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771 lines
22 KiB
Lua
771 lines
22 KiB
Lua
--- This module contains the FSM class and derived FSM_ classes.
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--
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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 (actually rewrote 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) @{Core.Fsm#FSM} class, extends @{Core.Base#BASE}
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--
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-- A Finite State Machine (FSM) defines the rules of transitioning between various States triggered by Events.
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-- * A **State** defines a moment in the process.
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-- * An **Event** describes an action, that can be triggered both internally as externally in the FSM. An Event can be triggered Embedded or Delayed over time.
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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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--
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-- ====
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--
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-- # **API CHANGE HISTORY**
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--
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-- The underlying change log documents the API changes. Please read this carefully. The following notation is used:
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--
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-- * **Added** parts are expressed in bold type face.
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-- * _Removed_ parts are expressed in italic type face.
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--
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-- YYYY-MM-DD: CLASS:**NewFunction**( Params ) replaces CLASS:_OldFunction_( Params )
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-- YYYY-MM-DD: CLASS:**NewFunction( Params )** added
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--
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-- Hereby the change log:
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--
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-- * 2016-12-18: Released.
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--
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-- ===
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--
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-- # **AUTHORS and CONTRIBUTIONS**
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--
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-- ### Contributions:
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--
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-- * None.
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--
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-- ### Authors:
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--
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-- * **FlightControl**: Design & Programming
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--
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-- @module Fsm
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do -- FSM
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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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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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self._StartState = "none"
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self._Transitions = {}
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self._Processes = {}
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self._EndStates = {}
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self._Scores = {}
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self.CallScheduler = SCHEDULER:New( self )
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return self
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end
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function FSM:SetStartState( State )
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self._StartState = State
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self.current = State
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end
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function FSM:GetStartState()
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return self._StartState or {}
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end
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function FSM:AddTransition( From, Event, To )
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local Transition = {}
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Transition.From = From
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Transition.Event = Event
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Transition.To = To
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self:E( Transition )
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self._Transitions[Transition] = Transition
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self:_eventmap( self.Events, Transition )
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end
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function FSM:GetTransitions()
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return self._Transitions or {}
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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 Core.Fsm#FSM_PROCESS
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function FSM:AddProcess( From, Event, Process, ReturnEvents )
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self:E( { From, Event, Process, ReturnEvents } )
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local Sub = {}
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Sub.From = From
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Sub.Event = Event
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Sub.fsm = Process
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Sub.StartEvent = "Start"
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Sub.ReturnEvents = ReturnEvents
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self._Processes[Sub] = Sub
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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:GetProcesses()
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return self._Processes or {}
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end
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function FSM:GetProcess( From, Event )
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for ProcessID, Process in pairs( self:GetProcesses() ) do
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if Process.From == From and Process.Event == Event then
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self:E( Process )
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return Process.fsm
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end
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end
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error( "Sub-Process from state " .. From .. " with event " .. Event .. " not found!" )
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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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self.endstates[State] = State
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end
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function FSM:GetEndStates()
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return self._EndStates or {}
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end
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--- Adds a score for the FSM to be achieved.
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-- @param #FSM 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 self
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function FSM: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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--- Adds a score for the FSM_PROCESS to be achieved.
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-- @param #FSM self
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-- @param #string From is the From State of the main process.
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-- @param #string Event is the Event of the main process.
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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 self
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function FSM:AddScoreProcess( From, Event, State, ScoreText, Score )
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self:F2( { Event, State, ScoreText, Score } )
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local Process = self:GetProcess( From, Event )
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self:E( { Process = Process._Name, Scores = Process._Scores, State = State, ScoreText = ScoreText, Score = Score } )
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Process._Scores[State] = Process._Scores[State] or {}
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Process._Scores[State].ScoreText = ScoreText
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Process._Scores[State].Score = Score
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return Process
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end
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function FSM:GetScores()
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return self._Scores or {}
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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, EventStructure )
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local Event = EventStructure.Event
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local __Event = "__" .. EventStructure.Event
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self[Event] = self[Event] or self:_create_transition(Event)
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self[__Event] = self[__Event] or self:_delayed_transition(Event)
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self:T( "Added methods: " .. Event .. ", " .. __Event )
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Events[Event] = self.Events[Event] or { map = {} }
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self:_add_to_map( Events[Event].map, EventStructure )
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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.From] = subs[sub.From] or {}
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subs[sub.From][sub.Event] = subs[sub.From][sub.Event] or {}
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-- Make the reference table weak.
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-- setmetatable( subs[sub.From][sub.Event], { __mode = "k" } )
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subs[sub.From][sub.Event][sub] = {}
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subs[sub.From][sub.Event][sub].fsm = sub.fsm
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subs[sub.From][sub.Event][sub].StartEvent = sub.StartEvent
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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.
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subs[sub.From][sub.Event][sub].name = name
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subs[sub.From][sub.Event][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 = { from, EventName, 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 start event: " .. sub.StartEvent )
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sub.fsm.fsmparent = self
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sub.fsm.ReturnEvents = sub.ReturnEvents
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sub.fsm[sub.StartEvent]( 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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local CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1 )
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self:T( { CallID = CallID } )
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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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self:E( { e, self.Events, self.Events[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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end
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do -- FSM_CONTROLLABLE
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--- FSM_CONTROLLABLE class
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-- @type FSM_CONTROLLABLE
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-- @field Wrapper.Controllable#CONTROLLABLE Controllable
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-- @extends Core.Fsm#FSM
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FSM_CONTROLLABLE = {
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ClassName = "FSM_CONTROLLABLE",
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}
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--- Creates a new FSM_CONTROLLABLE object.
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-- @param #FSM_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 FSM_CONTROLLABLE governs.
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-- @return #FSM_CONTROLLABLE
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function FSM_CONTROLLABLE:New( FSMT, Controllable )
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-- Inherits from BASE
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local self = BASE:Inherit( self, FSM:New( FSMT ) ) -- Core.Fsm#FSM_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 FSM_CONTROLLABLE governs.
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-- @param #FSM_CONTROLLABLE self
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-- @param Wrapper.Controllable#CONTROLLABLE FSMControllable
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-- @return #FSM_CONTROLLABLE
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function FSM_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 FSM_CONTROLLABLE governs.
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-- @param #FSM_CONTROLLABLE self
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-- @return Wrapper.Controllable#CONTROLLABLE
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function FSM_CONTROLLABLE:GetControllable()
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return self.Controllable
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end
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function FSM_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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end
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do -- FSM_PROCESS
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--- FSM_PROCESS class
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-- @type FSM_PROCESS
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-- @field Tasking.Task#TASK Task
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-- @extends Core.Fsm#FSM_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( Controllable, Task )
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local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- Core.Fsm#FSM_PROCESS
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self:F( Controllable, Task )
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self:Assign( Controllable, Task )
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return self
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end
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function FSM_PROCESS:Init( FsmProcess )
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self:E( "No Initialisation" )
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end
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--- Creates a new FSM_PROCESS object based on this FSM_PROCESS.
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-- @param #FSM_PROCESS self
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-- @return #FSM_PROCESS
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function FSM_PROCESS:Copy( Controllable, Task )
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self:E( { self:GetClassNameAndID() } )
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local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
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NewFsm:Assign( Controllable, Task )
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-- Polymorphic call to initialize the new FSM_PROCESS based on self FSM_PROCESS
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NewFsm:Init( self )
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-- Set Start State
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NewFsm:SetStartState( self:GetStartState() )
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-- Copy Transitions
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for TransitionID, Transition in pairs( self:GetTransitions() ) do
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NewFsm:AddTransition( Transition.From, Transition.Event, Transition.To )
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end
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-- Copy Processes
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for ProcessID, Process in pairs( self:GetProcesses() ) do
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self:E( { Process} )
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local FsmProcess = NewFsm:AddProcess( Process.From, Process.Event, Process.fsm:Copy( Controllable, Task ), Process.ReturnEvents )
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end
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-- Copy End States
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for EndStateID, EndState in pairs( self:GetEndStates() ) do
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self:E( EndState )
|
|
NewFsm:AddEndState( EndState )
|
|
end
|
|
|
|
-- Copy the score tables
|
|
for ScoreID, Score in pairs( self:GetScores() ) do
|
|
self:E( Score )
|
|
NewFsm:AddScore( ScoreID, Score.ScoreText, Score.Score )
|
|
end
|
|
|
|
return NewFsm
|
|
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 @{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:E( { Task, ProcessUnit } )
|
|
|
|
self:SetControllable( ProcessUnit )
|
|
self:SetTask( Task )
|
|
|
|
--self.ProcessGroup = ProcessUnit:GetGroup()
|
|
|
|
return self
|
|
end
|
|
|
|
--- Adds a score for the FSM_PROCESS to be achieved.
|
|
-- @param #FSM_PROCESS self
|
|
-- @param #string State is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
|
|
-- @param #string ScoreText is a text describing the score that is given according the status.
|
|
-- @param #number Score is a number providing the score of the status.
|
|
-- @return #FSM_PROCESS self
|
|
function FSM_PROCESS:AddScore( State, ScoreText, Score )
|
|
self:F2( { State, ScoreText, Score } )
|
|
|
|
self.Scores[State] = self.Scores[State] or {}
|
|
self.Scores[State].ScoreText = ScoreText
|
|
self.Scores[State].Score = Score
|
|
|
|
return self
|
|
end
|
|
|
|
function FSM_PROCESS:onenterAssigned( ProcessUnit )
|
|
self:E( "Assign" )
|
|
|
|
self.Task:Assign()
|
|
end
|
|
|
|
function FSM_PROCESS:onenterFailed( ProcessUnit )
|
|
self:E( "Failed" )
|
|
|
|
self.Task:Fail()
|
|
end
|
|
|
|
function FSM_PROCESS:onenterSuccess( ProcessUnit )
|
|
self:E( "Success" )
|
|
|
|
self.Task:Success()
|
|
end
|
|
|
|
--- StateMachine callback function for a FSM_PROCESS
|
|
-- @param #FSM_PROCESS self
|
|
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
|
|
-- @param #string Event
|
|
-- @param #string From
|
|
-- @param #string To
|
|
function FSM_PROCESS:onstatechange( ProcessUnit, From, Event, To, Dummy )
|
|
self:E( { ProcessUnit, From, Event, To, Dummy, self:IsTrace() } )
|
|
|
|
if self:IsTrace() then
|
|
MESSAGE:New( "@ Process " .. self:GetClassNameAndID() .. " : " .. Event .. " changed to state " .. To, 2 ):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
|
|
|
|
end
|
|
|
|
do -- FSM_TASK
|
|
|
|
--- FSM_TASK class
|
|
-- @type FSM_TASK
|
|
-- @field Tasking.Task#TASK Task
|
|
-- @extends Core.Fsm#FSM
|
|
FSM_TASK = {
|
|
ClassName = "FSM_TASK",
|
|
}
|
|
|
|
--- Creates a new FSM_TASK object.
|
|
-- @param #FSM_TASK self
|
|
-- @param #table FSMT
|
|
-- @param Tasking.Task#TASK Task
|
|
-- @param Wrapper.Unit#UNIT TaskUnit
|
|
-- @return #FSM_TASK
|
|
function FSM_TASK:New( FSMT )
|
|
|
|
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( FSMT ) ) -- Core.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
|
|
|
|
end -- FSM_TASK
|
|
|
|
do -- FSM_SET
|
|
|
|
--- FSM_SET class
|
|
-- @type FSM_SET
|
|
-- @field Core.Set#SET_BASE Set
|
|
-- @extends Core.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( FSMSet )
|
|
|
|
-- Inherits from BASE
|
|
local 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.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_SET
|
|
|