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Module Ops.Flotilla

Ops - Flotilla is a small naval group belonging to a fleet.

Main Features:

  • Set parameters like livery, skill valid for all flotilla members.
  • Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
  • Pause/unpause flotilla operations.

Author: funkyfranky


Global(s)

Global FLOTILLA

No captain can do very wrong if he places his ship alongside that of an enemy. -- Horation Nelson


The FLOTILLA Concept

A FLOTILLA is an essential part of a FLEET.

#FLOTILLA FLOTILLA

No captain can do very wrong if he places his ship alongside that of an enemy. -- Horation Nelson


The FLOTILLA Concept

A FLOTILLA is an essential part of a FLEET.

Type(s)

Fields and Methods inherited from FLOTILLA Description

FLOTILLA.ClassName

Name of the class.

FLOTILLA:GetFleet()

Get fleet of this flotilla.

FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)

Create a new FLOTILLA object and start the FSM.

FLOTILLA:SetFleet(Fleet)

Set fleet of this flotilla.

FLOTILLA.ammo

FLOTILLA.isNaval

FLOTILLA.legion

FLOTILLA:onafterStart(From, Event, To)

On after Start event.

FLOTILLA:onafterStatus(From, Event, To)

On after "Status" event.

FLOTILLA.verbose

Verbosity level.

FLOTILLA.version

FLOTILLA class version.

FLOTILLA.weaponData

Weapon data table with key=BitType.

Fields and Methods inherited from COHORT Description

FLOTILLA:AddAsset(Asset)

Add asset to cohort.

FLOTILLA:AddMissionCapability(MissionTypes, Performance)

Set mission types this cohort is able to perform.

FLOTILLA:AddTacanChannel(ChannelMin, ChannelMax)

Add TACAN channels to the cohort.

FLOTILLA:AddWeaponRange(RangeMin, RangeMax, BitType)

Add a weapon range for ARTY missions (Ops.Auftrag#AUFTRAG).

FLOTILLA:CanMission(Mission)

Check if there is a cohort that can execute a given mission.

FLOTILLA:CheckAttribute(Attributes)

Check if the cohort attribute matches the given attribute(s).

FLOTILLA.ClassName

Name of the class.

FLOTILLA:CountAssets(InStock, MissionTypes, Attributes)

Count assets in legion warehouse stock.

FLOTILLA:DelAsset(Asset)

Remove specific asset from chort.

FLOTILLA:DelGroup(GroupName)

Remove asset group from cohort.

FLOTILLA:FetchTacan()

Get an unused TACAN channel.

FLOTILLA:GetAttribute()

Get generalized attribute.

FLOTILLA:GetCallsign(Asset)

Create a callsign for the asset.

FLOTILLA:GetCategory()

Get group category.

FLOTILLA:GetMissionCapabilities()

Get mission capabilities of this cohort.

FLOTILLA:GetMissionCapability(MissionType)

Get missin capability for a given mission type.

FLOTILLA:GetMissionPeformance(MissionType)

Get mission performance for a given type of misson.

FLOTILLA:GetMissionRange(WeaponTypes)

Get max mission range.

FLOTILLA:GetMissionTypes()

Get mission types this cohort is able to perform.

FLOTILLA:GetModex(Asset)

Create a modex for the asset.

FLOTILLA:GetName()

Get name of the cohort.

FLOTILLA:GetOpsGroups(MissionTypes, Attributes)

Get OPSGROUPs.

FLOTILLA:GetProperties()

Get properties, i.e. DCS attributes.

FLOTILLA:GetRadio()

Get radio frequency and modulation.

FLOTILLA:GetRepairTime(Asset)

Get the time an asset needs to be repaired.

FLOTILLA:GetWeaponData(BitType)

Get weapon range for given bit type.

FLOTILLA:HasProperty(Property)

Check if cohort assets have a given property (DCS attribute).

FLOTILLA:IsOnDuty()

Check if cohort is "OnDuty".

FLOTILLA:IsPaused()

Check if cohort is "Paused".

FLOTILLA:IsRelocating()

Check if cohort is "Relocating".

FLOTILLA:IsRepaired(Asset)

Checks if a mission type is contained in a table of possible types.

FLOTILLA:IsStopped()

Check if cohort is "Stopped".

FLOTILLA:New(TemplateGroupName, Ngroups, CohortName)

Create a new COHORT object and start the FSM.

FLOTILLA.Ngroups

Number of asset OPS groups this cohort has.

FLOTILLA.Nkilled

Number of destroyed asset groups.

FLOTILLA:OnAfterPause(From, Event, To)

On after "Pause" event.

FLOTILLA:OnAfterRelocate(From, Event, To)

On after "Relocate" event.

FLOTILLA:OnAfterRelocated(From, Event, To)

On after "Relocated" event.

FLOTILLA:OnAfterUnpause(From, Event, To)

On after "Unpause" event.

FLOTILLA:Pause()

Triggers the FSM event "Pause".

FLOTILLA:RecruitAssets(MissionType, Npayloads)

Get assets for a mission.

FLOTILLA:Relocate()

Triggers the FSM event "Relocate".

FLOTILLA:Relocated()

Triggers the FSM event "Relocated".

FLOTILLA:RemoveAssets(N)

Remove assets from pool.

FLOTILLA:ReturnTacan(channel)

"Return" a used TACAN channel.

FLOTILLA:SetAttribute(Attribute)

Set generalized attribute.

FLOTILLA:SetCallsign(Callsign, Index)

Set call sign.

FLOTILLA:SetGrouping(nunits)

Set number of units in groups.

FLOTILLA:SetLegion(Legion)

Set Legion.

FLOTILLA:SetLivery(LiveryName)

Set livery painted on all cohort units.

FLOTILLA:SetMissionRange(Range)

Set max mission range.

FLOTILLA:SetModex(Modex, Prefix, Suffix)

Set modex.

FLOTILLA:SetRadio(Frequency, Modulation)

Set radio frequency and modulation the cohort uses.

FLOTILLA:SetSkill(Skill)

Set skill level of all cohort team members.

FLOTILLA:SetTurnoverTime(MaintenanceTime, RepairTime)

Set turnover and repair time.

FLOTILLA:SetVerbosity(VerbosityLevel)

Set verbosity level.

FLOTILLA:Start()

Triggers the FSM event "Start".

FLOTILLA:Status()

Triggers the FSM event "Status".

FLOTILLA:Unpause()

Triggers the FSM event "Unpause".

FLOTILLA:_AddOperation(Operation)

Add an OPERATION.

FLOTILLA:_CheckAmmo()

Check ammo.

FLOTILLA:_CheckAssetStatus()

Check asset status.

FLOTILLA:_MissileCategoryName(categorynumber)

Returns a name of a missile category.

FLOTILLA:__Pause(delay)

Triggers the FSM event "Pause" after a delay.

FLOTILLA:__Relocate(delay)

Triggers the FSM event "Relocate" after a delay.

FLOTILLA:__Relocated(delay)

Triggers the FSM event "Relocated" after a delay.

FLOTILLA:__Start(delay)

Triggers the FSM event "Start" after a delay.

FLOTILLA:__Status(delay)

Triggers the FSM event "Status" after a delay.

FLOTILLA:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

FLOTILLA:__Unpause(delay)

Triggers the FSM event "Unpause" after a delay.

FLOTILLA.aircrafttype

Type of the units the cohort is using.

FLOTILLA.assets

Cohort assets.

FLOTILLA.attribute

Generalized attribute of the cohort template group.

FLOTILLA.callsign

FLOTILLA.callsignIndex

FLOTILLA.callsignName

FLOTILLA.callsigncounter

FLOTILLA.cargobayLimit

Cargo bay capacity in kg.

FLOTILLA.category

Group category of the assets: Group.Category.AIRPLANE, Group.Category.HELICOPTER, Group.Category.GROUND, Group.Category.SHIP, Group.Category.TRAIN.

FLOTILLA.descriptors

DCS descriptors.

FLOTILLA.engageRange

Mission range in meters.

FLOTILLA.isAir

FLOTILLA.isGround

Is ground.

FLOTILLA.isNaval

Is naval.

FLOTILLA.legion

The LEGION object the cohort belongs to.

FLOTILLA.lid

Class id string for output to DCS log file.

FLOTILLA.livery

Livery of the cohort.

FLOTILLA.maintenancetime

Time in seconds needed for maintenance of a returned flight.

FLOTILLA.missiontypes

Capabilities (mission types and performances) of the cohort.

FLOTILLA.modex

FLOTILLA.modexPrefix

FLOTILLA.modexSuffix

FLOTILLA.modexcounter

FLOTILLA.name

Name of the cohort.

FLOTILLA.ngrouping

FLOTILLA:onafterStart(From, Event, To)

On after Start event.

FLOTILLA:onafterStop(From, Event, To)

On after "Stop" event.

FLOTILLA.operations

Operations this cohort is part of.

FLOTILLA.properties

DCS attributes.

FLOTILLA.radioFreq

Radio frequency in MHz the cohort uses.

FLOTILLA.radioModu

Radio modulation the cohort uses.

FLOTILLA.repairtime

Time in seconds for each

FLOTILLA.skill

Skill of cohort members.

FLOTILLA.tacanChannel

List of TACAN channels available to the cohort.

FLOTILLA.templategroup

Template group.

FLOTILLA.templatename

Name of the template group.

FLOTILLA.verbose

Verbosity level.

FLOTILLA.version

COHORT class version.

FLOTILLA.weaponData

FLOTILLA.weightAsset

Weight of one assets group in kg.

Fields and Methods inherited from FSM Description

FLOTILLA:AddEndState(State)

Adds an End state.

FLOTILLA: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.

FLOTILLA:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

FLOTILLA:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

FLOTILLA.CallScheduler

FLOTILLA.Events

FLOTILLA:GetCurrentState()

Get current state.

FLOTILLA:GetEndStates()

Returns the End states.

FLOTILLA:GetProcess(From, Event)

FLOTILLA:GetProcesses()

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

FLOTILLA:GetScores()

Returns a table with the scores defined.

FLOTILLA:GetStartState()

Returns the start state of the FSM.

FLOTILLA:GetState()

Get current state.

FLOTILLA:GetSubs()

Returns a table with the Subs defined.

FLOTILLA:GetTransitions()

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

FLOTILLA:Is(State)

Check if FSM is in state.

FLOTILLA:LoadCallBacks(CallBackTable)

Load call backs.

FLOTILLA:New()

Creates a new FSM object.

FLOTILLA.Scores

FLOTILLA:SetProcess(From, Event, Fsm)

FLOTILLA:SetStartState(State)

Sets the start state of the FSM.

FLOTILLA._EndStates

FLOTILLA._EventSchedules

FLOTILLA._Processes

FLOTILLA._Scores

FLOTILLA._StartState

FLOTILLA._Transitions

FLOTILLA:_add_to_map(Map, Event)

Add to map.

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

Call handler.

FLOTILLA:_create_transition(EventName)

Create transition.

FLOTILLA:_delayed_transition(EventName)

Delayed transition.

FLOTILLA:_eventmap(Events, EventStructure)

Event map.

FLOTILLA:_gosub(ParentFrom, ParentEvent)

Go sub.

FLOTILLA:_handler(EventName, ...)

Handler.

FLOTILLA:_isendstate(Current)

Is end state.

FLOTILLA:_submap(subs, sub, name)

Sub maps.

FLOTILLA:can(e)

Check if can do an event.

FLOTILLA:cannot(e)

Check if cannot do an event.

FLOTILLA.current

FLOTILLA.endstates

FLOTILLA:is(State, state)

Check if FSM is in state.

FLOTILLA.options

FLOTILLA.subs

FLOTILLA class.

Field(s)

#string FLOTILLA.ClassName

Name of the class.

FLOTILLA.ammo

Get initial ammo.

#boolean FLOTILLA.isNaval

Is naval.

#number FLOTILLA.verbose

Verbosity level.

#string FLOTILLA.version

FLOTILLA class version.

Ops.OpsGroup#OPSGROUP.WeaponData FLOTILLA.weaponData

Weapon data table with key=BitType.

Function(s)

Get fleet of this flotilla.

Defined in:

FLOTILLA

Return value:

The fleet.

Create a new FLOTILLA object and start the FSM.

Defined in:

FLOTILLA

Parameters:

#string TemplateGroupName

Name of the template group.

#number Ngroups

Number of asset groups of this flotilla. Default 3.

#string FlotillaName

Name of the flotilla. Must be unique!

Return value:

self

Set fleet of this flotilla.

Defined in:

FLOTILLA

Parameter:

The fleet.

Return value:

self

On after Start event.

Starts the FLIGHTGROUP FSM and event handlers.

Defined in:

FLOTILLA

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Status" event.

Defined in:

FLOTILLA

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string FLOTILLA.ClassName

Name of the class.

FLOTILLA.ammo

Get initial ammo.

#boolean FLOTILLA.isNaval

Is naval.

#number FLOTILLA.verbose

Verbosity level.

#string FLOTILLA.version

FLOTILLA class version.

Ops.OpsGroup#OPSGROUP.WeaponData FLOTILLA.weaponData

Weapon data table with key=BitType.

Function(s)

Add asset to cohort.

Defined in:

Parameter:

The warehouse asset.

Return value:

self

Set mission types this cohort is able to perform.

Defined in:

Parameters:

#table MissionTypes

Table of mission types. Can also be passed as a #string if only one type.

#number Performance

Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100.

Return value:

self

Add TACAN channels to the cohort.

Note that channels can only range from 1 to 126.

Defined in:

Parameters:

#number ChannelMin

Channel.

#number ChannelMax

Channel.

Return value:

self

Usage:

mysquad:AddTacanChannel(64,69)  -- adds channels 64, 65, 66, 67, 68, 69

Add a weapon range for ARTY missions (Ops.Auftrag#AUFTRAG).

Defined in:

Parameters:

#number RangeMin

Minimum range in nautical miles. Default 0 NM.

#number RangeMax

Maximum range in nautical miles. Default 10 NM.

#number BitType

Bit mask of weapon type for which the given min/max ranges apply. Default is ENUMS.WeaponFlag.Auto, i.e. for all weapon types.

Return value:

self

Check if there is a cohort that can execute a given mission.

We check the mission type, the refuelling system, mission range.

Defined in:

Parameter:

The mission.

Return value:

#boolean:

If true, Cohort can do that type of mission.

Check if the cohort attribute matches the given attribute(s).

Defined in:

Parameter:

#table Attributes

The requested attributes. See WAREHOUSE.Attribute enum. Can also be passed as a single attribute #string.

Return value:

#boolean:

If true, the cohort has the requested attribute.

Count assets in legion warehouse stock.

Defined in:

Parameters:

#boolean InStock

If true, only assets that are in the warehouse stock/inventory are counted. If false, only assets that are NOT in stock (i.e. spawned) are counted. If nil, all assets are counted.

#table MissionTypes

(Optional) Count only assest that can perform certain mission type(s). Default is all types.

#table Attributes

(Optional) Count only assest that have a certain attribute(s), e.g. WAREHOUSE.Attribute.AIR_BOMBER.

Return value:

#number:

Number of assets.

Remove specific asset from chort.

Defined in:

Parameter:

Return value:

self

Remove asset group from cohort.

Defined in:

Parameter:

#string GroupName

Name of the asset group.

Return value:

self

Get an unused TACAN channel.

Defined in:

Return value:

#number:

TACAN channel or nil if no channel is free.

Get generalized attribute.

Defined in:

Return value:

#string:

Generalized attribute, e.g. GROUP.Attribute.Ground_Infantry.

Create a callsign for the asset.

Defined in:

Parameter:

The warehouse asset.

Return value:

self

Get group category.

Defined in:

Return value:

#string:

Group category

Get mission capabilities of this cohort.

Defined in:

Return value:

#table:

Table of mission capabilities.

Get missin capability for a given mission type.

Defined in:

Parameter:

#string MissionType

Mission type, e.g. AUFTRAG.Type.BAI.

Return value:

Capability table or nil if the capability does not exist.

Get mission performance for a given type of misson.

Defined in:

Parameter:

#string MissionType

Type of mission.

Return value:

#number:

Performance or -1.

Get max mission range.

We add the largest weapon range, e.g. for arty or naval if weapon data is available.

Defined in:

Parameter:

#table WeaponTypes

(Optional) Weapon bit type(s) to add to the total range. Default is the max weapon type available.

Return value:

#number:

Range in meters.

Get mission types this cohort is able to perform.

Defined in:

Return value:

#table:

Table of mission types. Could be empty {}.

Create a modex for the asset.

Defined in:

Parameter:

The warehouse asset.

Return value:

self

Get name of the cohort.

Defined in:

Return value:

#string:

Name of the cohort.

Get OPSGROUPs.

Defined in:

Parameters:

#table MissionTypes

(Optional) Count only assest that can perform certain mission type(s). Default is all types.

#table Attributes

(Optional) Count only assest that have a certain attribute(s), e.g. WAREHOUSE.Attribute.AIR_BOMBER.

Return value:

Ops groups set.

Get properties, i.e. DCS attributes.

Defined in:

Return value:

#table:

Properties table.

Get radio frequency and modulation.

Defined in:

Return values:

#number:

Radio frequency in MHz.

#number:

Radio Modulation (0=AM, 1=FM).

Get the time an asset needs to be repaired.

Defined in:

Parameter:

Return value:

#number:

Time in seconds until asset is repaired.

Get weapon range for given bit type.

Defined in:

Parameter:

#number BitType

Bit mask of weapon type.

Return value:

Check if cohort assets have a given property (DCS attribute).

Defined in:

Parameter:

#string Property

The property.

Return value:

#boolean:

If true, cohort assets have the attribute.

Check if cohort is "OnDuty".

Defined in:

Return value:

#boolean:

If true, cohort is in state "OnDuty".

Check if cohort is "Paused".

Defined in:

Return value:

#boolean:

If true, cohort is in state "Paused".

Check if cohort is "Relocating".

Defined in:

Return value:

#boolean:

If true, cohort is relocating.

Checks if a mission type is contained in a table of possible types.

Defined in:

Parameter:

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Check if cohort is "Stopped".

Defined in:

Return value:

#boolean:

If true, cohort is in state "Stopped".

Create a new COHORT object and start the FSM.

Defined in:

Parameters:

#string TemplateGroupName

Name of the template group.

#number Ngroups

Number of asset groups of this Cohort. Default 3.

#string CohortName

Name of the cohort.

Return value:

self

On after "Pause" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Relocate" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Relocated" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Unpause" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Triggers the FSM event "Pause".

Defined in:

Get assets for a mission.

Defined in:

Parameters:

#string MissionType

Mission type.

#number Npayloads

Number of payloads available.

Return values:

#table:

Assets that can do the required mission.

#number:

Number of payloads still available after recruiting the assets.

Triggers the FSM event "Relocate".

Defined in:

Triggers the FSM event "Relocated".

Defined in:

Remove assets from pool.

Not that assets must not be spawned or already reserved or requested.

Defined in:

Parameter:

#number N

Number of assets to be removed. Default 1.

Return value:

self

"Return" a used TACAN channel.

Defined in:

Parameter:

#number channel

The channel that is available again.

Set generalized attribute.

Defined in:

Parameter:

#string Attribute

Generalized attribute, e.g. GROUP.Attribute.Ground_Infantry.

Return value:

self

Set call sign.

Defined in:

Parameters:

#number Callsign

Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.

#number Index

Callsign index, Chevy-1.

Return value:

self

Set number of units in groups.

Defined in:

Parameter:

#number nunits

Number of units. Default 2.

Return value:

self

Set Legion.

Defined in:

Parameter:

The Legion.

Return value:

self

Set livery painted on all cohort units.

Note that the livery name in general is different from the name shown in the mission editor.

Valid names are the names of the livery directories. Check out the folder in your DCS installation for:

  • Full modules: DCS World OpenBeta\CoreMods\aircraft\<Aircraft Type>\Liveries\<Aircraft Type>\<Livery Name>
  • AI units: DCS World OpenBeta\Bazar\Liveries\<Aircraft Type>\<Livery Name>

The folder name <Livery Name> is the string you want.

Or personal liveries you have installed somewhere in your saved games folder.

Defined in:

Parameter:

#string LiveryName

Name of the livery.

Return value:

self

Set max mission range.

Only missions in a circle of this radius around the cohort base are executed.

Defined in:

Parameter:

#number Range

Range in NM. Default 150 NM.

Return value:

self

Set modex.

Defined in:

Parameters:

#number Modex

A number like 100.

#string Prefix

A prefix string, which is put before the Modex number.

#string Suffix

A suffix string, which is put after the Modex number.

Return value:

self

Set radio frequency and modulation the cohort uses.

Defined in:

Parameters:

#number Frequency

Radio frequency in MHz. Default 251 MHz.

#number Modulation

Radio modulation. Default 0=AM.

Return value:

self

Set skill level of all cohort team members.

Defined in:

Parameter:

#string Skill

Skill of all flights.

Return value:

self

Usage:

mycohort:SetSkill(AI.Skill.EXCELLENT)

Set turnover and repair time.

If an asset returns from a mission, it will need some time until the asset is available for further missions.

Defined in:

Parameters:

#number MaintenanceTime

Time in minutes it takes until a flight is combat ready again. Default is 0 min.

#number RepairTime

Time in minutes it takes to repair a flight for each life point taken. Default is 0 min.

Return value:

self

Set verbosity level.

Defined in:

Parameter:

#number VerbosityLevel

Level of output (higher=more). Default 0.

Return value:

self

Triggers the FSM event "Start".

Starts the COHORT.

Defined in:

Triggers the FSM event "Status".

Defined in:

Triggers the FSM event "Unpause".

Defined in:

Add an OPERATION.

Defined in:

Parameter:

The operation this cohort is part of.

Return value:

self

Check ammo.

Defined in:

Return value:

Check asset status.

Defined in:

Returns a name of a missile category.

Defined in:

Parameter:

#number categorynumber

Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon

Return value:

#string:

Missile category name.

Triggers the FSM event "Pause" after a delay.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Relocate" after a delay.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Relocated" after a delay.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Start" after a delay.

Starts the COHORT.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the COHORT and all its event handlers.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Unpause" after a delay.

Defined in:

Parameter:

#number delay

Delay in seconds.

On after Start event.

Starts the FLIGHTGROUP FSM and event handlers.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Stop" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string FLOTILLA.ClassName

Name of the class.

FLOTILLA.ammo

Get initial ammo.

#boolean FLOTILLA.isNaval

Is naval.

#number FLOTILLA.verbose

Verbosity level.

#string FLOTILLA.version

FLOTILLA class version.

Ops.OpsGroup#OPSGROUP.WeaponData FLOTILLA.weaponData

Weapon data table with key=BitType.

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.