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:
- ACT_ASSIGN_ACCEPT.New(): Creates a new ACT_ASSIGN_ACCEPT object.
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:
- ACT_ASSIGN_MENU_ACCEPT.New(): Creates a new ACT_ASSIGN_MENU_ACCEPT object.
Global(s)
Global ACT_ASSIGN |
Global ACT_ASSIGN_ACCEPT |
Global ACT_ASSIGN_MENU_ACCEPT |
Type(s)
Fields and Methods inherited from ACT_ASSIGN | Description |
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Creates a new task assignment state machine. |
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Fields and Methods inherited from FSM_PROCESS | Description |
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Assign the process to a Wrapper.Unit and activate the process. |
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Creates a new FSM_PROCESS object based on this FSM_PROCESS. |
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Gets the mission of the process. |
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Gets the mission of the process. |
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Gets the task of the process. |
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Send a message of the Tasking.Task to the Group of the Unit. |
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Creates a new FSM_PROCESS object. |
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Removes an FSM_PROCESS object. |
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Sets the task of the process. |
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ACT_ASSIGN:onenterFailed(ProcessUnit, Task, From, Event, To) |
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ACT_ASSIGN:onstatechange(ProcessUnit, Event, From, To, Task) |
StateMachine callback function for a FSM_PROCESS |
Fields and Methods inherited from FSM_CONTROLLABLE | Description |
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Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Creates a new FSM_CONTROLLABLE object. |
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OnAfter Transition Handler for Event Stop. |
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OnBefore Transition Handler for Event Stop. |
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OnEnter Transition Handler for State Stopped. |
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OnLeave Transition Handler for State Stopped. |
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Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. |
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Synchronous Event Trigger for Event Stop. |
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Asynchronous Event Trigger for Event Stop. |
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Fields and Methods inherited from FSM | Description |
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Adds an End state. |
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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. |
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Adds a score for the FSM to be achieved. |
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ACT_ASSIGN:AddScoreProcess(From, Event, State, ScoreText, Score) |
Adds a score for the FSM_PROCESS to be achieved. |
Add a new transition rule to the FSM. |
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Get current state. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Get current state. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Check if FSM is in state. |
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Load call backs. |
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Creates a new FSM object. |
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Sets the start state of the FSM. |
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Add to map. |
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Call handler. |
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Create transition. |
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Delayed transition. |
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Event map. |
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Go sub. |
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Handler. |
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Is end state. |
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Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Check if FSM is in state. |
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Fields and Methods inherited from ACT_ASSIGN_ACCEPT | Description |
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Creates a new task assignment state machine. |
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ACT_ASSIGN_ACCEPT:onafterStart(ProcessUnit, Event, From, To, Task) |
StateMachine callback function |
ACT_ASSIGN_ACCEPT:onenterAssigned(ProcessUnit, Event, From, To, Task, TaskGroup) |
StateMachine callback function |
Fields and Methods inherited from ACT_ASSIGN_MENU_ACCEPT | Description |
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Creates a new task assignment state machine. |
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Menu function. |
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Menu function. |
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Init. |
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ACT_ASSIGN_MENU_ACCEPT:onafterAssign(ProcessUnit, Event, From, To, Task, TaskGroup) |
StateMachine callback function |
ACT_ASSIGN_MENU_ACCEPT:onafterReject(ProcessUnit, Event, From, To, Task, TaskGroup) |
StateMachine callback function |
ACT_ASSIGN_MENU_ACCEPT:onafterStart(ProcessUnit, Event, From, To, Task) |
StateMachine callback function |
ACT_ASSIGN_MENU_ACCEPT:onenterAssigned(ProcessUnit, Event, From, To, Task, TaskGroup) |
StateMachine callback function |
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.
Field(s)
Function(s)
Assign the process to a Wrapper.Unit and activate the process.
Creates a new FSM_PROCESS object based on this FSM_PROCESS.
Gets the mission of the process.
Gets the mission of the process.
Gets the task of the process.
Send a message of the Tasking.Task to the Group of the Unit.
Creates a new FSM_PROCESS object.
Removes an FSM_PROCESS object.
Sets the task of the process.
StateMachine callback function for a FSM_PROCESS
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE ProcessUnit
#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
Wrapper.Controllable#CONTROLLABLE Controllable
(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
Return value:
OnAfter Transition Handler for Event Stop.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE Controllable
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:
Wrapper.Controllable#CONTROLLABLE Controllable
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:
Wrapper.Controllable#CONTROLLABLE Controllable
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:
Wrapper.Controllable#CONTROLLABLE Controllable
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.
Asynchronous Event Trigger for Event Stop.
Field(s)
Function(s)
Adds an End 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.
Core.Fsm#FSM_PROCESS Process
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.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
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.
Sets the start state of the FSM.
Add to map.
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.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
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:
self
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:
self
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