Module Route

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


#ACT_ROUTE FSM class, extends Fsm#FSM_PROCESS

ACT_ROUTE state machine:

This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. All derived classes from this class will start with the class name, followed by a _. See the relevant derived class descriptions below. Each derived class follows exactly the same process, using the same events and following the same state transitions, but will have different implementation behaviour upon each event or state transition.

ACT_ROUTE Events:

These are the events defined in this class:

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

ACT_ROUTE Event methods:

Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process. There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:

  • Immediate: The event method has exactly the name of the event.
  • Delayed: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.

ACT_ROUTE States:

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

(*) End states of the process.

ACT_ROUTE state transition methods:

State transition functions can be set by the mission designer customizing or improving the behaviour of the state. There are 2 moments when state transition methods will be called by the state machine:

  • Before the state transition. The state transition method needs to start with the name OnBefore + the name of the state. If the state transition method returns false, then the processing of the state transition will not be done! If you want to change the behaviour of the AIControllable at this event, return false, but then you'll need to specify your own logic using the AIControllable!

  • After the state transition. The state transition method needs to start with the name OnAfter + the name of the state. These state transition methods need to provide a return value, which is specified at the function description.


1) #ACT_ROUTE_ZONE class, extends Fsm.Route#ACT_ROUTE

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

1.1) ACTROUTEZONE constructor:


Global(s)

Global ACT_ROUTE

Global ACT_ROUTE_POINT

Global ACT_ROUTE_ZONE

Type(s)

Extends Core.Fsm#FSM_PROCESS

ACT_ROUTE class

Function(s)

Get the routing text to be displayed.

The route mode determines the text displayed.

Parameter:
Wrapper.Unit#UNIT Controllable

Return value:

string:

Creates a new routing state machine.

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

Return value:

#ACT_ROUTE: self

Set a Cancel Menu item.

Parameters:
MenuGroup

MenuText

ParentMenu

MenuTime

MenuTag

Return value:

#ACT_ROUTE:

Set the route mode.

There are 2 route modes supported:

Parameter:
RouteMode

Return value:

#ACT_ROUTE:

StateMachine callback function

Parameters:
Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

StateMachine callback function

Parameters:
Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Check if the controllable has arrived.

Parameter:
Wrapper.Unit#UNIT ProcessUnit

Return value:

boolean:

Type ACT_ROUTE_POINT

Extends #ACT_ROUTE

ACTROUTEPOINT class

Function(s)

Get Coordinate

Return value:

Core.Point#COORDINATE: Coordinate The Coordinate to route to.

Get Range around Coordinate

Return value:

number:

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

Creates a new routing state machine.

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

Parameter:
FsmRoute

Creates a new routing state machine.

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

Parameters:

Coordinate to Target.

#number Range

The Distance to Target.

Coordinate

Set Coordinate

Parameter:

The Coordinate to route to.

Set Range around Coordinate

Parameter:
#number Range

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

StateMachine callback function

Parameters:
Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Method override to check if the controllable has arrived.

Parameter:
Wrapper.Unit#UNIT ProcessUnit

Return value:

boolean:

Type ACT_ROUTE_ZONE

Extends #ACT_ROUTE

ACTROUTEZONE class

Function(s)

Get Zone

Return value:

Core.Zone#ZONE_BASE: Zone The Zone object where to route to.

Parameter:
FsmRoute

Creates a new routing state machine.

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

Parameter:

Set Zone

Parameters:

The Zone object where to route to.

#number Altitude

#number Heading

StateMachine callback function

Parameters:
Wrapper.Unit#UNIT ProcessUnit

#string Event

#string From

#string To

Method override to check if the controllable has arrived.

Parameter:
Wrapper.Unit#UNIT ProcessUnit

Return value:

boolean: