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Module Ops.Operation

Ops - Operation with multiple phases.

Main Features:

  • Define operation phases
  • Define conditions when phases are over
  • Option to have branches in the phase tree
  • Dedicate resources to operations

Example Missions:

Demo missions can be found on github.


Author: funkyfranky


Global(s)

Global OPERATION

Before this time tomorrow I shall have gained a peerage, or Westminster Abbey. -- Horatio Nelson


The OPERATION Concept

This class allows you to create complex operations, which consist of multiple phases.

#OPERATION OPERATION

Before this time tomorrow I shall have gained a peerage, or Westminster Abbey. -- Horatio Nelson


The OPERATION Concept

This class allows you to create complex operations, which consist of multiple phases.

Conditions can be specified, when a phase is over. If a phase is over, the next phase is started. FSM events can be used to customize code that is executed at each phase. Phases can also switched manually, of course.

In the simplest case, adding phases leads to a linear chain. However, you can also create branches to contruct a more tree like structure of phases. You can switch between branches manually or add "edges" with conditions when to switch branches. We are diving a bit into graph theory here. So don't feel embarrassed at all, if you stick to linear chains.

Constructor

A new operation can be created with the OPERATION.New(Name) function, where the parameter Name is a free to choose string.

Adding Phases

You can add phases with the OPERATION.AddPhase(Name, Branch) function. The first parameter Name is the name of the phase. The second parameter Branch is the branch to which the phase is added. If this is omitted (nil), the phase is added to the default, i.e. "master branch". More about adding branches later.

Global _OPERATIONID

Global mission counter.

#number _OPERATIONID

Global mission counter.

Type(s)

Fields and Methods inherited from OPERATION Description

OPERATION:AddBranch(Name)

Add a new branch to the operation.

OPERATION:AddConditonOverAll(Function, ...)

Add (all) condition function when the whole operation is over.

OPERATION:AddConditonOverAny(Function, ..., Phase)

Add (any) condition function when the whole operation is over.

OPERATION:AddEdge(PhaseFrom, PhaseTo, ConditionSwitch)

Add an edge between two branches.

OPERATION:AddEdgeConditonSwitchAll(Edge, Function, ...)

Add condition function to an edge when branches are switched.

OPERATION:AddMission(Mission, Phase)

Add mission to operation.

OPERATION:AddPhase(Name, Branch, Duration)

Add a new phase to the operation.

OPERATION:AddPhaseConditonOverAll(Phase, Function, ...)

Add condition function when the given phase is over.

OPERATION:AddPhaseConditonOverAny(Phase, Function, ...)

Add condition function when the given phase is over.

OPERATION:AddPhaseConditonRepeatAll(Phase, Function, ...)

Add condition function when the given phase is to be repeated.

OPERATION:AddTarget(Target, Phase)

Add Target to operation.

OPERATION:AssignCohort(Cohort)

Assign cohort to operation.

OPERATION:AssignLegion(Legion)

Assign legion to operation.

OPERATION:BranchSwitch(Branch, Phase)

Triggers the FSM event "BranchSwitch".

OPERATION.ClassName

Name of the class.

OPERATION:CountPhases(Status, Branch)

Count phases.

OPERATION:CountTargets(Phase)

Count targets alive.

OPERATION:GetBranchActive()

Get the currently active branch.

OPERATION:GetBranchMaster()

Get the master branch.

OPERATION:GetBranchName(Branch)

Get name of the branch.

OPERATION:GetName()

Get a name of this operation.

OPERATION:GetPhaseActive()

Get currrently active phase.

OPERATION:GetPhaseByName(Name)

Get a phase by its name.

OPERATION:GetPhaseConditonOver(Phase, Condition)

Get condition when the given phase is over.

OPERATION:GetPhaseIndex(Phase)

Get index of phase.

OPERATION:GetPhaseNactive(Phase)

Get how many times a phase has been active.

OPERATION:GetPhaseName(Phase)

Get name of a phase.

OPERATION:GetPhaseNext(Branch, PhaseStatus)

Get next phase.

OPERATION:GetPhaseStatus(Phase)

Get status of a phase.

OPERATION:GetTargets(Phase)

Get targets of operation.

OPERATION:InsertPhaseAfter(PhaseAfter, Name)

Insert a new phase after an already defined phase of the operation.

OPERATION:IsAssignedCohort(Cohort)

Check if a given cohort is assigned to this operation.

OPERATION:IsAssignedCohortOrLegion(Object)

Check if a given cohort or legion is assigned to this operation.

OPERATION:IsAssignedLegion(Legion)

Check if a given legion is assigned to this operation.

OPERATION:IsNotOver()

Check if operation is not "Over" or "Stopped".

OPERATION:IsOver()

Check if operation is in FSM state "Over".

OPERATION:IsPaused()

Check if operation is in FSM state "Paused".

OPERATION:IsPhaseActive(Phase)

Check if phase is in status "Active".

OPERATION:IsPhaseOver(Phase)

Check if phase is in status "Over".

OPERATION:IsPhasePlanned(Phase)

Check if phase is in status "Planned".

OPERATION:IsPlanned()

Check if operation is in FSM state "Planned".

OPERATION:IsRunning()

Check if operation is in FSM state "Running".

OPERATION:IsStopped()

Check if operation is in FSM state "Stopped".

OPERATION:New(Name)

Create a new generic OPERATION object.

OPERATION:OnAfterBranchSwitch(From, Event, To, Branch, Phase)

On after "BranchSwitch" event.

OPERATION:OnAfterOver(From, Event, To)

On after "Over" event.

OPERATION:OnAfterPhaseChange(From, Event, To, Phase)

On after "PhaseChange" event.

OPERATION:OnAfterPhaseNext(From, Event, To)

On after "PhaseNext" event.

OPERATION:OnAfterPhaseOver(From, Event, To, Phase)

On after "PhaseOver" event.

OPERATION:OnAfterStart(From, Event, To)

On after "Start" event.

OPERATION:Over()

Triggers the FSM event "Over".

OPERATION:PhaseChange(Phase)

Triggers the FSM event "PhaseChange".

OPERATION:PhaseNext()

Triggers the FSM event "PhaseNext".

OPERATION:PhaseOver(Phase)

Triggers the FSM event "PhaseOver".

OPERATION.PhaseStatus

OPERATION:SetConditionFunctionPersistence(ConditionFunction, IsPersistent)

Set persistence of condition function.

OPERATION:SetPhaseConditonOver(Phase, Condition)

Set condition when the given phase is over.

OPERATION:SetPhaseStatus(Phase, Status)

Set status of a phase.

OPERATION:SetTime(ClockStart, ClockStop)

Set start and stop time of the operation.

OPERATION:SetVerbosity(VerbosityLevel)

Set verbosity level.

OPERATION:Start()

Triggers the FSM event "Start".

OPERATION:StatusUpdate()

Triggers the FSM event "StatusUpdate".

OPERATION:Stop()

Triggers the FSM event "Stop".

OPERATION.Tstart

Start time in seconds of abs mission time.

OPERATION.Tstop

Stop time in seconds of abs mission time.

OPERATION:_CheckPhases()

Check phases.

OPERATION:_CreateBranch(Name)

Create a new branch object.

OPERATION:_CreatePhase(Name)

Create a new phase object.

OPERATION:__BranchSwitch(delay, Branch, Phase)

Triggers the FSM event "BranchSwitch" after a delay.

OPERATION:__Over(delay)

Triggers the FSM event "Over" after a delay.

OPERATION:__PhaseChange(delay, Phase)

Triggers the FSM event "PhaseChange" after a delay.

OPERATION:__PhaseNext(delay)

Triggers the FSM event "PhaseNext" after a delay.

OPERATION:__PhaseOver(delay, Phase)

Triggers the FSM event "PhaseOver" after a delay.

OPERATION:__Start(delay)

Triggers the FSM event "Start" after a delay.

OPERATION:__StatusUpdate(delay)

Triggers the FSM event "Status" after a delay.

OPERATION:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

OPERATION.branchActive

Active branch.

OPERATION.branchMaster

Master branch.

OPERATION.branches

Branches.

OPERATION.cohorts

Dedicated cohorts.

OPERATION.conditionOver

Over condition.

OPERATION.conditionStart

Start condition.

OPERATION.counterBranch

Running number counting the branches.

OPERATION.counterPhase

Running number counting the phases.

OPERATION.duration

Duration of the operation in seconds.

OPERATION.legions

Dedicated legions.

OPERATION.lid

Class id string for output to DCS log file.

OPERATION.missions

Missions.

OPERATION.name

Name of the operation.

OPERATION:onafterBranchSwitch(From, Event, To, Branch, Phase)

On after "BranchSwitch" event.

OPERATION:onafterOver(From, Event, To)

On after "Over" event.

OPERATION:onafterPhaseChange(From, Event, To, Phase)

On after "PhaseChange" event.

OPERATION:onafterPhaseNext(From, Event, To)

On after "PhaseNext" event.

OPERATION:onafterPhaseOver(From, Event, To, Phase)

On after "PhaseOver" event.

OPERATION:onafterStart(From, Event, To)

On after "Start" event.

OPERATION:onafterStatusUpdate(From, Event, To)

On after "StatusUpdate" event.

OPERATION.phase

Currently active phase (if any).

OPERATION.phaseLast

The phase that was active before the current one.

OPERATION.targets

Targets.

OPERATION.uid

Unique ID of the operation.

OPERATION.verbose

Verbosity level.

OPERATION.version

OPERATION class version.

Fields and Methods inherited from FSM Description

OPERATION:AddEndState(State)

Adds an End state.

OPERATION: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.

OPERATION:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

OPERATION:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

OPERATION.CallScheduler

OPERATION.Events

OPERATION:GetCurrentState()

Get current state.

OPERATION:GetEndStates()

Returns the End states.

OPERATION:GetProcess(From, Event)

OPERATION:GetProcesses()

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

OPERATION:GetScores()

Returns a table with the scores defined.

OPERATION:GetStartState()

Returns the start state of the FSM.

OPERATION:GetState()

Get current state.

OPERATION:GetSubs()

Returns a table with the Subs defined.

OPERATION:GetTransitions()

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

OPERATION:Is(State)

Check if FSM is in state.

OPERATION:LoadCallBacks(CallBackTable)

Load call backs.

OPERATION:New()

Creates a new FSM object.

OPERATION.Scores

OPERATION:SetProcess(From, Event, Fsm)

OPERATION:SetStartState(State)

Sets the start state of the FSM.

OPERATION._EndStates

OPERATION._EventSchedules

OPERATION._Processes

OPERATION._Scores

OPERATION._StartState

OPERATION._Transitions

OPERATION:_add_to_map(Map, Event)

Add to map.

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

Call handler.

OPERATION:_create_transition(EventName)

Create transition.

OPERATION:_delayed_transition(EventName)

Delayed transition.

OPERATION:_eventmap(Events, EventStructure)

Event map.

OPERATION:_gosub(ParentFrom, ParentEvent)

Go sub.

OPERATION:_handler(EventName, ...)

Handler.

OPERATION:_isendstate(Current)

Is end state.

OPERATION:_submap(subs, sub, name)

Sub maps.

OPERATION:can(e)

Check if can do an event.

OPERATION:cannot(e)

Check if cannot do an event.

OPERATION.current

OPERATION.endstates

OPERATION:is(State, state)

Check if FSM is in state.

OPERATION.options

OPERATION.subs

Fields and Methods inherited from OPERATION.Branch Description

OPERATION.Branch.edges

Edges of this branch.

OPERATION.Branch.name

Name of the branch.

OPERATION.Branch.phases

Phases of this branch.

OPERATION.Branch.uid

Unique ID of the branch.

Fields and Methods inherited from OPERATION.Edge Description

OPERATION.Edge.branchFrom

The from branch.

OPERATION.Edge.branchTo

The branch to switch to.

OPERATION.Edge.conditionSwitch

Conditions when to switch the branch.

OPERATION.Edge.phaseFrom

The from phase after which to switch.

OPERATION.Edge.phaseTo

The phase to switch to.

OPERATION.Edge.uid

Unique ID of the edge.

Fields and Methods inherited from OPERATION.Phase Description

OPERATION.Phase.Tstart

Abs. mission time when the phase was started.

OPERATION.Phase.branch

The branch this phase belongs to.

OPERATION.Phase.conditionOver

Conditions when the phase is over.

OPERATION.Phase.duration

Duration in seconds how long the phase should be active after it started.

OPERATION.Phase.nActive

Number of times the phase was active.

OPERATION.Phase.name

Name of the phase.

OPERATION.Phase.status

Phase status.

OPERATION.Phase.uid

Unique ID of the phase.

Fields and Methods inherited from OPERATION.PhaseStatus Description

OPERATION.PhaseStatus.ACTIVE

Active phase.

OPERATION.PhaseStatus.OVER

Phase is over.

OPERATION.PhaseStatus.PLANNED

Planned.

OPERATION class.

Field(s)

#string OPERATION.ClassName

Name of the class.

#number OPERATION.Tstart

Start time in seconds of abs mission time.

#number OPERATION.Tstop

Stop time in seconds of abs mission time.

#table OPERATION.branches

Branches.

#table OPERATION.cohorts

Dedicated cohorts.

#number OPERATION.counterBranch

Running number counting the branches.

#number OPERATION.counterPhase

Running number counting the phases.

#number OPERATION.duration

Duration of the operation in seconds.

#table OPERATION.legions

Dedicated legions.

#string OPERATION.lid

Class id string for output to DCS log file.

#table OPERATION.missions

Missions.

#string OPERATION.name

Name of the operation.

#OPERATION.Phase OPERATION.phase

Currently active phase (if any).

#OPERATION.Phase OPERATION.phaseLast

The phase that was active before the current one.

#table OPERATION.targets

Targets.

#number OPERATION.uid

Unique ID of the operation.

#number OPERATION.verbose

Verbosity level.

#string OPERATION.version

OPERATION class version.

Function(s)

Add a new branch to the operation.

Defined in:

OPERATION

Parameter:

#string Name

Return value:

Branch table object.

Add (all) condition function when the whole operation is over.

Must return a #boolean.

Defined in:

OPERATION

Parameters:

#function Function

Function that needs to be true before the operation is over.

...

Condition function arguments if any.

Return value:

Condition function table.

Add (any) condition function when the whole operation is over.

Must return a #boolean.

Defined in:

OPERATION

Parameters:

#function Function

Function that needs to be true before the operation is over.

...

Condition function arguments if any.

Phase

Return value:

Condition function table.

Add an edge between two branches.

Defined in:

OPERATION

Parameters:

#OPERATION.Phase PhaseFrom

The phase of the from branch after which to switch.

The phase of the to branch to which to switch.

Core.Condition#CONDITION ConditionSwitch

(Optional) Condition(s) when to switch the branches.

Return value:

Edge table object.

Add condition function to an edge when branches are switched.

The function must return a #boolean. If multiple condition functions are added, all of these must return true for the branch switch to occur.

Defined in:

OPERATION

Parameters:

The edge connecting the two branches.

#function Function

Function that needs to be true for switching between the branches.

...

Condition function arguments if any.

Return value:

Condition function table.

Add mission to operation.

Defined in:

OPERATION

Parameters:

The mission to add.

(Optional) The phase in which the mission should be executed. If no phase is given, it will be exectuted ASAP.

Add a new phase to the operation.

This is added add the end of all previously added phases (if any).

Defined in:

OPERATION

Parameters:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

The branch to which this phase is added. Default is the master branch.

#number Duration

Duration in seconds how long the phase will last. Default nil=forever.

Return value:

Phase table object.

Add condition function when the given phase is over.

Must return a #boolean.

Defined in:

OPERATION

Parameters:

The phase.

#function Function

Function that needs to be true before the phase is over.

...

Condition function arguments if any.

Return value:

Condition function table.

Add condition function when the given phase is over.

Must return a #boolean.

Defined in:

OPERATION

Parameters:

The phase.

#function Function

Function that needs to be true before the phase is over.

...

Condition function arguments if any.

Return value:

Condition function table.

Add condition function when the given phase is to be repeated.

The provided function must return a #boolean. If the condition evaluation returns true, the phase is set to state Planned instead of Over and can be repeated.

Defined in:

OPERATION

Parameters:

The phase.

#function Function

Function that needs to be true before the phase is over.

...

Condition function arguments if any.

Return value:

self

Add Target to operation.

Defined in:

OPERATION

Parameters:

The target to add.

(Optional) The phase in which the target should be attacked. If no phase is given, it will be attacked ASAP.

Assign cohort to operation.

Defined in:

OPERATION

Parameter:

The cohort

Return value:

self

Assign legion to operation.

All cohorts of this legion will be assigned and are only available.

Defined in:

OPERATION

Parameter:

The legion to be assigned.

Return value:

self

Triggers the FSM event "BranchSwitch".

Defined in:

OPERATION

Parameters:

The branch that is now active.

The new phase.

Count phases.

Defined in:

OPERATION

Parameters:

#string Status

(Optional) Only count phases in a certain status, e.g. OPERATION.PhaseStatus.PLANNED.

(Optional) Branch.

Return value:

#number:

Number of phases

Count targets alive.

Defined in:

OPERATION

Parameter:

(Optional) Only count targets set for this phase.

Return value:

#number:

Number of phases

Get the currently active branch.

Defined in:

OPERATION

Return value:

The active branch. If no branch is active, the master branch is returned.

Get the master branch.

This is the default branch and should always exist (if it was not explicitly deleted).

Defined in:

OPERATION

Return value:

The master branch.

Get name of the branch.

Defined in:

OPERATION

Parameter:

The branch of which the name is requested. Default is the currently active or master branch.

Return value:

#string:

Name Name or "None"

Get a name of this operation.

Defined in:

OPERATION

Return value:

#string:

Name of this operation or "Unknown".

Get currrently active phase.

Defined in:

OPERATION

Return value:

Current phase or nil if no current phase is active.

Get a phase by its name.

Defined in:

OPERATION

Parameter:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Phase table object or nil if phase could not be found.

Get condition when the given phase is over.

Defined in:

OPERATION

Parameters:

The phase.

Condition

Return value:

Condition when the phase is over (if any).

Get index of phase.

Defined in:

OPERATION

Parameter:

The phase.

Return values:

#number:

The index.

The branch.

Get how many times a phase has been active.

Defined in:

OPERATION

Parameter:

The phase.

Return value:

#number:

Number of times the phase has been active.

Get name of a phase.

Defined in:

OPERATION

Parameter:

The phase of which the name is returned. Default is the currently active phase.

Return value:

#string:

The name of the phase or "None" if no phase is given or active.

Get next phase.

Defined in:

OPERATION

Parameters:

(Optional) The branch from which the next phase is retrieved. Default is the currently active branch.

#string PhaseStatus

(Optional) Only return a phase, which is in this status. For example, OPERATION.PhaseStatus.PLANNED to make sure, the next phase is planned.

Return value:

Next phase or nil if no next phase exists.

Get status of a phase.

Defined in:

OPERATION

Parameter:

The phase.

Return value:

#string:

Phase status, e.g. OPERATION.PhaseStatus.OVER.

Get targets of operation.

Defined in:

OPERATION

Parameter:

(Optional) Only return targets set for this phase. Default is targets of all phases.

Return value:

#table:

Targets Table of #TARGET objects

Insert a new phase after an already defined phase of the operation.

Defined in:

OPERATION

Parameters:

#OPERATION.Phase PhaseAfter

The phase after which the new phase is inserted.

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Phase table object.

Check if a given cohort is assigned to this operation.

Defined in:

OPERATION

Parameter:

The Cohort.

Return value:

#boolean:

If true, cohort is assigned to this operation.

Check if a given cohort or legion is assigned to this operation.

Defined in:

OPERATION

Parameter:

The cohort or legion object.

Return value:

#boolean:

If true, cohort is assigned to this operation.

Check if a given legion is assigned to this operation.

All cohorts of this legion will be checked.

Defined in:

OPERATION

Parameter:

The legion to be assigned.

Return value:

#boolean:

If true, legion is assigned to this operation.

Check if operation is not "Over" or "Stopped".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is not "Over" or "Stopped".

Check if operation is in FSM state "Over".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Over".

Check if operation is in FSM state "Paused".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Paused".

Check if phase is in status "Active".

Defined in:

OPERATION

Parameter:

The phase.

Return value:

#boolean:

If true, phase is active.

Check if phase is in status "Over".

Defined in:

OPERATION

Parameter:

The phase.

Return value:

#boolean:

If true, phase is over.

Check if phase is in status "Planned".

Defined in:

OPERATION

Parameter:

The phase.

Return value:

#boolean:

If true, phase is Planned.

Check if operation is in FSM state "Planned".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Planned".

Check if operation is in FSM state "Running".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Running".

Check if operation is in FSM state "Stopped".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Stopped".

Create a new generic OPERATION object.

Defined in:

OPERATION

Parameter:

#string Name

Name of the operation. Be creative! Default "Operation-01" where the last number is a running number.

Return value:

self

On after "BranchSwitch" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The branch that is now active.

The new phase.

On after "Over" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PhaseChange" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new phase.

On after "PhaseNext" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PhaseOver" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The phase that is over.

On after "Start" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Triggers the FSM event "Over".

Defined in:

OPERATION

Triggers the FSM event "PhaseChange".

Defined in:

OPERATION

Parameter:

The new phase.

Triggers the FSM event "PhaseNext".

Defined in:

OPERATION

Triggers the FSM event "PhaseOver".

Defined in:

OPERATION

Parameter:

The phase that is over.

Set persistence of condition function.

By default, condition functions are removed after a phase is over.

Defined in:

OPERATION

Parameters:

Condition function table.

#boolean IsPersistent

If true or nil, condition function is persistent.

Return value:

self

Set condition when the given phase is over.

Defined in:

OPERATION

Parameters:

The phase.

Condition when the phase is over.

Return value:

self

Set status of a phase.

Defined in:

OPERATION

Parameters:

The phase.

#string Status

New status, e.g. OPERATION.PhaseStatus.OVER.

Return value:

self

Set start and stop time of the operation.

Defined in:

OPERATION

Parameters:

#string ClockStart

Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added.

#string ClockStop

(Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time.

Return value:

self

Set verbosity level.

Defined in:

OPERATION

Parameter:

#number VerbosityLevel

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

Return value:

self

Triggers the FSM event "Start".

Defined in:

OPERATION

Triggers the FSM event "StatusUpdate".

Defined in:

OPERATION

Triggers the FSM event "Stop".

Defined in:

OPERATION

Check phases.

Defined in:

OPERATION

Create a new branch object.

Defined in:

OPERATION

Parameter:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Branch table object.

Create a new phase object.

Defined in:

OPERATION

Parameter:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Phase table object.

Triggers the FSM event "BranchSwitch" after a delay.

Defined in:

OPERATION

Parameters:

#number delay

Delay in seconds.

The branch that is now active.

The new phase.

Triggers the FSM event "Over" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "PhaseChange" after a delay.

Defined in:

OPERATION

Parameters:

#number delay

Delay in seconds.

The new phase.

Triggers the FSM event "PhaseNext" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "PhaseOver" after a delay.

Defined in:

OPERATION

Parameters:

#number delay

Delay in seconds.

The phase that is over.

Triggers the FSM event "Start" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

On after "BranchSwitch" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new branch.

The phase.

On after "Over" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PhaseChange" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new phase.

On after "PhaseNext" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PhaseOver" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The phase that is over.

On after "Start" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "StatusUpdate" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string OPERATION.ClassName

Name of the class.

#number OPERATION.Tstart

Start time in seconds of abs mission time.

#number OPERATION.Tstop

Stop time in seconds of abs mission time.

#table OPERATION.branches

Branches.

#table OPERATION.cohorts

Dedicated cohorts.

#number OPERATION.counterBranch

Running number counting the branches.

#number OPERATION.counterPhase

Running number counting the phases.

#number OPERATION.duration

Duration of the operation in seconds.

#table OPERATION.legions

Dedicated legions.

#string OPERATION.lid

Class id string for output to DCS log file.

#table OPERATION.missions

Missions.

#string OPERATION.name

Name of the operation.

#OPERATION.Phase OPERATION.phase

Currently active phase (if any).

#OPERATION.Phase OPERATION.phaseLast

The phase that was active before the current one.

#table OPERATION.targets

Targets.

#number OPERATION.uid

Unique ID of the operation.

#number OPERATION.verbose

Verbosity level.

#string OPERATION.version

OPERATION class version.

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.

Operation branch.

Field(s)

#table OPERATION.Branch.edges

Edges of this branch.

#string OPERATION.Branch.name

Name of the branch.

#table OPERATION.Branch.phases

Phases of this branch.

#number OPERATION.Branch.uid

Unique ID of the branch.

Function(s)

Operation edge.

Field(s)

#OPERATION.Branch OPERATION.Edge.branchTo

The branch to switch to.

Core.Condition#CONDITION OPERATION.Edge.conditionSwitch

Conditions when to switch the branch.

#OPERATION.Phase OPERATION.Edge.phaseFrom

The from phase after which to switch.

#OPERATION.Phase OPERATION.Edge.phaseTo

The phase to switch to.

#number OPERATION.Edge.uid

Unique ID of the edge.

Function(s)

Operation phase.

Field(s)

#number OPERATION.Phase.Tstart

Abs. mission time when the phase was started.

#OPERATION.Branch OPERATION.Phase.branch

The branch this phase belongs to.

Core.Condition#CONDITION OPERATION.Phase.conditionOver

Conditions when the phase is over.

#number OPERATION.Phase.duration

Duration in seconds how long the phase should be active after it started.

#number OPERATION.Phase.nActive

Number of times the phase was active.

#string OPERATION.Phase.name

Name of the phase.

#string OPERATION.Phase.status

Phase status.

#number OPERATION.Phase.uid

Unique ID of the phase.

Function(s)

Operation phase.

Field(s)

#string OPERATION.PhaseStatus.ACTIVE

Active phase.

#string OPERATION.PhaseStatus.OVER

Phase is over.

Function(s)