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It is working now, and NOW SWITCHING SLOTS of PLAYERS ALSO WORKS IN TASKING!!! Jippie!!! The next thing is to debug the DETECTION_DISPATCHER... And make STATEMACHINE_TEMPLATE now as a parameter to create new STATEMACHINEs, instead of that ugly table construction. The, I need to modify the New: Methods of each STATEMACHINE_PROCESS to be initialized with a TEMPLATE... Maybe I can commit already and just implement this later ...
253 lines
9.4 KiB
Lua
253 lines
9.4 KiB
Lua
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
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--
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-- ===
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--
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-- # @{#PROCESS_ROUTE} FSM class, extends @{Process#PROCESS}
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--
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-- ## PROCESS_ROUTE state machine:
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--
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-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
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-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
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-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
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-- but will have **different implementation behaviour** upon each event or state transition.
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--
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-- ### PROCESS_ROUTE **Events**:
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--
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-- These are the events defined in this class:
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--
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-- * **Start**: The process is started. The process will go into the Report state.
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-- * **Report**: The process is reporting to the player the route to be followed.
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-- * **Route**: The process is routing the controllable.
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-- * **Pause**: The process is pausing the route of the controllable.
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-- * **Arrive**: The controllable has arrived at a route point.
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-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
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-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
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--
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-- ### PROCESS_ROUTE **Event methods**:
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--
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-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
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-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
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--
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-- * **Immediate**: The event method has exactly the name of the event.
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-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
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--
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-- ### PROCESS_ROUTE **States**:
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--
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-- * **None**: The controllable did not receive route commands.
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-- * **Arrived (*)**: The controllable has arrived at a route point.
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-- * **Aborted (*)**: The controllable has aborted the route path.
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-- * **Routing**: The controllable is understay to the route point.
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-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
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-- * **Success (*)**: All route points were reached.
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-- * **Failed (*)**: The process has failed.
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--
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-- (*) End states of the process.
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--
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-- ### PROCESS_ROUTE state transition methods:
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--
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-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
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-- There are 2 moments when state transition methods will be called by the state machine:
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--
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-- * **Before** the state transition.
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-- The state transition method needs to start with the name **OnBefore + the name of the state**.
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-- If the state transition method returns false, then the processing of the state transition will not be done!
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-- If you want to change the behaviour of the AIControllable at this event, return false,
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-- but then you'll need to specify your own logic using the AIControllable!
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--
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-- * **After** the state transition.
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-- The state transition method needs to start with the name **OnAfter + the name of the state**.
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-- These state transition methods need to provide a return value, which is specified at the function description.
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--
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-- ===
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--
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-- # 1) @{#PROCESS_ROUTE_ZONE} class, extends @{Route#PROCESS_ROUTE}
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--
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-- The PROCESS_ROUTE_ZONE class implements the core functions to route an AIR @{Controllable} player @{Unit} to a @{Zone}.
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-- The player receives on perioding times messages with the coordinates of the route to follow.
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-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
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--
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-- # 1.1) PROCESS_ROUTE_ZONE constructor:
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--
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-- * @{#PROCESS_ROUTE_ZONE.New}(): Creates a new PROCESS_ROUTE_ZONE object.
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--
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-- ===
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--
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-- @module Route
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do -- PROCESS_ROUTE
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--- PROCESS_ROUTE class
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-- @type PROCESS_ROUTE
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-- @field Task#TASK TASK
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-- @field Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Fsm.Process#PROCESS
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PROCESS_ROUTE = {
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ClassName = "PROCESS_ROUTE",
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}
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--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
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-- @param #PROCESS_ROUTE self
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-- @return #PROCESS_ROUTE self
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function PROCESS_ROUTE:New()
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local FSMT = {
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initial = 'None',
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events = {
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{ name = 'Start', from = 'None', to = 'Routing' },
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{ name = 'Report', from = '*', to = 'Reporting' },
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{ name = 'Route', from = '*', to = 'Routing' },
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{ name = 'Pause', from = 'Routing', to = 'Pausing' },
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{ name = 'Abort', from = '*', to = 'Aborted' },
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{ name = 'Arrive', from = 'Routing', to = 'Arrived' },
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{ name = 'Success', from = 'Arrived', to = 'Success' },
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{ name = 'Fail', from = '*', to = 'Failed' },
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},
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endstates = {
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'Arrived', 'Failed'
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},
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}
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-- Inherits from BASE
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local self = BASE:Inherit( self, PROCESS:New( FSMT, "PROCESS_ROUTE" ) ) -- #PROCESS_ROUTE
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self.DisplayInterval = 30
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self.DisplayCount = 30
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self.DisplayMessage = true
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self.DisplayTime = 10 -- 10 seconds is the default
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self.DisplayCategory = "HQ" -- Route is the default display category
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return self
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end
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--- Task Events
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--- StateMachine callback function
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-- @param #PROCESS_ROUTE self
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-- @param 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 PROCESS_ROUTE:onafterStart( ProcessUnit, Event, From, To )
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self:__Route( 1 )
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end
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--- Check if the controllable has arrived.
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-- @param #PROCESS_ROUTE self
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-- @param Controllable#CONTROLLABLE ProcessUnit
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-- @return #boolean
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function PROCESS_ROUTE:HasArrived( ProcessUnit )
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return false
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end
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--- StateMachine callback function
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-- @param #PROCESS_ROUTE self
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-- @param 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 PROCESS_ROUTE:onbeforeRoute( ProcessUnit, Event, From, To )
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if ProcessUnit:IsAlive() then
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local HasArrived = self:HasArrived( ProcessUnit ) -- Polymorphic
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if self.DisplayCount >= self.DisplayInterval then
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self:T( { HasArrived = HasArrived } )
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if not HasArrived then
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self:__Report( 1 )
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end
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self.DisplayCount = 1
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else
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self.DisplayCount = self.DisplayCount + 1
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end
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self:T( { DisplayCount = self.DisplayCount } )
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if HasArrived then
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self:__Arrive( 1 )
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else
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self:__Route( 1 )
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end
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return HasArrived -- if false, then the event will not be executed...
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end
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return false
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end
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end -- PROCESS_ROUTE
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do -- PROCESS_ROUTE_ZONE
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--- PROCESS_ROUTE_ZONE class
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-- @type PROCESS_ROUTE_ZONE
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-- @field Task#TASK TASK
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-- @field Unit#UNIT ProcessUnit
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-- @field Zone#ZONE_BASE TargetZone
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-- @extends Process.Route#PROCESS_ROUTE
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PROCESS_ROUTE_ZONE = {
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ClassName = "PROCESS_ROUTE_ZONE",
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}
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--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
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-- @param #PROCESS_ROUTE_ZONE self
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-- @param Zone#ZONE_BASE TargetZone
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function PROCESS_ROUTE_ZONE:Template( TargetZone )
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return { self, { TargetZone } }
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end
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--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
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-- @param #PROCESS_ROUTE_ZONE self
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-- @param Zone#ZONE_BASE TargetZone
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-- @return #PROCESS_ROUTE_ZONE self
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function PROCESS_ROUTE_ZONE:New( TargetZone )
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local self = BASE:Inherit( self, PROCESS_ROUTE:New() ) -- #PROCESS_ROUTE_ZONE
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self.TargetZone = TargetZone
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return self
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end
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--- Method override to check if the controllable has arrived.
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-- @param #PROCESS_ROUTE self
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-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
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-- @return #boolean
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function PROCESS_ROUTE_ZONE:HasArrived( ProcessUnit )
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if ProcessUnit:IsInZone( self.TargetZone ) then
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local RouteText = ProcessUnit:GetCallsign() .. ": You have arrived within the zone!"
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MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() )
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end
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return ProcessUnit:IsInZone( self.TargetZone )
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end
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--- Task Events
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--- StateMachine callback function
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-- @param #PROCESS_ROUTE_ZONE self
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-- @param 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 PROCESS_ROUTE_ZONE:onenterReporting( ProcessUnit, Event, From, To )
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local ZoneVec2 = self.TargetZone:GetVec2()
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local ZonePointVec2 = POINT_VEC2:New( ZoneVec2.x, ZoneVec2.y )
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local TaskUnitVec2 = ProcessUnit:GetVec2()
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local TaskUnitPointVec2 = POINT_VEC2:New( TaskUnitVec2.x, TaskUnitVec2.y )
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local RouteText = ProcessUnit:GetCallsign() .. ": Route to " .. TaskUnitPointVec2:GetBRText( ZonePointVec2 ) .. " km to target."
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MESSAGE:New( RouteText, self.DisplayTime, self.DisplayCategory ):ToGroup( ProcessUnit:GetGroup() )
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end
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end -- PROCESS_ROUTE_ZONE
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