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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

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

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