2016-12-06 10:17:21 +01:00

243 lines
9.0 KiB
Lua

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