mirror of
https://github.com/FlightControl-Master/MOOSE.git
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785 lines
21 KiB
Lua
785 lines
21 KiB
Lua
--- This module contains the FSM class.
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-- This development is based on a state machine implementation made by Conroy Kyle.
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-- The state machine can be found here: https://github.com/kyleconroy/lua-state-machine
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--
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-- I've taken the development and enhanced it to make the state machine hierarchical...
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-- It is a fantastic development, this module.
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--
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-- ===
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--
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-- 1) @{Workflow#FSM} class, extends @{Core.Base#BASE}
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-- ==============================================
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--
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-- 1.1) Add or remove objects from the FSM
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-- --------------------------------------------
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-- @module StateMachine
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-- @author FlightControl
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--- FSM class
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-- @type FSM
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-- @extends Core.Base#BASE
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FSM = {
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ClassName = "FSM",
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}
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--- Creates a new FSM object.
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-- @param #FSM self
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-- @return #FSM
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function FSM:New( FsmT )
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-- Inherits from BASE
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local self = BASE:Inherit( self, BASE:New() )
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--local self = routines.utils.deepCopy( self ) -- Create a new self instance
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--assert(options.events)
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--local MT = {}
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--setmetatable( self, MT )
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--self.__index = self
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self.options = options or {}
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self.options.subs = self.options.subs or {}
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self.current = self.options.initial or 'none'
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self.events = {}
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self.subs = {}
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self.endstates = {}
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self.Scores = {}
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FsmT = FsmT or FSM_TEMPLATE:New( "" )
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self:SetStartState( FsmT:GetStartState() )
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for TransitionID, Transition in pairs( FsmT:GetTransitions() ) do
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self:AddTransition( Transition.From, Transition.Event, Transition.To )
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end
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self:CopyCallHandlers( FsmT )
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return self
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end
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function FSM:AddTransition( From, Event, To )
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local event = {}
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event.from = From
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event.name = Event
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event.to = To
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self:E( event )
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self:_eventmap( self.events, event )
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end
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--- 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.
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-- @return Fsm.Fsm#FSM_PROCESS
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function FSM:AddProcess( From, Event, Process, ReturnEvents )
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local sub = {}
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sub.FromParent = From
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sub.EventParent = Event
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sub.fsm = Process
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sub.event = "Start"
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sub.ReturnEvents = ReturnEvents
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self:_submap( self.subs, sub, nil )
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self:AddTransition( From, Event, From )
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return Process
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end
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function FSM:AddEndState( State )
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self.endstates[State] = State
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end
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function FSM:SetStartState( State )
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self.current = State
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end
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function FSM:GetSubs()
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return self.options.subs
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end
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function FSM:LoadCallBacks( CallBackTable )
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for name, callback in pairs( CallBackTable or {} ) do
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self[name] = callback
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end
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end
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function FSM:_eventmap( events, event )
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local name = event.name
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local __name = "__" .. event.name
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self[name] = self[name] or self:_create_transition(name)
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self[__name] = self[__name] or self:_delayed_transition(name)
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self:T( "Added methods: " .. name .. ", " .. __name )
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events[name] = self.events[name] or { map = {} }
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self:_add_to_map( events[name].map, event )
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end
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function FSM:_submap( subs, sub, name )
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self:F( { sub = sub, name = name } )
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subs[sub.FromParent] = subs[sub.FromParent] or {}
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subs[sub.FromParent][sub.EventParent] = subs[sub.FromParent][sub.EventParent] or {}
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-- Make the reference table weak.
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-- setmetatable( subs[sub.FromParent][sub.EventParent], { __mode = "k" } )
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subs[sub.FromParent][sub.EventParent][sub] = {}
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subs[sub.FromParent][sub.EventParent][sub].fsm = sub.fsm
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subs[sub.FromParent][sub.EventParent][sub].event = sub.event
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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.
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subs[sub.FromParent][sub.EventParent][sub].name = name
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subs[sub.FromParent][sub.EventParent][sub].fsmparent = self
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end
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function FSM:_call_handler(handler, params)
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if self[handler] then
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self:E( "Calling " .. handler )
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return self[handler]( self, unpack(params) )
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end
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end
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function FSM._handler( self, EventName, ... )
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self:E( { EventName, ... } )
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local can, to = self:can( EventName )
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self:E( { EventName, self.current, can, to } )
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local ReturnValues = nil
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if can then
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local from = self.current
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local params = { EventName, from, to, ... }
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if self:_call_handler("onbefore" .. EventName, params) == false
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or self:_call_handler("onleave" .. from, params) == false then
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return false
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end
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self.current = to
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local execute = true
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local subtable = self:_gosub( from, EventName )
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for _, sub in pairs( subtable ) do
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--if sub.nextevent then
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-- self:F2( "nextevent = " .. sub.nextevent )
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-- self[sub.nextevent]( self )
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--end
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self:E( "calling sub event: " .. sub.event )
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sub.fsm.fsmparent = self
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sub.fsm.ReturnEvents = sub.ReturnEvents
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sub.fsm[sub.event]( sub.fsm )
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execute = true
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end
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local fsmparent, event = self:_isendstate( to )
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if fsmparent and event then
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self:F2( { "end state: ", fsmparent, event } )
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self:_call_handler("onenter" .. to, params)
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self:_call_handler("onafter" .. EventName, params)
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self:_call_handler("onstatechange", params)
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fsmparent[event]( fsmparent )
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execute = false
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end
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if execute then
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-- only execute the call if the From state is not equal to the To state! Otherwise this function should never execute!
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if from ~= to then
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self:T3( { onenter = "onenter" .. to, callback = self["onenter" .. to] } )
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self:_call_handler("onenter" .. to, params)
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end
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self:T3( { On = "OnBefore" .. to, callback = self["OnBefore" .. to] } )
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if ( self:_call_handler("OnBefore" .. to, params ) ~= false ) then
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self:T3( { onafter = "onafter" .. EventName, callback = self["onafter" .. EventName] } )
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self:_call_handler("onafter" .. EventName, params)
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self:T3( { On = "OnAfter" .. to, callback = self["OnAfter" .. to] } )
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ReturnValues = self:_call_handler("OnAfter" .. to, params )
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end
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self:_call_handler("onstatechange", params)
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end
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return ReturnValues
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end
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return nil
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end
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function FSM:_delayed_transition( EventName )
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self:E( { EventName = EventName } )
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return function( self, DelaySeconds, ... )
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self:T( "Delayed Event: " .. EventName )
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SCHEDULER:New( self, self._handler, { EventName, ... }, DelaySeconds )
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end
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end
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function FSM:_create_transition( EventName )
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self:E( { Event = EventName } )
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return function( self, ... ) return self._handler( self, EventName , ... ) end
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end
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function FSM:_gosub( ParentFrom, ParentEvent )
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local fsmtable = {}
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if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then
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self:E( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } )
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return self.subs[ParentFrom][ParentEvent]
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else
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return {}
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end
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end
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function FSM:_isendstate( Current )
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local FSMParent = self.fsmparent
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if FSMParent and self.endstates[Current] then
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self:E( { state = Current, endstates = self.endstates, endstate = self.endstates[Current] } )
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FSMParent.current = Current
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local ParentFrom = FSMParent.current
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self:E( ParentFrom )
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self:E( self.ReturnEvents )
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local Event = self.ReturnEvents[Current]
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self:E( { ParentFrom, Event, self.ReturnEvents } )
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if Event then
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return FSMParent, Event
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else
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self:E( { "Could not find parent event name for state ", ParentFrom } )
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end
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end
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return nil
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end
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function FSM:_add_to_map(map, event)
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self:F3( { map, event } )
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if type(event.from) == 'string' then
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map[event.from] = event.to
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else
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for _, from in ipairs(event.from) do
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map[from] = event.to
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end
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end
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self:T3( { map, event } )
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end
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function FSM:GetState()
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return self.current
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end
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function FSM:Is( State )
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return self.current == State
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end
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function FSM:is(state)
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return self.current == state
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end
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function FSM:can(e)
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local event = self.events[e]
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self:F3( { self.current, event } )
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local to = event and event.map[self.current] or event.map['*']
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return to ~= nil, to
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end
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function FSM:cannot(e)
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return not self:can(e)
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end
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function FSM:CopyCallHandlers( FsmT )
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local Parent = BASE:GetParent( FsmT )
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if Parent then
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self:CopyCallHandlers( Parent )
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end
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for ElementID, Element in pairs( FsmT ) do
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self:E( { ElementID = ElementID } )
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if type( Element ) == "function" then
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if ElementID.find( ElementID, "^onbefore" ) or
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ElementID.find( ElementID, "^onafter" ) or
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ElementID.find( ElementID, "^onenter" ) or
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ElementID.find( ElementID, "^onleave" ) or
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ElementID.find( ElementID, "^onfunc" ) then
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self[ ElementID ] = Element
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end
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end
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end
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end
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function FSM:todot(filename)
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local dotfile = io.open(filename,'w')
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dotfile:write('digraph {\n')
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local transition = function(event,from,to)
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dotfile:write(string.format('%s -> %s [label=%s];\n',from,to,event))
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end
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for _, event in pairs(self.options.events) do
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if type(event.from) == 'table' then
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for _, from in ipairs(event.from) do
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transition(event.name,from,event.to)
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end
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else
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transition(event.name,event.from,event.to)
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end
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end
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dotfile:write('}\n')
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dotfile:close()
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end
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--- STATEMACHINE_CONTROLLABLE class
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-- @type STATEMACHINE_CONTROLLABLE
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-- @field Wrapper.Controllable#CONTROLLABLE Controllable
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-- @extends Fsm.Fsm#FSM
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STATEMACHINE_CONTROLLABLE = {
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ClassName = "STATEMACHINE_CONTROLLABLE",
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}
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--- Creates a new STATEMACHINE_CONTROLLABLE object.
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-- @param #STATEMACHINE_CONTROLLABLE self
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-- @param #table FSMT Finite State Machine Table
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-- @param Wrapper.Controllable#CONTROLLABLE Controllable (optional) The CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs.
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-- @return #STATEMACHINE_CONTROLLABLE
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function STATEMACHINE_CONTROLLABLE:New( FSMT, Controllable )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Fsm.Fsm#STATEMACHINE_CONTROLLABLE
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if Controllable then
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self:SetControllable( Controllable )
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end
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return self
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end
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--- Sets the CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs.
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-- @param #STATEMACHINE_CONTROLLABLE self
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-- @param Wrapper.Controllable#CONTROLLABLE FSMControllable
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-- @return #STATEMACHINE_CONTROLLABLE
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function STATEMACHINE_CONTROLLABLE:SetControllable( FSMControllable )
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self:F( FSMControllable )
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self.Controllable = FSMControllable
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end
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--- Gets the CONTROLLABLE object that the STATEMACHINE_CONTROLLABLE governs.
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-- @param #STATEMACHINE_CONTROLLABLE self
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-- @return Wrapper.Controllable#CONTROLLABLE
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function STATEMACHINE_CONTROLLABLE:GetControllable()
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return self.Controllable
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end
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function STATEMACHINE_CONTROLLABLE:_call_handler( handler, params )
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local ErrorHandler = function( errmsg )
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env.info( "Error in SCHEDULER function:" .. errmsg )
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if debug ~= nil then
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env.info( debug.traceback() )
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end
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return errmsg
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end
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if self[handler] then
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self:E( "Calling " .. handler )
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return xpcall( function() return self[handler]( self, self.Controllable, unpack( params ) ) end, ErrorHandler )
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--return self[handler]( self, self.Controllable, unpack( params ) )
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end
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end
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--- FSM_PROCESS class
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-- @type FSM_PROCESS
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-- @field Tasking.Task#TASK_BASE Task
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-- @extends Fsm.Fsm#STATEMACHINE_CONTROLLABLE
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FSM_PROCESS = {
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ClassName = "FSM_PROCESS",
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}
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--- Creates a new FSM_PROCESS object.
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-- @param #FSM_PROCESS self
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-- @return #FSM_PROCESS
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function FSM_PROCESS:New( FsmT, Controllable, Task )
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local self = BASE:Inherit( self, STATEMACHINE_CONTROLLABLE:New( FsmT ) ) -- Fsm.Fsm#FSM_PROCESS
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self:Assign( Controllable, Task )
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self.ClassName = FsmT._Name
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for ParameterID, Parameter in pairs( FsmT:GetParameters() ) do
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self[ ParameterID ] = Parameter
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end
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for ProcessID, Process in pairs( FsmT:GetProcesses() ) do
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self:E( Process )
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local FsmProcess = self:AddProcess(Process.From, Process.Event, FSM_PROCESS:New( Process.Process, Controllable, Task ), Process.ReturnEvents )
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end
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for EndStateID, EndState in pairs( FsmT:GetEndStates() ) do
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self:E( EndState )
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self:AddEndState( EndState )
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end
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-- Copy the score tables
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for ScoreID, Score in pairs( FsmT:GetScores() ) do
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self:E( Score )
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self:AddScore( ScoreID,Score.ScoreText,Score.Score )
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end
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return self
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end
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--- Sets the task of the process.
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-- @param #PROCESS self
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-- @param Tasking.Task#TASK_BASE Task
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-- @return #PROCESS
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function FSM_PROCESS:SetTask( Task )
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self.Task = Task
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return self
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end
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--- Gets the task of the process.
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-- @param #PROCESS self
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-- @return Tasking.Task#TASK_BASE
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function FSM_PROCESS:GetTask()
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return self.Task
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end
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--- Gets the mission of the process.
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-- @param #PROCESS self
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-- @return Tasking.Mission#MISSION
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function FSM_PROCESS:GetMission()
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return self.Task.Mission
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end
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--- Assign the process to a @{Unit} and activate the process.
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-- @param #FSM_PROCESS self
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-- @param Task.Tasking#TASK_BASE Task
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-- @param Wrapper.Unit#UNIT ProcessUnit
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-- @return #FSM_PROCESS self
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function FSM_PROCESS:Assign( ProcessUnit, Task )
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self:E( { Task, ProcessUnit } )
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self:SetControllable( ProcessUnit )
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self:SetTask( Task )
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--self.ProcessGroup = ProcessUnit:GetGroup()
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return self
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end
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--- Adds a score for the FSM_PROCESS to be achieved.
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-- @param #FSM_PROCESS self
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-- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
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-- @param #string ScoreText is a text describing the score that is given according the status.
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-- @param #number Score is a number providing the score of the status.
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-- @return #FSM_PROCESS self
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function FSM_PROCESS:AddScore( State, ScoreText, Score )
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self:F2( { State, ScoreText, Score } )
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self.Scores[State] = self.Scores[State] or {}
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self.Scores[State].ScoreText = ScoreText
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self.Scores[State].Score = Score
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return self
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end
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function FSM_PROCESS:onenterAssigned( ProcessUnit )
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self:E( "Assign" )
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self.Task:Assign()
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end
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function FSM_PROCESS:onenterFailed( ProcessUnit )
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self:E( "Failed" )
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self.Task:Fail()
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end
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function FSM_PROCESS:onenterSuccess( ProcessUnit )
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self:E( "Success" )
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self.Task:Success()
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end
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--- StateMachine callback function for a FSM_PROCESS
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-- @param #FSM_PROCESS self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @param #string Event
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-- @param #string From
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-- @param #string To
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function FSM_PROCESS:onstatechange( ProcessUnit, Event, From, To, Dummy )
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self:E( { ProcessUnit, Event, From, To, Dummy, self:IsTrace() } )
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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 Fsm.Fsm#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 ) ) -- Fsm.Fsm#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 Fsm.Fsm#FSM_TEMPLATE The FSM Process Template.
|
|
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
|