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:
- ACT_ROUTE_ZONE.New(): Creates a new ACT_ROUTE_ZONE object.
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 ACT_ROUTE | Description |
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Get the routing text to be displayed. |
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Creates a new routing state machine. |
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ACT_ROUTE:SetMenuCancel(MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag) |
Set a Cancel Menu item. |
Set the route mode. |
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StateMachine callback function |
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StateMachine callback function |
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Check if the controllable has arrived. |
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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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_ROUTE: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_ROUTE_POINT | Description |
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Get Coordinate |
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Get Range around Coordinate |
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Creates a new routing state machine. |
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Creates a new routing state machine. |
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Set Coordinate |
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Set Range around Coordinate |
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StateMachine callback function |
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Method override to check if the controllable has arrived. |
Fields and Methods inherited from ACT_ROUTE_ZONE | Description |
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Get Zone |
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Creates a new routing state machine. |
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Set Zone |
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StateMachine callback function |
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Method override to check if the controllable has arrived. |
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
Creates a new routing state machine.
The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
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.
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.
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_ROUTE_POINT class
Field(s)
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.
Core.Zone#ZONE_BASE Zone
Coordinate
Set Coordinate
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.
ACT_ROUTE_ZONE class
Field(s)
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.
Set Zone
Defined in:
ACT_ROUTE_ZONE
Parameters:
Core.Zone#ZONE_BASE Zone
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.