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 ConceptThis class allows you to create complex operations, which consist of multiple phases. |
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. |
Global mission counter.
Type(s)
Fields and Methods inherited from OPERATION | Description |
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Add a new branch to the operation. |
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Add (all) condition function when the whole operation is over. |
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Add (any) condition function when the whole operation is over. |
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Add an edge between two branches. |
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Add condition function to an edge when branches are switched. |
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Add mission to operation. |
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Add a new phase to the operation. |
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Add condition function when the given phase is over. |
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Add condition function when the given phase is over. |
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Add condition function when the given phase is to be repeated. |
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Add Target to operation. |
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Assign cohort to operation. |
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Assign legion to operation. |
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Triggers the FSM event "BranchSwitch". |
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Name of the class. |
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Count phases. |
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Count targets alive. |
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Get the currently active branch. |
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Get the master branch. |
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Get name of the branch. |
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Get a name of this operation. |
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Get currrently active phase. |
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Get a phase by its name. |
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Get condition when the given phase is over. |
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Get index of phase. |
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Get how many times a phase has been active. |
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Get name of a phase. |
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Get next phase. |
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Get status of a phase. |
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Get targets of operation. |
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Insert a new phase after an already defined phase of the operation. |
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Check if a given cohort is assigned to this operation. |
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Check if a given cohort or legion is assigned to this operation. |
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Check if a given legion is assigned to this operation. |
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Check if operation is not "Over" or "Stopped". |
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Check if operation is in FSM state "Over". |
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Check if operation is in FSM state "Paused". |
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Check if phase is in status "Active". |
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Check if phase is in status "Over". |
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Check if phase is in status "Planned". |
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Check if operation is in FSM state "Planned". |
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Check if operation is in FSM state "Running". |
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Check if operation is in FSM state "Stopped". |
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Create a new generic OPERATION object. |
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OPERATION:OnAfterBranchSwitch(From, Event, To, Branch, Phase) |
On after "BranchSwitch" event. |
On after "Over" event. |
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On after "PhaseChange" event. |
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On after "PhaseNext" event. |
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On after "PhaseOver" event. |
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On after "Start" event. |
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Triggers the FSM event "Over". |
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Triggers the FSM event "PhaseChange". |
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Triggers the FSM event "PhaseNext". |
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Triggers the FSM event "PhaseOver". |
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OPERATION:SetConditionFunctionPersistence(ConditionFunction, IsPersistent) |
Set persistence of condition function. |
Set condition when the given phase is over. |
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Set status of a phase. |
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Set start and stop time of the operation. |
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Set verbosity level. |
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Triggers the FSM event "Start". |
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Triggers the FSM event "StatusUpdate". |
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Triggers the FSM event "Stop". |
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Start time in seconds of abs mission time. |
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Stop time in seconds of abs mission time. |
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Check phases. |
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Create a new branch object. |
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Create a new phase object. |
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Triggers the FSM event "BranchSwitch" after a delay. |
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Triggers the FSM event "Over" after a delay. |
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Triggers the FSM event "PhaseChange" after a delay. |
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Triggers the FSM event "PhaseNext" after a delay. |
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Triggers the FSM event "PhaseOver" after a delay. |
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Triggers the FSM event "Start" after a delay. |
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Triggers the FSM event "Status" after a delay. |
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Triggers the FSM event "Stop" after a delay. |
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Active branch. |
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Master branch. |
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Branches. |
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Dedicated cohorts. |
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Over condition. |
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Start condition. |
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Running number counting the branches. |
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Running number counting the phases. |
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Duration of the operation in seconds. |
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Dedicated legions. |
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Class id string for output to DCS log file. |
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Missions. |
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Name of the operation. |
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OPERATION:onafterBranchSwitch(From, Event, To, Branch, Phase) |
On after "BranchSwitch" event. |
On after "Over" event. |
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On after "PhaseChange" event. |
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On after "PhaseNext" event. |
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On after "PhaseOver" event. |
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On after "Start" event. |
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On after "StatusUpdate" event. |
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Currently active phase (if any). |
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The phase that was active before the current one. |
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Targets. |
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Unique ID of the operation. |
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Verbosity level. |
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OPERATION class version. |
Fields and Methods inherited from FSM | Description |
---|---|
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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OPERATION: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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Call scheduler. |
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Name of the class. |
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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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Scores. |
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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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Current state name. |
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Check if FSM is in state. |
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Options. |
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Subs. |
Fields and Methods inherited from BASE | Description |
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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OPERATION:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
OPERATION:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
OPERATION:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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OPERATION:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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OPERATION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
OPERATION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from OPERATION.Branch | Description |
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Edges of this branch. |
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Name of the branch. |
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Phases of this branch. |
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Unique ID of the branch. |
Fields and Methods inherited from OPERATION.Edge | Description |
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The from branch. |
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The branch to switch to. |
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Conditions when to switch the branch. |
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The from phase after which to switch. |
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The phase to switch to. |
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Unique ID of the edge. |
Fields and Methods inherited from OPERATION.Phase | Description |
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Abs. mission time when the phase was started. |
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The branch this phase belongs to. |
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Conditions when the phase is over. |
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Duration in seconds how long the phase should be active after it started. |
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Number of times the phase was active. |
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Name of the phase. |
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Phase status. |
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Unique ID of the phase. |
Fields and Methods inherited from OPERATION.PhaseStatus | Description |
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Active phase. |
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Phase is over. |
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Planned. |
OPERATION class.
Field(s)
Name of the class.
Start time in seconds of abs mission time.
Stop time in seconds of abs mission time.
Branches.
Dedicated cohorts.
Running number counting the branches.
Running number counting the phases.
Duration of the operation in seconds.
Dedicated legions.
Class id string for output to DCS log file.
Missions.
Name of the operation.
Targets.
Unique ID of the operation.
Verbosity level.
OPERATION class version.
Function(s)
Add a new branch to the operation.
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.
#OPERATION.Phase PhaseTo
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:
#OPERATION.Edge Edge
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:
Ops.Auftrag#AUFTRAG Mission
The mission to add.
#OPERATION.Phase Phase
(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.
#OPERATION.Branch Branch
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:
#OPERATION.Phase Phase
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:
#OPERATION.Phase Phase
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:
#OPERATION.Phase Phase
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:
Ops.Target#TARGET Target
The target to add.
#OPERATION.Phase Phase
(Optional) The phase in which the target should be attacked. If no phase is given, it will be attacked ASAP.
Assign cohort to operation.
Assign legion to operation.
All cohorts of this legion will be assigned and are only available.
Defined in:
OPERATION
Parameter:
Ops.Legion#LEGION Legion
The legion to be assigned.
Return value:
self
Triggers the FSM event "BranchSwitch".
Defined in:
OPERATION
Parameters:
#OPERATION.Branch Branch
The branch that is now active.
#OPERATION.Phase Phase
The new phase.
Count phases.
Defined in:
OPERATION
Parameters:
#string Status
(Optional) Only count phases in a certain status, e.g. OPERATION.PhaseStatus.PLANNED
.
#OPERATION.Branch Branch
(Optional) Branch.
Return value:
#number:
Number of phases
Count targets alive.
Defined in:
OPERATION
Parameter:
#OPERATION.Phase Phase
(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).
Get name of the branch.
Defined in:
OPERATION
Parameter:
#OPERATION.Branch Branch
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:
#OPERATION.Phase Phase
The phase.
Condition
Return value:
Condition when the phase is over (if any).
Get index of phase.
Get how many times a phase has been active.
Defined in:
OPERATION
Parameter:
#OPERATION.Phase Phase
The phase.
Return value:
#number:
Number of times the phase has been active.
Get name of a phase.
Defined in:
OPERATION
Parameter:
#OPERATION.Phase Phase
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:
#OPERATION.Branch Branch
(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:
#OPERATION.Phase Phase
The phase.
Return value:
#string:
Phase status, e.g. OPERATION.PhaseStatus.OVER
.
Get targets of operation.
Defined in:
OPERATION
Parameter:
#OPERATION.Phase Phase
(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:
Ops.Cohort#COHORT Cohort
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:
Wrapper.Object#OBJECT Object
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:
Ops.Legion#LEGION Legion
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:
#OPERATION.Phase Phase
The phase.
Return value:
#boolean:
If true
, phase is active.
Check if phase is in status "Over".
Defined in:
OPERATION
Parameter:
#OPERATION.Phase Phase
The phase.
Return value:
#boolean:
If true
, phase is over.
Check if phase is in status "Planned".
Defined in:
OPERATION
Parameter:
#OPERATION.Phase Phase
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.
#OPERATION.Branch Branch
The branch that is now active.
#OPERATION.Phase Phase
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.
#OPERATION.Phase Phase
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.
#OPERATION.Phase Phase
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 "PhaseChange".
Triggers the FSM event "PhaseOver".
Set persistence of condition function.
By default, condition functions are removed after a phase is over.
Defined in:
OPERATION
Parameters:
Core.Condition#CONDITION.Function ConditionFunction
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:
#OPERATION.Phase Phase
The phase.
Core.Condition#CONDITION Condition
Condition when the phase is over.
Return value:
self
Set status of a phase.
Defined in:
OPERATION
Parameters:
#OPERATION.Phase Phase
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
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.
#OPERATION.Branch Branch
The branch that is now active.
#OPERATION.Phase Phase
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.
#OPERATION.Phase Phase
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.
#OPERATION.Phase Phase
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.
#OPERATION.Branch Branch
The new branch.
#OPERATION.Phase Phase
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.
#OPERATION.Phase Phase
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.
#OPERATION.Phase Phase
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)
Name of the class.
Start time in seconds of abs mission time.
Stop time in seconds of abs mission time.
Branches.
Dedicated cohorts.
Running number counting the branches.
Running number counting the phases.
Duration of the operation in seconds.
Dedicated legions.
Class id string for output to DCS log file.
Missions.
Name of the operation.
Targets.
Unique ID of the operation.
Verbosity level.
OPERATION class version.
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.
Field(s)
Name of the class.
Start time in seconds of abs mission time.
Stop time in seconds of abs mission time.
Branches.
Dedicated cohorts.
Running number counting the branches.
Running number counting the phases.
Duration of the operation in seconds.
Dedicated legions.
Class id string for output to DCS log file.
Missions.
Name of the operation.
Targets.
Unique ID of the operation.
Verbosity level.
OPERATION class version.
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.
Operation branch.
Field(s)
Edges of this branch.
Name of the branch.
Phases of this branch.
Unique ID of the branch.
Function(s)
Operation phase.
Field(s)
Abs. mission time when the phase was started.
Duration in seconds how long the phase should be active after it started.
Number of times the phase was active.
Name of the phase.
Phase status.
Unique ID of the phase.
Function(s)
Operation phase.
Field(s)
Active phase.
Phase is over.
Planned.