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Module Actions.Act_Route

(SP) (MP) (FSM) Route AI or players through waypoints or to zones.


#ACT_ROUTE FSM class, extends Core.Fsm#FSM_PROCESS

ACT_ROUTE 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_ROUTE Events:

These are the events defined in this class:

  • Start: The process is started. The process will go into the Report state.
  • Report: The process is reporting to the player the route to be followed.
  • Route: The process is routing the controllable.
  • Pause: The process is pausing the route of the controllable.
  • Arrive: The controllable has arrived at a route point.
  • More: There are more route points that need to be followed. The process will go back into the Report state.
  • NoMore: There are no more route points that need to be followed. The process will go into the Success state.

ACT_ROUTE 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_ROUTE States:

  • None: The controllable did not receive route commands.
  • Arrived (*): The controllable has arrived at a route point.
  • Aborted (*): The controllable has aborted the route path.
  • Routing: The controllable is understay to the route point.
  • Pausing: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
  • Success (*): All route points were reached.
  • Failed (*): The process has failed.

(*) End states of the process.

ACT_ROUTE 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.


1) #ACT_ROUTE_ZONE class, extends #ACT_ROUTE

The ACT_ROUTE_ZONE class implements the core functions to route an AIR Wrapper.Controllable player Wrapper.Unit to a Core.Zone. The player receives on perioding times messages with the coordinates of the route to follow. Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.

1.1) ACT_ROUTE_ZONE constructor:

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


Global(s)

Global ACT_ROUTE

Global ACT_ROUTE_POINT

Global ACT_ROUTE_ZONE

Type(s)

Fields and Methods inherited from FSM_PROCESS Description

ACT_ROUTE:Assign(Task, ProcessUnit)

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

ACT_ROUTE:Copy(Controllable, Task)

Creates a new FSM_PROCESS object based on this FSM_PROCESS.

ACT_ROUTE:GetCommandCenter()

Gets the mission of the process.

ACT_ROUTE:GetMission()

Gets the mission of the process.

ACT_ROUTE:GetTask()

Gets the task of the process.

ACT_ROUTE:Init(FsmProcess)

ACT_ROUTE:Message(Message)

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

ACT_ROUTE:New(Controllable, Task)

Creates a new FSM_PROCESS object.

ACT_ROUTE:Remove()

Removes an FSM_PROCESS object.

ACT_ROUTE:SetTask(Task)

Sets the task of the process.

ACT_ROUTE.Task

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

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

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

StateMachine callback function for a FSM_PROCESS

Fields and Methods inherited from FSM_CONTROLLABLE Description

ACT_ROUTE.Controllable

ACT_ROUTE:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

ACT_ROUTE:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

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

OnAfter Transition Handler for Event Stop.

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

OnBefore Transition Handler for Event Stop.

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

OnEnter Transition Handler for State Stopped.

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

OnLeave Transition Handler for State Stopped.

ACT_ROUTE:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

ACT_ROUTE:Stop()

Synchronous Event Trigger for Event Stop.

ACT_ROUTE:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

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

Fields and Methods inherited from FSM Description

ACT_ROUTE:AddEndState(State)

Adds an End state.

ACT_ROUTE: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_ROUTE:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

ACT_ROUTE:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

ACT_ROUTE.CallScheduler

ACT_ROUTE.Events

ACT_ROUTE:GetCurrentState()

Get current state.

ACT_ROUTE:GetEndStates()

Returns the End states.

ACT_ROUTE:GetProcess(From, Event)

ACT_ROUTE:GetProcesses()

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

ACT_ROUTE:GetScores()

Returns a table with the scores defined.

ACT_ROUTE:GetStartState()

Returns the start state of the FSM.

ACT_ROUTE:GetState()

Get current state.

ACT_ROUTE:GetSubs()

Returns a table with the Subs defined.

ACT_ROUTE:GetTransitions()

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

ACT_ROUTE:Is(State)

Check if FSM is in state.

ACT_ROUTE:LoadCallBacks(CallBackTable)

Load call backs.

ACT_ROUTE:New()

Creates a new FSM object.

ACT_ROUTE.Scores

ACT_ROUTE:SetProcess(From, Event, Fsm)

ACT_ROUTE:SetStartState(State)

Sets the start state of the FSM.

ACT_ROUTE._EndStates

ACT_ROUTE._EventSchedules

ACT_ROUTE._Processes

ACT_ROUTE._Scores

ACT_ROUTE._StartState

ACT_ROUTE._Transitions

ACT_ROUTE:_add_to_map(Map, Event)

Add to map.

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

Call handler.

ACT_ROUTE:_create_transition(EventName)

Create transition.

ACT_ROUTE:_delayed_transition(EventName)

Delayed transition.

ACT_ROUTE:_eventmap(Events, EventStructure)

Event map.

ACT_ROUTE:_gosub(ParentFrom, ParentEvent)

Go sub.

ACT_ROUTE:_handler(EventName, ...)

Handler.

ACT_ROUTE:_isendstate(Current)

Is end state.

ACT_ROUTE:_submap(subs, sub, name)

Sub maps.

ACT_ROUTE:can(e)

Check if can do an event.

ACT_ROUTE:cannot(e)

Check if cannot do an event.

ACT_ROUTE.current

ACT_ROUTE.endstates

ACT_ROUTE:is(State, state)

Check if FSM is in state.

ACT_ROUTE.options

ACT_ROUTE.subs

ACT_ROUTE class

Field(s)

Function(s)

Get the routing text to be displayed.

The route mode determines the text displayed.

Defined in:

ACT_ROUTE

Parameter:

Wrapper.Unit#UNIT Controllable

Return value:

#string:

Defined in:

ACT_ROUTE

Creates a new routing state machine.

The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.

Defined in:

ACT_ROUTE

Return value:

self

Set a Cancel Menu item.

Defined in:

ACT_ROUTE

Parameters:

MenuGroup

MenuText

ParentMenu

MenuTime

MenuTag

Return value:

Set the route mode.

There are 2 route modes supported:

  • SetRouteMode( "B" ): Route mode is Bearing and Range.
  • SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup.

Defined in:

ACT_ROUTE

Parameter:

RouteMode

Return value:

StateMachine callback function

Defined in:

ACT_ROUTE

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

StateMachine callback function

Defined in:

ACT_ROUTE

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Check if the controllable has arrived.

Defined in:

ACT_ROUTE

Parameter:

Wrapper.Unit#UNIT ProcessUnit

Return value:

#boolean:

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_ROUTE_POINT class

Field(s)

#number ACT_ROUTE_POINT.DisplayTime

10 seconds is the default

Function(s)

Get Coordinate

Defined in:

ACT_ROUTE_POINT

Return value:

Coordinate The Coordinate to route to.

Get Range around Coordinate

Defined in:

ACT_ROUTE_POINT

Return value:

#number:

The Range to consider the arrival. Default is 10000 meters.

Creates a new routing state machine.

The task will route a controllable to a Coordinate until the controllable is within the Range.

Defined in:

ACT_ROUTE_POINT

Parameter:

FsmRoute

Creates a new routing state machine.

The task will route a controllable to a Coordinate until the controllable is within the Range.

Defined in:

ACT_ROUTE_POINT

Parameters:

Coordinate to Target.

#number Range

The Distance to Target.

Coordinate

Set Coordinate

Defined in:

ACT_ROUTE_POINT

Parameter:

The Coordinate to route to.

Set Range around Coordinate

Defined in:

ACT_ROUTE_POINT

Parameter:

#number Range

The Range to consider the arrival. Default is 10000 meters.

StateMachine callback function

Defined in:

ACT_ROUTE_POINT

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Method override to check if the controllable has arrived.

Defined in:

ACT_ROUTE_POINT

Parameter:

Wrapper.Unit#UNIT ProcessUnit

Return value:

#boolean:

ACT_ROUTE_ZONE class

Field(s)

#number ACT_ROUTE_ZONE.DisplayTime

10 seconds is the default

Function(s)

Get Zone

Defined in:

ACT_ROUTE_ZONE

Return value:

Zone The Zone object where to route to.

Defined in:

ACT_ROUTE_ZONE

Parameter:

FsmRoute

Creates a new routing state machine.

The task will route a controllable to a ZONE until the controllable is within that ZONE.

Defined in:

ACT_ROUTE_ZONE

Parameter:

Set Zone

Defined in:

ACT_ROUTE_ZONE

Parameters:

The Zone object where to route to.

#number Altitude

#number Heading

StateMachine callback function

Defined in:

ACT_ROUTE_ZONE

Parameters:

Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Method override to check if the controllable has arrived.

Defined in:

ACT_ROUTE_ZONE

Parameter:

Wrapper.Unit#UNIT ProcessUnit

Return value:

#boolean: