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@@ -1518,12 +1518,12 @@ Controls a network of short range air/missile defense groups.</p>
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<p>A Finite State Machine (FSM) models a process flow that transitions between various <strong>States</strong> through triggered <strong>Events</strong>.</p>
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<p>A FSM can only be in one of a finite number of states.
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The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
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It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
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The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
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It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
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An <strong>FSM implementation</strong> is defined by <strong>a list of its states</strong>, <strong>its initial state</strong>, and <strong>the triggering events</strong> for <strong>each possible transition</strong>.
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An FSM implementation is composed out of <strong>two parts</strong>, a set of <strong>state transition rules</strong>, and an implementation set of <strong>state transition handlers</strong>, implementing those transitions.</p>
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<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
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<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
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that is, it allows to <strong>embed existing FSM implementations in a master FSM</strong>.
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FSM hierarchies allow for efficient FSM re-use, <strong>not having to re-invent the wheel every time again</strong> when designing complex processes.</p>
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@@ -1531,7 +1531,7 @@ FSM hierarchies allow for efficient FSM re-use, <strong>not having to re-invent
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<p>The above diagram shows a graphical representation of a FSM implementation for a <strong>Task</strong>, which guides a Human towards a Zone,
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orders him to destroy x targets and account the results.
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Other examples of ready made FSM could be: </p>
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Other examples of ready made FSM could be:</p>
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<ul>
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<li>route a plane to a zone flown by a human</li>
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@@ -1541,10 +1541,10 @@ Other examples of ready made FSM could be: </p>
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<li>let an AI patrol a zone</li>
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</ul>
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<p>The <strong>MOOSE framework</strong> uses extensively the FSM class and derived FSM_ classes,
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<p>The <strong>MOOSE framework</strong> uses extensively the FSM class and derived FSM_ classes,
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because <strong>the goal of MOOSE is to simplify mission design complexity for mission building</strong>.
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By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
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<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
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<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
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and tailored</strong> by mission designers through <strong>the implementation of Transition Handlers</strong>.
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Each of these FSM implementation classes start either with:</p>
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@@ -1556,7 +1556,7 @@ Each of these FSM implementation classes start either with:</p>
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<p>Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.</p>
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<h2><strong>Dislaimer:</strong></h2>
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<h2><strong>Disclaimer:</strong></h2>
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<p>The FSM class development is based on a finite state machine implementation made by Conroy Kyle.
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The state machine can be found on <a href="https://github.com/kyleconroy/lua-state-machine">github</a>
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I've reworked this development (taken the concept), and created a <strong>hierarchical state machine</strong> out of it, embedded within the DCS simulator.
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@@ -1574,7 +1574,6 @@ Additionally, I've added extendability and created an API that allows seamless F
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<hr/>
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<h3>Author: <strong>FlightControl</strong></h3>
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<h3>Contributions: <strong>funkyfranky</strong></h3>
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@@ -1604,12 +1603,12 @@ Additionally, I've added extendability and created an API that allows seamless F
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<p>A FSM can only be in one of a finite number of states.
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The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
|
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It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
|
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The machine is in only one state at a time; the state it is in at any given time is called the <strong>current state</strong>.
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It can change from one state to another when initiated by an <strong><strong>internal</strong> or <strong>external</strong> triggering event</strong>, which is called a <strong>transition</strong>.
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An <strong>FSM implementation</strong> is defined by <strong>a list of its states</strong>, <strong>its initial state</strong>, and <strong>the triggering events</strong> for <strong>each possible transition</strong>.
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An FSM implementation is composed out of <strong>two parts</strong>, a set of <strong>state transition rules</strong>, and an implementation set of <strong>state transition handlers</strong>, implementing those transitions.</p>
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<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
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<p>The FSM class supports a <strong>hierarchical implementation of a Finite State Machine</strong>,
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that is, it allows to <strong>embed existing FSM implementations in a master FSM</strong>.
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FSM hierarchies allow for efficient FSM re-use, <strong>not having to re-invent the wheel every time again</strong> when designing complex processes.</p>
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@@ -1617,20 +1616,20 @@ FSM hierarchies allow for efficient FSM re-use, <strong>not having to re-invent
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<p>The above diagram shows a graphical representation of a FSM implementation for a <strong>Task</strong>, which guides a Human towards a Zone,
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orders him to destroy x targets and account the results.
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Other examples of ready made FSM could be: </p>
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Other examples of ready made FSM could be:</p>
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<ul>
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<li>route a plane to a zone flown by a human</li>
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<li>detect targets by an AI and report to humans</li>
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<li>account for destroyed targets by human players</li>
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<li>handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle </li>
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<li>handle AI infantry to deploy from or embark to a helicopter or airplane or vehicle</li>
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<li>let an AI patrol a zone</li>
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</ul>
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<p>The <strong>MOOSE framework</strong> uses extensively the FSM class and derived FSM_ classes,
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<p>The <strong>MOOSE framework</strong> uses extensively the FSM class and derived FSM_ classes,
|
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because <strong>the goal of MOOSE is to simplify mission design complexity for mission building</strong>.
|
||||
By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
|
||||
<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
|
||||
<strong>Ready made FSM-based implementations classes</strong> exist within the MOOSE framework that <strong>can easily be re-used,
|
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and tailored</strong> by mission designers through <strong>the implementation of Transition Handlers</strong>.
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Each of these FSM implementation classes start either with:</p>
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@@ -1647,9 +1646,9 @@ The derived FSM_ classes extend the Finite State Machine functionality to run a
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<p>Finite State Machines have <strong>Transition Rules</strong>, <strong>Transition Handlers</strong> and <strong>Event Triggers</strong>.</p>
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<p>The <strong>Transition Rules</strong> define the "Process Flow Boundaries", that is,
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<p>The <strong>Transition Rules</strong> define the "Process Flow Boundaries", that is,
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the path that can be followed hopping from state to state upon triggered events.
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If an event is triggered, and there is no valid path found for that event,
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If an event is triggered, and there is no valid path found for that event,
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an error will be raised and the FSM will stop functioning.</p>
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<p>The <strong>Transition Handlers</strong> are special methods that can be defined by the mission designer, following a defined syntax.
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@@ -1660,20 +1659,20 @@ The method can then define its own custom logic to implement the FSM workflow, a
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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.</p>
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<p>As explained above, a FSM supports <strong>Linear State Transitions</strong> and <strong>Hierarchical State Transitions</strong>, and both can be mixed to make a comprehensive FSM implementation.
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The below documentation has a seperate chapter explaining both transition modes, taking into account the <strong>Transition Rules</strong>, <strong>Transition Handlers</strong> and <strong>Event Triggers</strong>.</p>
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The below documentation has a separate chapter explaining both transition modes, taking into account the <strong>Transition Rules</strong>, <strong>Transition Handlers</strong> and <strong>Event Triggers</strong>.</p>
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<h2>FSM Linear Transitions</h2>
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<p>Linear Transitions are Transition Rules allowing an FSM to transition from one or multiple possible <strong>From</strong> state(s) towards a <strong>To</strong> state upon a Triggered <strong>Event</strong>.
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The Lineair transition rule evaluation will always be done from the <strong>current state</strong> of the FSM.
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The Linear transition rule evaluation will always be done from the <strong>current state</strong> of the FSM.
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If no valid Transition Rule can be found in the FSM, the FSM will log an error and stop.</p>
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<h3>FSM Transition Rules</h3>
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<p>The FSM has transition rules that it follows and validates, as it walks the process.
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<p>The FSM has transition rules that it follows and validates, as it walks the process.
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These rules define when an FSM can transition from a specific state towards an other specific state upon a triggered event.</p>
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<p>The method <a href="##(FSM).AddTransition">FSM.AddTransition</a>() specifies a new possible Transition Rule for the FSM. </p>
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<p>The method <a href="##(FSM).AddTransition">FSM.AddTransition</a>() specifies a new possible Transition Rule for the FSM.</p>
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<p>The initial state can be defined using the method <a href="##(FSM).SetStartState">FSM.SetStartState</a>(). The default start state of an FSM is "None".</p>
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@@ -1705,7 +1704,7 @@ These rules define when an FSM can transition from a specific state towards an o
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<li>The From state can be a <strong>"*"</strong>, indicating that <strong>the transition rule will always be valid</strong>, regardless of the current state of the FSM.</li>
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</ul>
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<p>The below code snippet shows how the two last lines can be rewritten and consensed.</p>
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<p>The below code snippet shows how the two last lines can be rewritten and condensed.</p>
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<pre><code> FsmSwitch:AddTransition( { "On", "Middle" }, "SwitchOff", "Off" )
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</code></pre>
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@@ -1714,8 +1713,8 @@ These rules define when an FSM can transition from a specific state towards an o
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<p><img src="..\Presentations\FSM\Dia4.JPG" alt="Transition Handlers"/></p>
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<p>An FSM transitions in <strong>4 moments</strong> when an Event is being triggered and processed. <br/>
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The mission designer can define for each moment specific logic within methods implementations following a defined API syntax. <br/>
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<p>An FSM transitions in <strong>4 moments</strong> when an Event is being triggered and processed.
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The mission designer can define for each moment specific logic within methods implementations following a defined API syntax.
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These methods define the flow of the FSM process; because in those methods the FSM Internal Events will be triggered.</p>
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<ul>
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@@ -1740,7 +1739,7 @@ These parameters are on the correct order: From, Event, To:</p>
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<p><img src="..\Presentations\FSM\Dia5.JPG" alt="Event Triggers"/></p>
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<p>The FSM creates for each Event two <strong>Event Trigger methods</strong>. <br/>
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<p>The FSM creates for each Event two <strong>Event Trigger methods</strong>.
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There are two modes how Events can be triggered, which is <strong>synchronous</strong> and <strong>asynchronous</strong>:</p>
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<ul>
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@@ -1748,26 +1747,26 @@ There are two modes how Events can be triggered, which is <strong>synchronous</s
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<li>The method <strong>FSM:<strong>Event( __seconds</strong> )</strong> triggers an Event that will be processed <strong>asynchronously</strong> over time, waiting <strong>x seconds</strong>.</li>
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</ul>
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<p>The destinction 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.
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<p>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.
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Processing will just continue. Synchronous Event Trigger methods are useful to change states of the FSM immediately, but may have a larger processing impact.</p>
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<p>The following example provides a little demonstration on the difference between synchronous and asynchronous Event Triggering.</p>
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<pre><code> function FSM:OnAfterEvent( From, Event, To, Amount )
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self:T( { Amount = Amount } )
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self:T( { Amount = Amount } )
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end
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local Amount = 1
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FSM:__Event( 5, Amount )
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FSM:__Event( 5, Amount )
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Amount = Amount + 1
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FSM:Event( Text, Amount )
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</code></pre>
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<p>In this example, the <strong>:OnAfterEvent</strong>() Transition Handler implementation will get called when <strong>Event</strong> is being triggered.
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Before we go into more detail, let's look at the last 4 lines of the example.
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Before we go into more detail, let's look at the last 4 lines of the example.
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The last line triggers synchronously the <strong>Event</strong>, and passes Amount as a parameter.
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The 3rd last line of the example triggers asynchronously <strong>Event</strong>.
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The 3rd last line of the example triggers asynchronously <strong>Event</strong>.
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Event will be processed after 5 seconds, and Amount is given as a parameter.</p>
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<p>The output of this little code fragment will be:</p>
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@@ -1823,7 +1822,7 @@ The next code implements this through the event handling method <strong>OnAfterS
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<p>The OnAfterSwitch implements a loop. The last line of the code fragment triggers the Switch Event within 5 seconds.
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Upon the event execution (after 5 seconds), the OnAfterSwitch method is called of FsmDemo (cfr. the double point notation!!! ":").
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The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ),
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The OnAfterSwitch method receives from the FSM the 3 transition parameter details ( From, Event, To ),
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and one additional parameter that was given when the event was triggered, which is in this case the Unit that is used within OnSwitchAfter.</p>
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<pre><code> function FsmDemo:OnAfterSwitch( From, Event, To, FsmUnit )
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@@ -1872,13 +1871,13 @@ And there is no transition handling method defined for that transition, thus, no
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<h2>FSM Hierarchical Transitions</h2>
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<p>Hierarchical Transitions allow to re-use readily available and implemented FSMs.
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This becomes in very useful for mission building, where mission designers build complex processes and workflows,
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This becomes in very useful for mission building, where mission designers build complex processes and workflows,
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combining smaller FSMs to one single FSM.</p>
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<p>The FSM can embed <strong>Sub-FSMs</strong> that will execute and return <strong>multiple possible Return (End) States</strong>. <br/>
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<p>The FSM can embed <strong>Sub-FSMs</strong> that will execute and return <strong>multiple possible Return (End) States</strong>.
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Depending upon <strong>which state is returned</strong>, the main FSM can continue the flow <strong>triggering specific events</strong>.</p>
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<p>The method <a href="##(FSM).AddProcess">FSM.AddProcess</a>() adds a new Sub-FSM to the FSM. </p>
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<p>The method <a href="##(FSM).AddProcess">FSM.AddProcess</a>() adds a new Sub-FSM to the FSM.</p>
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<hr/>
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@@ -5652,7 +5651,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<div>
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<div class="w3-card-2 w3-padding-small w3-margin-top">
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|
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|
||||
#string
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<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
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@@ -6083,7 +6082,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
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||||
|
||||
<p>Current FSM state. </p>
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||||
<p>Current FSM state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6412,7 +6411,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Table of call backs. </p>
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||||
<p>Table of call backs.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6686,7 +6685,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6697,7 +6696,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Function. </p>
|
||||
<p>Function.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -6730,7 +6729,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -7000,7 +6999,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Name. </p>
|
||||
<p>Name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -7142,7 +7141,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>true, FSM is in this state. </p>
|
||||
<p>true, FSM is in this state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -7255,7 +7254,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
|
||||
<div>
|
||||
<div class="w3-card-2 w3-padding-small w3-margin-top">
|
||||
|
||||
|
||||
#string
|
||||
<a id="#(FSM)._StartState" ><strong>FSM._StartState</strong></a>
|
||||
|
||||
|
||||
@@ -11508,7 +11507,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Current FSM state. </p>
|
||||
<p>Current FSM state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -11837,7 +11836,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Table of call backs. </p>
|
||||
<p>Table of call backs.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -12111,7 +12110,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -12122,7 +12121,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Function. </p>
|
||||
<p>Function.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -12155,7 +12154,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -12425,7 +12424,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Name. </p>
|
||||
<p>Name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -12567,7 +12566,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>true, FSM is in this state. </p>
|
||||
<p>true, FSM is in this state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -17388,7 +17387,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Current FSM state. </p>
|
||||
<p>Current FSM state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -17717,7 +17716,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Table of call backs. </p>
|
||||
<p>Table of call backs.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -17991,7 +17990,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -18002,7 +18001,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Function. </p>
|
||||
<p>Function.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -18035,7 +18034,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -18305,7 +18304,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Name. </p>
|
||||
<p>Name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -18447,7 +18446,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>true, FSM is in this state. </p>
|
||||
<p>true, FSM is in this state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -22278,7 +22277,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Current FSM state. </p>
|
||||
<p>Current FSM state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -22607,7 +22606,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Table of call backs. </p>
|
||||
<p>Table of call backs.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -22881,7 +22880,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -22892,7 +22891,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Function. </p>
|
||||
<p>Function.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -22925,7 +22924,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Event name. </p>
|
||||
<p>Event name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -23195,7 +23194,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>Name. </p>
|
||||
<p>Name.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
@@ -23337,7 +23336,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
<div class="w3-half">
|
||||
|
||||
<p>true, FSM is in this state. </p>
|
||||
<p>true, FSM is in this state.</p>
|
||||
|
||||
</div>
|
||||
</div>
|
||||
|
||||
Reference in New Issue
Block a user