -> %s [label=%s];\n',from,to,event)) end for _, event in pairs(self.options.events) do if type(event.from) == 'table' then for _, from in ipairs(event.from) do transition(event.name,from,event.to) end else transition(event.name,event.from,event.to) end end dotfile:write('}\n') dotfile:close() end --- STATEMACHINE_CONTROLLABLE class -- @type STATEMACHINE_CONTROLLABLE -- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @extends Core.StateMachine#FSM STATEMACHINE_CONTROLLABLE = { ClassName = "STATEMACHINE_CONTROLLABLE", } --- Creates a new STATEMACHINE_CONTROLLABLE object. -- @param #STATEMACHINE_CONTROLLABLE self -- @param #table FSMT Finite State Machine Table -- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs. -- @return #STATEMACHINE_CONTROLLABLE function STATEMACHINE_CONTROLLABLE:New( FSMT, Controllable ) -- Inherits from BASE local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Fsm.Fsm#STATEMACHINE_CONTROLLABLE if Controllable then self:SetControllable( Controllable ) end return self end --- Sets the CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs. -- @param #STATEMACHINE_CONTROLLABLE self -- @param Wrapper.Controllable#CONTROLLABLE FSMControllable -- @return #STATEMACHINE_CONTROLLABLE function STATEMACHINE_CONTROLLABLE:SetControllable( FSMControllable ) self:F( FSMControllable ) self.Controllable = FSMControllable end --- Gets the CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs. -- @param #STATEMACHINE_CONTROLLABLE self -- @return Wrapper.Controllable#CONTROLLABLE function STATEMACHINE_CONTROLLABLE:GetControllable() return self.Controllable 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 xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler ) --return self[handler]( self, self.Controllable, unpack( params ) ) end end --- FSM_PROCESS class -- @type FSM_PROCESS -- @field Process#PROCESS Process -- @field Tasking.Task#TASK_BASE Task -- @extends Core.StateMachine#STATEMACHINE_CONTROLLABLE FSM_PROCESS = { ClassName = "FSM_PROCESS", } --- Creates a new FSM_PROCESS object. -- @param #FSM_PROCESS self -- @return #FSM_PROCESS function FSM_PROCESS:New( FsmT, Controllable, Task ) local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FsmT ) ) -- Fsm.Fsm#FSM_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, FSM_PROCESS:New( Process.Process, Controllable, Task ), Process.ReturnEvents ) end for EndStateID, EndState in pairs( FsmT:GetEndStates() ) do self:E( EndState ) self:AddEndState( EndState ) end -- Copy the score tables for ScoreID, Score in pairs( FsmT:GetScores() ) do self:E( Score ) self:AddScore( ScoreID,Score.ScoreText,Score.Score ) end return self end --- Sets the task of the process. -- @param #PROCESS self -- @param Tasking.Task#TASK_BASE Task -- @return #PROCESS function FSM_PROCESS:SetTask( Task ) self.Task = Task return self end --- Gets the task of the process. -- @param #PROCESS self -- @return Tasking.Task#TASK_BASE function FSM_PROCESS:GetTask() return self.Task end --- Gets the mission of the process. -- @param #PROCESS self -- @return Tasking.Mission#MISSION function FSM_PROCESS:GetMission() return self.Task.Mission end --- Assign the process to a @{Unit} and activate the process. -- @param #FSM_PROCESS self -- @param Task.Tasking#TASK_BASE Task -- @param Wrapper.Unit#UNIT ProcessUnit -- @return #FSM_PROCESS self function FSM_PROCESS:Assign( ProcessUnit, Task ) self:E( { 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:E( "Assign" ) self.Task:Assign() end function FSM_PROCESS:onenterFailed( ProcessUnit ) self:E( "Failed" ) self.Task:Fail() end function FSM_PROCESS:onenterSuccess( ProcessUnit ) self:E( "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, 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() end self:E( 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 --- FSM_TASK class -- @type FSM_TASK -- @field Tasking.Task#TASK_BASE Task -- @extends Core.StateMachine#FSM FSM_TASK = { ClassName = "FSM_TASK", } --- Creates a new FSM_TASK object. -- @param #FSM_TASK self -- @param #table FSMT -- @param Tasking.Task#TASK_BASE Task -- @param Wrapper.Unit#UNIT TaskUnit -- @return #FSM_TASK function FSM_TASK:New( FSMT ) local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FSMT ) ) -- Core.StateMachine#FSM_TASK self["onstatechange"] = self.OnStateChange return self end function FSM_TASK:_call_handler( handler, params ) if self[handler] then self:E( "Calling " .. handler ) return self[handler]( self, unpack( params ) ) end end do -- FSM_SET --- FSM_SET class -- @type FSM_SET -- @field Core.Set#SET_BASE Set -- @extends Fsm.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( FSMT, FSMSet ) -- Inherits from BASE local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Fsm.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:E( "Calling " .. handler ) return self[handler]( self, self.Set, unpack( params ) ) end end end --- FSM_TEMPLATE class -- @type FSM_TEMPLATE -- @extends Core.Base#BASE FSM_TEMPLATE = { ClassName = "FSM_TEMPLATE", } --- Creates a new FSM_TEMPLATE object. -- @param #FSM_TEMPLATE self -- @return #FSM_TEMPLATE function FSM_TEMPLATE:New( Name ) -- Inherits from BASE local self = BASE:Inherit( self, BASE:New() ) -- #FSM_TEMPLATE self._StartState = "none" self._Transitions = {} self._Processes = {} self._EndStates = {} self._Scores = {} self._Name = Name or "" return self end function FSM_TEMPLATE:AddTransition( From, Event, To ) local Transition = {} Transition.From = From Transition.Event = Event Transition.To = To self._Transitions[Transition] = Transition end function FSM_TEMPLATE: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. -- @return Process#PROCESS function FSM_TEMPLATE:AddProcess( From, Event, ProcessTemplate, ReturnEvents ) self:E( { ProcessTemplate = ProcessTemplate } ) local Process = {} Process.From = From Process.Event = Event Process.Process = ProcessTemplate 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 return ProcessTemplate end function FSM_TEMPLATE:GetProcesses() return self._Processes or {} end function FSM_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 FSM_TEMPLATE:SetParameters( Parameters ) self._Parameters = Parameters end function FSM_TEMPLATE:GetParameters() return self._Parameters or {} end function FSM_TEMPLATE:AddEndState( State ) self._EndStates[State] = State end function FSM_TEMPLATE:GetEndStates() return self._EndStates or {} end function FSM_TEMPLATE:SetStartState( State ) self._StartState = State end function FSM_TEMPLATE:GetStartState() return self._StartState or {} end --- Adds a score for the FSM_PROCESS to be achieved. -- @param #FSM_TEMPLATE 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_TEMPLATE self function FSM_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 return self end --- Adds a score for the FSM_PROCESS to be achieved. -- @param #FSM_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 #FSM_TEMPLATE self function FSM_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 function FSM_TEMPLATE:GetScores() return self._Scores or {} end