--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones. -- -- === -- -- # @{#PROCESS_ROUTE} FSM class, extends @{Process#PROCESS} -- -- ## PROCESS_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. -- -- ### PROCESS_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. -- -- ### PROCESS_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. -- -- ### PROCESS_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. -- -- ### PROCESS_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) @{#PROCESS_ROUTE_ZONE} class, extends @{Fsm.Route#PROCESS_ROUTE} -- -- The PROCESS_ROUTE_ZONE 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) PROCESS_ROUTE_ZONE constructor: -- -- * @{#PROCESS_ROUTE_ZONE.New}(): Creates a new PROCESS_ROUTE_ZONE object. -- -- === -- -- @module Route do -- PROCESS_ROUTE --- PROCESS_ROUTE class -- @type PROCESS_ROUTE -- @field Tasking.Task#TASK TASK -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends Core.StateMachine#FSM_TEMPLATE PROCESS_ROUTE = { ClassName = "PROCESS_ROUTE", } --- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE. -- @param #PROCESS_ROUTE self -- @return #PROCESS_ROUTE self function PROCESS_ROUTE:New() -- Inherits from BASE local self = BASE:Inherit( self, FSM_TEMPLATE:New( "PROCESS_ROUTE" ) ) -- Core.StateMachine#FSM_TEMPLATE self:AddTransition( "None", "Start", "Routing" ) self:AddTransition( "*", "Report", "Reporting" ) self:AddTransition( "*", "Route", "Routing" ) self:AddTransition( "Routing", "Pause", "Pausing" ) self:AddTransition( "*", "Abort", "Aborted" ) self:AddTransition( "Routing", "Arrive", "Arrived" ) self:AddTransition( "Arrived", "Success", "Success" ) self:AddTransition( "*", "Fail", "Failed" ) self:AddTransition( "", "", "" ) self:AddTransition( "", "", "" ) self:AddEndState( "Arrived" ) self:AddEndState( "Failed" ) self:SetStartState( "None" ) return self end --- Task Events --- StateMachine callback function -- @param #PROCESS_ROUTE self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_ROUTE:onafterStart( ProcessUnit, Event, From, To ) self:__Route( 1 ) end --- Check if the controllable has arrived. -- @param #PROCESS_ROUTE self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @return #boolean function PROCESS_ROUTE:onfuncHasArrived( ProcessUnit ) return false end --- StateMachine callback function -- @param #PROCESS_ROUTE self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_ROUTE:onbeforeRoute( ProcessUnit, Event, From, 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( 1 ) end self.DisplayCount = 1 else self.DisplayCount = self.DisplayCount + 1 end self:T( { DisplayCount = self.DisplayCount } ) 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 -- PROCESS_ROUTE do -- PROCESS_ROUTE_ZONE --- PROCESS_ROUTE_ZONE class -- @type PROCESS_ROUTE_ZONE -- @field Tasking.Task#TASK TASK -- @field Wrapper.Unit#UNIT ProcessUnit -- @field Zone#ZONE_BASE TargetZone -- @extends #PROCESS_ROUTE PROCESS_ROUTE_ZONE = { ClassName = "PROCESS_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 #PROCESS_ROUTE_ZONE self -- @param Zone#ZONE_BASE TargetZone function PROCESS_ROUTE_ZONE:New( TargetZone ) local self = BASE:Inherit( self, PROCESS_ROUTE:New() ) -- #PROCESS_ROUTE_ZONE self:SetParameters( { TargetZone = TargetZone, DisplayInterval = 30, DisplayCount = 30, DisplayMessage = true, DisplayTime = 10, -- 10 seconds is the default DisplayCategory = "HQ", -- Route is the default display category } ) return self end --- Method override to check if the controllable has arrived. -- @param #PROCESS_ROUTE self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @return #boolean function PROCESS_ROUTE_ZONE:onfuncHasArrived( ProcessUnit ) if ProcessUnit:IsInZone( self.TargetZone ) then local RouteText = ProcessUnit:GetCallsign() .. ": You have arrived within the zone!" MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() ) end return ProcessUnit:IsInZone( self.TargetZone ) end --- Task Events --- StateMachine callback function -- @param #PROCESS_ROUTE_ZONE self -- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit -- @param #string Event -- @param #string From -- @param #string To function PROCESS_ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To ) local ZoneVec2 = self.TargetZone:GetVec2() local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y ) local TaskUnitVec2 = ProcessUnit:GetVec2() local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y ) local RouteText = ProcessUnit:GetCallsign() .. ": Route to " .. TaskUnitPointVec2:GetBRText( ZonePointVec2 ) .. " km to target." MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() ) end end -- PROCESS_ROUTE_ZONE