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Module Actions.Act_Assign

(SP) (MP) (FSM) Accept or reject process for player (task) assignments.


#ACT_ASSIGN FSM template class, extends Core.Fsm#FSM_PROCESS

ACT_ASSIGN 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.

ACT_ASSIGN Events:

These are the events defined in this class:

  • Start: Start the tasking acceptance process.
  • Assign: Assign the task.
  • Reject: Reject the task..

ACT_ASSIGN 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.

ACT_ASSIGN States:

  • UnAssigned: The player has not accepted the task.
  • Assigned (*): The player has accepted the task.
  • Rejected (*): The player has not accepted the task.
  • Waiting: The process is awaiting player feedback.
  • Failed (*): The process has failed.

(*) End states of the process.

ACT_ASSIGN 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.

Developer Note

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated


1) #ACT_ASSIGN_ACCEPT class, extends Core.Fsm#ACT_ASSIGN

The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.

1.1) ACT_ASSIGN_ACCEPT constructor:


2) #ACT_ASSIGN_MENU_ACCEPT class, extends Core.Fsm#ACT_ASSIGN

The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. The assignment type also allows to reject the task.

2.1) ACT_ASSIGN_MENU_ACCEPT constructor:



Global(s)

Global ACT_ASSIGN

Global ACT_ASSIGN_ACCEPT

Global ACT_ASSIGN_MENU_ACCEPT

Type(s)

Fields and Methods inherited from ACT_ASSIGN Description

ACT_ASSIGN.ClassName

ACT_ASSIGN:New()

Creates a new task assignment state machine.

ACT_ASSIGN.ProcessUnit

ACT_ASSIGN.TargetZone

ACT_ASSIGN.Task

Fields and Methods inherited from FSM_PROCESS Description

ACT_ASSIGN:Assign(Task, ProcessUnit)

Assign the process to a Wrapper.Unit and activate the process.

ACT_ASSIGN:Copy(Controllable, Task)

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

ACT_ASSIGN:GetCommandCenter()

Gets the mission of the process.

ACT_ASSIGN:GetMission()

Gets the mission of the process.

ACT_ASSIGN:GetTask()

Gets the task of the process.

ACT_ASSIGN:Init(FsmProcess)

ACT_ASSIGN:Message(Message)

Send a message of the Tasking.Task to the Group of the Unit.

ACT_ASSIGN:New(Controllable, Task)

Creates a new FSM_PROCESS object.

ACT_ASSIGN:Remove()

Removes an FSM_PROCESS object.

ACT_ASSIGN:SetTask(Task)

Sets the task of the process.

ACT_ASSIGN.Task

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

ACT_ASSIGN:onenterFailed(ProcessUnit, Task, From, Event, To)

ACT_ASSIGN:onstatechange(ProcessUnit, Event, From, To, Task)

StateMachine callback function for a FSM_PROCESS

Fields and Methods inherited from FSM_CONTROLLABLE Description

ACT_ASSIGN.Controllable

ACT_ASSIGN:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

ACT_ASSIGN:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

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

OnAfter Transition Handler for Event Stop.

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

OnBefore Transition Handler for Event Stop.

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

OnEnter Transition Handler for State Stopped.

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

OnLeave Transition Handler for State Stopped.

ACT_ASSIGN:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

ACT_ASSIGN:Stop()

Synchronous Event Trigger for Event Stop.

ACT_ASSIGN:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

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

Fields and Methods inherited from FSM Description

ACT_ASSIGN:AddEndState(State)

Adds an End state.

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

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

ACT_ASSIGN:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

ACT_ASSIGN:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

ACT_ASSIGN.CallScheduler

ACT_ASSIGN.Events

ACT_ASSIGN:GetCurrentState()

Get current state.

ACT_ASSIGN:GetEndStates()

Returns the End states.

ACT_ASSIGN:GetProcess(From, Event)

ACT_ASSIGN:GetProcesses()

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

ACT_ASSIGN:GetScores()

Returns a table with the scores defined.

ACT_ASSIGN:GetStartState()

Returns the start state of the FSM.

ACT_ASSIGN:GetState()

Get current state.

ACT_ASSIGN:GetSubs()

Returns a table with the Subs defined.

ACT_ASSIGN:GetTransitions()

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

ACT_ASSIGN:Is(State)

Check if FSM is in state.

ACT_ASSIGN:LoadCallBacks(CallBackTable)

Load call backs.

ACT_ASSIGN:New()

Creates a new FSM object.

ACT_ASSIGN.Scores

ACT_ASSIGN:SetProcess(From, Event, Fsm)

ACT_ASSIGN:SetStartState(State)

Sets the start state of the FSM.

ACT_ASSIGN._EndStates

ACT_ASSIGN._EventSchedules

ACT_ASSIGN._Processes

ACT_ASSIGN._Scores

ACT_ASSIGN._StartState

ACT_ASSIGN._Transitions

ACT_ASSIGN:_add_to_map(Map, Event)

Add to map.

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

Call handler.

ACT_ASSIGN:_create_transition(EventName)

Create transition.

ACT_ASSIGN:_delayed_transition(EventName)

Delayed transition.

ACT_ASSIGN:_eventmap(Events, EventStructure)

Event map.

ACT_ASSIGN:_gosub(ParentFrom, ParentEvent)

Go sub.

ACT_ASSIGN:_handler(EventName, ...)

Handler.

ACT_ASSIGN:_isendstate(Current)

Is end state.

ACT_ASSIGN:_submap(subs, sub, name)

Sub maps.

ACT_ASSIGN:can(e)

Check if can do an event.

ACT_ASSIGN:cannot(e)

Check if cannot do an event.

ACT_ASSIGN.current

ACT_ASSIGN.endstates

ACT_ASSIGN:is(State, state)

Check if FSM is in state.

ACT_ASSIGN.options

ACT_ASSIGN.subs

ACT_ASSIGN class

Field(s)

Function(s)

Creates a new task assignment state machine.

The process will accept the task by default, no player intervention accepted.

Defined in:

ACT_ASSIGN

Return value:

The task acceptance process.

Field(s)

Function(s)

Assign the process to a Wrapper.Unit and activate the process.

Defined in:

Parameters:

Wrapper.Unit#UNIT ProcessUnit

Return value:

self

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

Defined in:

Parameters:

Controllable

Task

Return value:

Gets the mission of the process.

Gets the mission of the process.

Defined in:

Return value:

Gets the task of the process.

Defined in:

Return value:

Defined in:

Parameter:

FsmProcess

Send a message of the Tasking.Task to the Group of the Unit.

Defined in:

Parameter:

Message

Creates a new FSM_PROCESS object.

Defined in:

Parameters:

Controllable

Task

Return value:

Removes an FSM_PROCESS object.

Defined in:

Return value:

Sets the task of the process.

Defined in:

Parameter:

Return value:

Defined in:

Parameters:

step

trigger

params

EventName

Defined in:

Parameters:

ProcessUnit

Task

From

Event

To

StateMachine callback function for a FSM_PROCESS

Defined in:

Parameters:

#string Event

#string From

#string To

Task

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:

#string State

The FSM state.

Set the default #FSM_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.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

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.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

ACT_ASSIGN_ACCEPT class

Field(s)

Function(s)

Defined in:

ACT_ASSIGN_ACCEPT

Parameter:

FsmAssign

Creates a new task assignment state machine.

The process will accept the task by default, no player intervention accepted.

Defined in:

ACT_ASSIGN_ACCEPT

Parameter:

#string TaskBriefing

StateMachine callback function

Defined in:

ACT_ASSIGN_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

StateMachine callback function

Defined in:

ACT_ASSIGN_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup

ACT_ASSIGN_MENU_ACCEPT class

Field(s)

Function(s)

Creates a new task assignment state machine.

The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

#string TaskBriefing

Return value:

Menu function.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

TaskGroup

Menu function.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

TaskGroup

Init.

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameter:

#string TaskBriefing

Return value:

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

StateMachine callback function

Defined in:

ACT_ASSIGN_MENU_ACCEPT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Task

TaskGroup