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Lua

--- **Core** - FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow.
--
-- ===
--
-- ## Features:
--
-- * Provide a base class to model your own state machines.
-- * Trigger events synchronously.
-- * Trigger events asynchronously.
-- * Handle events before or after the event was triggered.
-- * Handle state transitions as a result of event before and after the state change.
-- * For internal moose purposes, further state machines have been designed:
-- - to handle controllables (groups and units).
-- - to handle tasks.
-- - to handle processes.
--
-- ===
--
-- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
--
-- 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**.
-- A **FSM implementation** is defined by **a list of its states**, **its initial state**, and **the triggering events** for **each possible transition**.
-- A 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** extensively uses 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 a FSM implementation directing **AI controlled** @{GROUP} and/or @{UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates a 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.
--
-- ##__Disclaimer:__
-- 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.
--
-- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
--
-- * @{#FSM_TASK}: Models Finite State Machines for @{Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Task} actions, which control @{Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process.
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
-- ===
--
-- @module Core.Fsm
-- @image Core_Finite_State_Machine.JPG
do -- FSM
--- @type FSM
-- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
-- @field #table options Options.
-- @field #table subs Subs.
-- @field #table Scores Scores.
-- @field #string current Current state name.
-- @extends Core.Base#BASE
--- A Finite State Machine (FSM) models a process flow that transitions between various **States** through triggered **Events**.
--
-- 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.
--
-- ![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 separate chapter explaining both transition modes, taking into account the **Transition Rules**, **Transition Handlers** and **Event Triggers**.
--
-- ## 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 Linear 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.
--
-- ### 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 condensed.
--
-- FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
--
-- ### 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).
--
-- ### 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 distinction 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!
--
-- ### 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.
--
-- ## 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.
--
-- ===
--
-- @field #FSM
FSM = {
ClassName = "FSM",
}
--- Creates a new FSM object.
-- @param #FSM self
-- @return #FSM
function FSM:New()
-- 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._EventSchedules = {}
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
-- Debug message.
--self:T3( Transition )
self._Transitions[Transition] = Transition
self:_eventmap( self.Events, Transition )
end
--- Returns a table of the transition rules defined within the FSM.
-- @param #FSM self
-- @return #table Transitions.
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 @{Wrapper.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:T3( { From, Event } )
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.
-- @param #FSM self
-- @return #table Sub processes.
function FSM:GetProcesses()
self:F( { Processes = self._Processes } )
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
return Process.fsm
end
end
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
end
function FSM:SetProcess( From, Event, Fsm )
for ProcessID, Process in pairs( self:GetProcesses() ) do
if Process.From == From and Process.Event == Event then
Process.fsm = Fsm
return true
end
end
error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
end
--- Adds an End state.
-- @param #FSM self
-- @param #string State The FSM state.
function FSM:AddEndState( State )
self._EndStates[State] = State
self.endstates[State] = State
end
--- Returns the End states.
-- @param #FSM self
-- @return #table 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:F( { 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:F( { From, Event, State, ScoreText, Score } )
local Process = self:GetProcess( From, Event )
Process._Scores[State] = Process._Scores[State] or {}
Process._Scores[State].ScoreText = ScoreText
Process._Scores[State].Score = Score
--self:T3( Process._Scores )
return Process
end
--- Returns a table with the scores defined.
-- @param #FSM self
-- @return #table Scores.
function FSM:GetScores()
return self._Scores or {}
end
--- Returns a table with the Subs defined.
-- @param #FSM self
-- @return #table Sub processes.
function FSM:GetSubs()
return self.options.subs
end
--- Load call backs.
-- @param #FSM self
-- @param #table CallBackTable Table of call backs.
function FSM:LoadCallBacks( CallBackTable )
for name, callback in pairs( CallBackTable or {} ) do
self[name] = callback
end
end
--- Event map.
-- @param #FSM self
-- @param #table Events Events.
-- @param #table EventStructure Event structure.
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)
-- Debug message.
--self:T3( "Added methods: " .. Event .. ", " .. __Event )
Events[Event] = self.Events[Event] or { map = {} }
self:_add_to_map( Events[Event].map, EventStructure )
end
--- Sub maps.
-- @param #FSM self
-- @param #table subs Subs.
-- @param #table sub Sub.
-- @param #string name Name.
function FSM:_submap( subs, sub, 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
--- Call handler.
-- @param #FSM self
-- @param #string step Step "onafter", "onbefore", "onenter", "onleave".
-- @param #string trigger Trigger.
-- @param #table params Parameters.
-- @param #string EventName Event name.
-- @return Value.
function FSM:_call_handler( step, trigger, params, EventName )
-- env.info(string.format("FF T=%.3f _call_handler step=%s, trigger=%s, event=%s", timer.getTime(), step, trigger, EventName))
local handler = step .. trigger
if self[handler] then
--[[
if step == "onafter" or step == "OnAfter" then
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. params[2] .. ">" .. step .. params[2] .. "()" .. " >> " .. params[3] )
elseif step == "onbefore" or step == "OnBefore" then
self:T( ":::>" .. step .. params[2] .. " : " .. params[1] .. " >> " .. step .. params[2] .. "()" .. ">" .. params[2] .. " >> " .. params[3] )
elseif step == "onenter" or step == "OnEnter" then
self:T( ":::>" .. step .. params[3] .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. step .. params[3] .. "()" .. ">" .. params[3] )
elseif step == "onleave" or step == "OnLeave" then
self:T( ":::>" .. step .. params[1] .. " : " .. params[1] .. ">" .. step .. params[1] .. "()" .. " >> " .. params[2] .. " >> " .. params[3] )
else
self:T( ":::>" .. step .. " : " .. params[1] .. " >> " .. params[2] .. " >> " .. params[3] )
end
]]
self._EventSchedules[EventName] = nil
-- Error handler.
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
-- return self[handler](self, unpack( params ))
-- Protected call.
local Result, Value = xpcall( function()
return self[handler]( self, unpack( params ) )
end, ErrorHandler )
return Value
end
end
--- Handler.
-- @param #FSM self
-- @param #string EventName Event name.
-- @param ... Arguments.
function FSM._handler( self, EventName, ... )
local Can, To = self:can( EventName )
if To == "*" then
To = self.current
end
if Can then
-- From state.
local From = self.current
-- Parameters.
local Params = { From, EventName, To, ... }
if self["onleave" .. From] or
self["OnLeave" .. From] or
self["onbefore" .. EventName] or
self["OnBefore" .. EventName] or
self["onafter" .. EventName] or
self["OnAfter" .. EventName] or
self["onenter" .. To] or
self["OnEnter" .. To] then
if self:_call_handler( "onbefore", EventName, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onbefore" .. EventName )
return false
else
if self:_call_handler( "OnBefore", EventName, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnBefore" .. EventName )
return false
else
if self:_call_handler( "onleave", From, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** onleave" .. From )
return false
else
if self:_call_handler( "OnLeave", From, Params, EventName ) == false then
self:T( "*** FSM *** Cancel" .. " *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** OnLeave" .. From )
return false
end
end
end
end
else
local ClassName = self:GetClassName()
if ClassName == "FSM" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To )
end
if ClassName == "FSM_TASK" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.TaskName )
end
if ClassName == "FSM_CONTROLLABLE" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
end
if ClassName == "FSM_PROCESS" then
self:T( "*** FSM *** Transit *** " .. self.current .. " --> " .. EventName .. " --> " .. To .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable.ControllableName .. " *** " )
end
end
-- New current state.
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( "*** FSM *** Sub *** " .. 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:T( "*** FSM *** End *** " .. Event )
self:_call_handler( "onenter", To, Params, EventName )
self:_call_handler( "OnEnter", To, Params, EventName )
self:_call_handler( "onafter", EventName, Params, EventName )
self:_call_handler( "OnAfter", EventName, Params, EventName )
self:_call_handler( "onstate", "change", Params, EventName )
fsmparent[Event]( fsmparent )
execute = false
end
if execute then
self:_call_handler( "onafter", EventName, Params, EventName )
self:_call_handler( "OnAfter", EventName, Params, EventName )
self:_call_handler( "onenter", To, Params, EventName )
self:_call_handler( "OnEnter", To, Params, EventName )
self:_call_handler( "onstate", "change", Params, EventName )
end
else
self:T( "*** FSM *** NO Transition *** " .. self.current .. " --> " .. EventName .. " --> ? " )
end
return nil
end
--- Delayed transition.
-- @param #FSM self
-- @param #string EventName Event name.
-- @return #function Function.
function FSM:_delayed_transition( EventName )
return function( self, DelaySeconds, ... )
-- Debug.
self:T3( "Delayed Event: " .. EventName )
local CallID = 0
if DelaySeconds ~= nil then
if DelaySeconds < 0 then -- Only call the event ONCE!
DelaySeconds = math.abs( DelaySeconds )
if not self._EventSchedules[EventName] then
-- Call _handler.
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
-- Set call ID.
self._EventSchedules[EventName] = CallID
-- Debug output.
self:T2(string.format("NEGATIVE Event %s delayed by %.3f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
else
self:T2(string.format("NEGATIVE Event %s delayed by %.3f sec CANCELLED as we already have such an event in the queue.", EventName, DelaySeconds))
-- reschedule
end
else
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
self:T2(string.format("Event %s delayed by %.3f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
end
else
error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." )
end
-- Debug.
--self:T3( { CallID = CallID } )
end
end
--- Create transition.
-- @param #FSM self
-- @param #string EventName Event name.
-- @return #function Function.
function FSM:_create_transition( EventName )
return function( self, ... )
return self._handler( self, EventName, ... )
end
end
--- Go sub.
-- @param #FSM self
-- @param #string ParentFrom Parent from state.
-- @param #string ParentEvent Parent event name.
-- @return #table Subs.
function FSM:_gosub( ParentFrom, ParentEvent )
local fsmtable = {}
if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then
--self:T3( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } )
return self.subs[ParentFrom][ParentEvent]
else
return {}
end
end
--- Is end state.
-- @param #FSM self
-- @param #string Current Current state name.
-- @return #table FSM parent.
-- @return #string Event name.
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.ReturnEvents } )
local Event = self.ReturnEvents[Current]
-- self:T( { Event } )
if Event then
return FSMParent, Event
else
-- self:T( { "Could not find parent event name for state ", ParentFrom } )
end
end
return nil
end
--- Add to map.
-- @param #FSM self
-- @param #table Map Map.
-- @param #table Event Event table.
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
--- Get current state.
-- @param #FSM self
-- @return #string Current FSM state.
function FSM:GetState()
return self.current
end
--- Get current state.
-- @param #FSM self
-- @return #string Current FSM state.
function FSM:GetCurrentState()
return self.current
end
--- Check if FSM is in state.
-- @param #FSM self
-- @param #string State State name.
-- @return #boolean If true, FSM is in this state.
function FSM:Is( State )
return self.current == State
end
--- Check if FSM is in state.
-- @param #FSM self
-- @param #string State State name.
-- @return #boolean If true, FSM is in this state.
function FSM:is(state)
return self.current == state
end
--- Check if can do an event.
-- @param #FSM self
-- @param #string e Event name.
-- @return #boolean If true, FSM can do the event.
-- @return #string To state.
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
--- Check if cannot do an event.
-- @param #FSM self
-- @param #string e Event name.
-- @return #boolean If true, FSM cannot do the event.
function FSM:cannot( e )
return not self:can( e )
end
end
do -- FSM_CONTROLLABLE
--- @type FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
--- Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Client}s.
--
-- ===
--
-- @field #FSM_CONTROLLABLE
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( Controllable )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM:New() ) -- Core.Fsm#FSM_CONTROLLABLE
if Controllable then
self:SetControllable( Controllable )
end
self:AddTransition( "*", "Stop", "Stopped" )
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#FSM_CONTROLLABLE] OnBeforeStop
-- @param #FSM_CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#FSM_CONTROLLABLE] OnAfterStop
-- @param #FSM_CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#FSM_CONTROLLABLE] Stop
-- @param #FSM_CONTROLLABLE self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#FSM_CONTROLLABLE] __Stop
-- @param #FSM_CONTROLLABLE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#FSM_CONTROLLABLE] OnLeaveStopped
-- @param #FSM_CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#FSM_CONTROLLABLE] OnEnterStopped
-- @param #FSM_CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
return self
end
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#FSM_CONTROLLABLE] OnAfterStop
-- @param #FSM_CONTROLLABLE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function FSM_CONTROLLABLE:OnAfterStop( Controllable, From, Event, To )
-- Clear all pending schedules
self.CallScheduler:Clear()
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:GetName() )
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( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
if self[handler] then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** TaskUnit: " .. self.Controllable:GetName() )
self._EventSchedules[EventName] = nil
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
--- @type FSM_PROCESS
-- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- FSM_PROCESS class models Finite State Machines for @{Task} actions, which control @{Client}s.
--
-- ===
--
-- @field #FSM_PROCESS FSM_PROCESS
--
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 )
self:Assign( Controllable, Task )
return self
end
function FSM_PROCESS:Init( FsmProcess )
self:T( "No Initialisation" )
end
function FSM_PROCESS:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
env.info( "Error in FSM_PROCESS call handler:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
if self[handler] then
if handler ~= "onstatechange" then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.Task:GetName() .. ", TaskUnit: " .. self.Controllable:GetName() )
end
self._EventSchedules[EventName] = nil
local Result, Value
if self.Controllable and self.Controllable:IsAlive() == true then
Result, Value = xpcall( function()
return self[handler]( self, self.Controllable, self.Task, unpack( params ) )
end, ErrorHandler )
end
return Value
-- return self[handler]( self, self.Controllable, unpack( params ) )
end
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:T3( { 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:E( { Process:GetName() } )
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:T3( EndState )
NewFsm:AddEndState( EndState )
end
-- Copy the score tables
for ScoreID, Score in pairs( self:GetScores() ) do
--self:T3( Score )
NewFsm:AddScore( ScoreID, Score.ScoreText, Score.Score )
end
return NewFsm
end
--- Removes an FSM_PROCESS object.
-- @param #FSM_PROCESS self
-- @return #FSM_PROCESS
function FSM_PROCESS:Remove()
self:F( { self:GetClassNameAndID() } )
self:F( "Clearing Schedules" )
self.CallScheduler:Clear()
-- Copy Processes
for ProcessID, Process in pairs( self:GetProcesses() ) do
if Process.fsm then
Process.fsm:Remove()
Process.fsm = nil
end
end
return self
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 @{Wrapper.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:GetName(), ProcessUnit:GetName() } )
self:SetControllable( ProcessUnit )
self:SetTask( Task )
-- self.ProcessGroup = ProcessUnit:GetGroup()
return self
end
-- function FSM_PROCESS:onenterAssigned( ProcessUnit, Task, From, Event, To )
--
-- if From( "Planned" ) then
-- self:T( "*** FSM *** Assign *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
-- self.Task:Assign()
-- end
-- end
function FSM_PROCESS:onenterFailed( ProcessUnit, Task, From, Event, To )
self:T( "*** FSM *** Failed *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
self.Task:Fail()
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, Task, From, Event, To )
if From ~= To then
self:T( "*** FSM *** Change *** " .. Task:GetName() .. "/" .. ProcessUnit:GetName() .. " *** " .. From .. " --> " .. Event .. " --> " .. To )
end
-- if self:IsTrace() then
-- MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):ToAll()
-- self:F2( { Scores = self._Scores, To = To } )
-- end
-- 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 #FSM
--- Models Finite State Machines for @{Tasking.Task}s.
--
-- ===
--
-- @field #FSM_TASK FSM_TASK
--
FSM_TASK = {
ClassName = "FSM_TASK",
}
--- Creates a new FSM_TASK object.
-- @param #FSM_TASK self
-- @param #string TaskName The name of the task.
-- @return #FSM_TASK
function FSM_TASK:New( TaskName )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_TASK
self["onstatechange"] = self.OnStateChange
self.TaskName = TaskName
return self
end
function FSM_TASK:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
local ErrorHandler = function( errmsg )
env.info( "Error in SCHEDULER function:" .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
if self[handler] then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] .. " *** Task: " .. self.TaskName )
self._EventSchedules[EventName] = nil
-- return self[handler]( self, unpack( params ) )
local Result, Value = xpcall( function()
return self[handler]( self, unpack( params ) )
end, ErrorHandler )
return Value
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 class models Finite State Machines for @{Set}s. Note that these FSMs control multiple objects!!! So State concerns here
-- for multiple objects or the position of the state machine in the process.
--
-- ===
--
-- @field #FSM_SET FSM_SET
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.Set
end
function FSM_SET:_call_handler( step, trigger, params, EventName )
local handler = step .. trigger
if self[handler] then
self:T( "*** FSM *** " .. step .. " *** " .. params[1] .. " --> " .. params[2] .. " --> " .. params[3] )
self._EventSchedules[EventName] = nil
return self[handler]( self, self.Set, unpack( params ) )
end
end
end -- FSM_SET