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Module AI.AI_A2A

AI -- (R2.2) - Models the process of air operations for airplanes.


Author: FlightControl


Global(s)

Global AI_A2A

The AI_A2A class implements the core functions to operate an AI Wrapper.Group A2A tasking.

#AI_A2A AI_A2A

The AI_A2A class implements the core functions to operate an AI Wrapper.Group A2A tasking.

AI_A2A constructor

2. AI_A2A is a FSM

Process

2.1. AI_A2A States

  • None ( Group ): The process is not started yet.
  • Patrolling ( Group ): The AI is patrolling the Patrol Zone.
  • Returning ( Group ): The AI is returning to Base.
  • Stopped ( Group ): The process is stopped.
  • Crashed ( Group ): The AI has crashed or is dead.

2.2. AI_A2A Events

  • Start ( Group ): Start the process.
  • Stop ( Group ): Stop the process.
  • Route ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
  • RTB ( Group ): Route the AI to the home base.
  • Detect ( Group ): The AI is detecting targets.
  • Detected ( Group ): The AI has detected new targets.
  • Status ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.

3. Set or Get the AI controllable

Type(s)

Fields and Methods inherited from AI_A2A Description

AI_A2A.CheckStatus

AI_A2A:ClearTargetDistance()

AI_A2A.DisengageRadius

AI_A2A:GetDispatcher()

AI_A2A.HomeAirbase

AI_A2A.IdleCount

AI_A2A:New(AIGroup)

Creates a new AI_A2A object

AI_A2A:OnAfterRTB(Controllable, From, Event, To)

OnAfter Transition Handler for Event RTB.

AI_A2A:OnAfterRefuel(Controllable, From, Event, To)

Refuel Handler OnAfter for AI_A2A

AI_A2A:OnAfterStart(From, Event, To)

Start Handler OnAfter for AI_A2A

AI_A2A:OnAfterStatus(Controllable, From, Event, To)

OnAfter Transition Handler for Event Status.

AI_A2A:OnAfterStop(Controllable, From, Event, To)

OnAfter Transition Handler for Event Stop.

AI_A2A:OnBeforeRTB(Controllable, From, Event, To)

OnBefore Transition Handler for Event RTB.

AI_A2A:OnBeforeRefuel(Controllable, From, Event, To)

Refuel Handler OnBefore for AI_A2A

AI_A2A:OnBeforeStart(From, Event, To)

Start Handler OnBefore for AI_A2A

AI_A2A:OnBeforeStatus(Controllable, From, Event, To)

OnBefore Transition Handler for Event Status.

AI_A2A:OnBeforeStop(Controllable, From, Event, To)

OnBefore Transition Handler for Event Stop.

AI_A2A:OnCrash(EventData)

AI_A2A:OnEjection(EventData)

AI_A2A:OnEnterReturning(Controllable, From, Event, To)

OnEnter Transition Handler for State Returning.

AI_A2A:OnEnterStopped(Controllable, From, Event, To)

OnEnter Transition Handler for State Stopped.

AI_A2A:OnLeaveReturning(Controllable, From, Event, To)

OnLeave Transition Handler for State Returning.

AI_A2A:OnLeaveStopped(Controllable, From, Event, To)

OnLeave Transition Handler for State Stopped.

AI_A2A:OnPilotDead(EventData)

AI_A2A.PatrolCeilingAltitude

AI_A2A.PatrolDamageThreshold

AI_A2A.PatrolFloorAltitude

AI_A2A.PatrolFuelThresholdPercentage

AI_A2A.PatrolManageDamage

AI_A2A.PatrolMaxSpeed

AI_A2A.PatrolMinSpeed

AI_A2A.PatrolOutOfFuelOrbitTime

AI_A2A:RTB()

Synchronous Event Trigger for Event RTB.

AI_A2A.RTBHold(AIGroup, Fsm)

AI_A2A.RTBRoute(AIGroup, Fsm)

AI_A2A:Refuel()

Refuel Trigger for AI_A2A

AI_A2A.Resume(AIGroup, Fsm)

AI_A2A:SetAltitude(PatrolFloorAltitude, PatrolCeilingAltitude)

Sets the floor and ceiling altitude of the patrol.

AI_A2A:SetDamageThreshold(PatrolDamageThreshold)

When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

AI_A2A:SetDisengageRadius(DisengageRadius)

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

AI_A2A:SetDispatcher(Dispatcher)

AI_A2A:SetFuelThreshold(PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime)

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

AI_A2A:SetHomeAirbase(HomeAirbase)

Sets the home airbase.

AI_A2A:SetSpeed(PatrolMinSpeed, PatrolMaxSpeed)

Sets (modifies) the minimum and maximum speed of the patrol.

AI_A2A:SetStatusOff()

Set the status checking off.

AI_A2A:SetTanker(TankerName)

Sets to refuel at the given tanker.

AI_A2A:SetTargetDistance(Coordinate)

AI_A2A:Start()

Start Trigger for AI_A2A

AI_A2A:Status()

Synchronous Event Trigger for Event Status.

AI_A2A:Stop()

Synchronous Event Trigger for Event Stop.

AI_A2A.TankerName

AI_A2A:__RTB(Delay)

Asynchronous Event Trigger for Event RTB.

AI_A2A:__Refuel(Delay)

Refuel Asynchronous Trigger for AI_A2A

AI_A2A:__Start(Delay)

Start Asynchronous Trigger for AI_A2A

AI_A2A:__Status(Delay)

Asynchronous Event Trigger for Event Status.

AI_A2A:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

AI_A2A:onafterDead()

AI_A2A:onafterHold(AIGroup, From, Event, To, HoldTime)

AI_A2A:onafterHome(AIGroup, From, Event, To)

AI_A2A:onafterRTB(AIGroup, From, Event, To)

AI_A2A:onafterRefuel(AIGroup, From, Event, To)

AI_A2A:onafterStart(Controllable, From, Event, To)

Defines a new patrol route using the Process_PatrolZone parameters and settings.

AI_A2A:onafterStatus()

AI_A2A:onbeforeStatus()

Fields and Methods inherited from FSM_CONTROLLABLE Description

AI_A2A.Controllable

AI_A2A:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_A2A:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

AI_A2A:OnAfterStop(Controllable, From, Event, To)

OnAfter Transition Handler for Event Stop.

AI_A2A:OnBeforeStop(Controllable, From, Event, To)

OnBefore Transition Handler for Event Stop.

AI_A2A:OnEnterStopped(Controllable, From, Event, To)

OnEnter Transition Handler for State Stopped.

AI_A2A:OnLeaveStopped(Controllable, From, Event, To)

OnLeave Transition Handler for State Stopped.

AI_A2A:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

AI_A2A:Stop()

Synchronous Event Trigger for Event Stop.

AI_A2A:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

AI_A2A:_call_handler(step, trigger, params, EventName)

Fields and Methods inherited from FSM Description

AI_A2A:AddEndState(State)

Adds an End state.

AI_A2A:AddProcess(From, Event, Process, ReturnEvents)

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

AI_A2A:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

AI_A2A:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

AI_A2A:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AI_A2A.CallScheduler

AI_A2A.Events

AI_A2A:GetCurrentState()

AI_A2A:GetEndStates()

Returns the End states.

AI_A2A:GetProcess(From, Event)

AI_A2A:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

AI_A2A:GetScores()

Returns a table with the scores defined.

AI_A2A:GetStartState()

Returns the start state of the FSM.

AI_A2A:GetState()

AI_A2A:GetSubs()

Returns a table with the Subs defined.

AI_A2A:GetTransitions()

Returns a table of the transition rules defined within the FSM.

AI_A2A:Is(State)

AI_A2A:LoadCallBacks(CallBackTable)

AI_A2A:New()

Creates a new FSM object.

AI_A2A.Scores

AI_A2A:SetProcess(From, Event, Fsm)

AI_A2A:SetStartState(State)

Sets the start state of the FSM.

AI_A2A._EndStates

AI_A2A._EventSchedules

AI_A2A._Processes

AI_A2A._Scores

AI_A2A._StartState

AI_A2A._Transitions

AI_A2A:_add_to_map(Map, Event)

AI_A2A:_call_handler(step, trigger, params, EventName)

AI_A2A:_create_transition(EventName)

AI_A2A:_delayed_transition(EventName)

AI_A2A:_eventmap(Events, EventStructure)

AI_A2A:_gosub(ParentFrom, ParentEvent)

AI_A2A:_handler(EventName, ...)

AI_A2A:_isendstate(Current)

AI_A2A:_submap(subs, sub, name)

AI_A2A:can(e)

AI_A2A:cannot(e)

AI_A2A.current

AI_A2A.endstates

AI_A2A:is(state)

AI_A2A.options

AI_A2A.subs

Fields and Methods inherited from BASE Description

AI_A2A.ClassID

The ID number of the class.

AI_A2A.ClassName

The name of the class.

AI_A2A.ClassNameAndID

The name of the class concatenated with the ID number of the class.

AI_A2A:ClearState(Object, StateName)

Clear the state of an object.

AI_A2A:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

AI_A2A:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

AI_A2A:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

AI_A2A:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AI_A2A:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AI_A2A:E(Arguments)

Log an exception which will be traced always.

AI_A2A:EventDispatcher()

Returns the event dispatcher

AI_A2A:EventRemoveAll()

Remove all subscribed events

AI_A2A:F(Arguments)

Trace a function call.

AI_A2A:F2(Arguments)

Trace a function call level 2.

AI_A2A:F3(Arguments)

Trace a function call level 3.

AI_A2A:GetClassID()

Get the ClassID of the class instance.

AI_A2A:GetClassName()

Get the ClassName of the class instance.

AI_A2A:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AI_A2A:GetEventPriority()

Get the Class Event processing Priority.

AI_A2A:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AI_A2A:GetState(Object, Key)

Get a Value given a Key from the Object.

AI_A2A:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

AI_A2A:I(Arguments)

Log an information which will be traced always.

AI_A2A:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

AI_A2A:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

AI_A2A:IsTrace()

Enquires if tracing is on (for the class).

AI_A2A:New()

BASE constructor.

AI_A2A:OnEvent(EventData)

Occurs when an object is completely destroyed.

AI_A2A:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

AI_A2A:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AI_A2A:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

AI_A2A:OnEventDead(EventData)

Occurs when an object is dead.

AI_A2A:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

AI_A2A:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AI_A2A:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AI_A2A:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AI_A2A:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AI_A2A:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

AI_A2A:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AI_A2A:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AI_A2A:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AI_A2A:OnEventMissionEnd(EventData)

Occurs when a mission ends

AI_A2A:OnEventMissionStart(EventData)

Occurs when a mission starts

AI_A2A:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AI_A2A:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AI_A2A:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

AI_A2A:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

AI_A2A:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AI_A2A:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AI_A2A:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

AI_A2A:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AI_A2A:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

AI_A2A:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

AI_A2A:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

AI_A2A:ScheduleStop(SchedulerFunction)

Stops the Schedule.

AI_A2A.Scheduler

AI_A2A:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

AI_A2A:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

AI_A2A:T(Arguments)

Trace a function logic level 1.

AI_A2A:T2(Arguments)

Trace a function logic level 2.

AI_A2A:T3(Arguments)

Trace a function logic level 3.

AI_A2A:TraceAll(TraceAll)

Trace all methods in MOOSE

AI_A2A:TraceClass(Class)

Set tracing for a class

AI_A2A:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AI_A2A:TraceLevel(Level)

Set trace level

AI_A2A:TraceOff()

Set trace off.

AI_A2A:TraceOn()

Set trace on.

AI_A2A:TraceOnOff(TraceOnOff)

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

AI_A2A:UnHandleEvent(Event)

UnSubscribe to a DCS event.

AI_A2A._

AI_A2A:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AI_A2A:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AI_A2A.__

AI_A2A:onEvent(event)

Field(s)

Function(s)

Defined in:

AI_A2A

Defined in:

AI_A2A

Creates a new AI_A2A object

Defined in:

AI_A2A

Parameter:

The GROUP object to receive the A2A Process.

Return value:

OnAfter Transition Handler for Event RTB.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Refuel Handler OnAfter for AI_A2A

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

#string Event

#string To

Start Handler OnAfter for AI_A2A

Defined in:

AI_A2A

Parameters:

#string From

#string Event

#string To

OnAfter Transition Handler for Event Status.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnAfter Transition Handler for Event Stop.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event RTB.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Refuel Handler OnBefore for AI_A2A

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

#string Event

#string To

Return value:

#boolean:

Start Handler OnBefore for AI_A2A

Defined in:

AI_A2A

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

OnBefore Transition Handler for Event Status.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Stop.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Defined in:

AI_A2A

Parameter:

Defined in:

AI_A2A

Parameter:

OnEnter Transition Handler for State Returning.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnEnter Transition Handler for State Stopped.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Returning.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnLeave Transition Handler for State Stopped.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Defined in:

AI_A2A

Parameter:

Synchronous Event Trigger for Event RTB.

Defined in:

AI_A2A

Defined in:

AI_A2A

Parameters:

Fsm

Defined in:

AI_A2A

Parameters:

Fsm

Refuel Trigger for AI_A2A

Defined in:

AI_A2A

Defined in:

AI_A2A

Parameters:

Fsm

Sets the floor and ceiling altitude of the patrol.

Defined in:

AI_A2A

Parameters:

DCS#Altitude PatrolFloorAltitude

The lowest altitude in meters where to execute the patrol.

DCS#Altitude PatrolCeilingAltitude

The highest altitude in meters where to execute the patrol.

Return value:

self

When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.

However, damage cannot be foreseen early on. Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB). Note that for groups, the average damage of the complete group will be calculated. So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.

Defined in:

AI_A2A

Parameter:

#number PatrolDamageThreshold

The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.

Return value:

self

Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.

Defined in:

AI_A2A

Parameter:

#number DisengageRadius

The disengage range.

Return value:

self

Defined in:

AI_A2A

Parameter:

Dispatcher

When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.

Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated. When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_A2A. Once the time is finished, the old AI will return to the base.

Defined in:

AI_A2A

Parameters:

#number PatrolFuelThresholdPercentage

The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.

#number PatrolOutOfFuelOrbitTime

The amount of seconds the out of fuel AIControllable will orbit before returning to the base.

Return value:

self

Sets the home airbase.

Defined in:

AI_A2A

Parameter:

Return value:

self

Sets (modifies) the minimum and maximum speed of the patrol.

Defined in:

AI_A2A

Parameters:

DCS#Speed PatrolMinSpeed

The minimum speed of the Wrapper.Controllable in km/h.

DCS#Speed PatrolMaxSpeed

The maximum speed of the Wrapper.Controllable in km/h.

Return value:

self

Set the status checking off.

Defined in:

AI_A2A

Return value:

self

Sets to refuel at the given tanker.

Defined in:

AI_A2A

Parameter:

Wrapper.Group#GROUP TankerName

The group name of the tanker as defined within the Mission Editor or spawned.

Return value:

self

Defined in:

AI_A2A

Parameter:

Coordinate

Start Trigger for AI_A2A

Defined in:

AI_A2A

Synchronous Event Trigger for Event Status.

Defined in:

AI_A2A

Synchronous Event Trigger for Event Stop.

Defined in:

AI_A2A

Asynchronous Event Trigger for Event RTB.

Defined in:

AI_A2A

Parameter:

#number Delay

The delay in seconds.

Refuel Asynchronous Trigger for AI_A2A

Defined in:

AI_A2A

Parameter:

#number Delay

Start Asynchronous Trigger for AI_A2A

Defined in:

AI_A2A

Parameter:

#number Delay

Asynchronous Event Trigger for Event Status.

Defined in:

AI_A2A

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

AI_A2A

Parameter:

#number Delay

The delay in seconds.

Defined in:

AI_A2A

Defined in:

AI_A2A

Parameters:

From

Event

To

HoldTime

Defined in:

AI_A2A

Parameters:

From

Event

To

Defined in:

AI_A2A

Parameters:

From

Event

To

Defined in:

AI_A2A

Parameters:

From

Event

To

Defines a new patrol route using the Process_PatrolZone parameters and settings.

Defined in:

AI_A2A

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

self

Defined in:

AI_A2A

Defined in:

AI_A2A

Field(s)

Function(s)

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Creates a new FSM_CONTROLLABLE object.

Defined in:

Parameters:

#table FSMT

Finite State Machine Table

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Return value:

OnAfter Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnEnter Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Defined in:

Parameter:

Return value:

Synchronous Event Trigger for Event Stop.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Defined in:

Parameters:

step

trigger

params

EventName

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

State

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Returns the End states.

Defined in:

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Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Returns a table with the scores defined.

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Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Returns a table with the Subs defined.

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Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

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Parameter:

State

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Parameter:

CallBackTable

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

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Parameters:

Map

Event

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Parameters:

step

trigger

params

EventName

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Parameter:

EventName

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Parameter:

EventName

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Parameters:

Events

EventStructure

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Parameters:

ParentFrom

ParentEvent

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Parameters:

EventName

...

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Parameter:

Current

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Parameters:

subs

sub

name

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Parameter:

e

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Parameter:

e

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Parameter:

state

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

is the Child class from which the Parent class needs to be retrieved.

FromClass

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

This is the worker method to check if an object is an (sub)instance of a class.

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end
  

Defined in:

Return value:

Occurs when an object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Occurs when a ground unit captures either an airbase or a farp.

initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit begins firing a weapon that has a high rate of fire.

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#number:

The ScheduleID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

Set the Class Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string Method

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:

-- Switch the tracing On
BASE:TraceOnOff( true )

-- Switch the tracing Off
BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class. @param #BASE self @param DCS#Event event

Defined in:

Parameter:

event