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Module Tasking.Mission

Tasking - A mission models a goal to be achieved through the execution and completion of tasks by human players.

Features:

  • A mission has a goal to be achieved, through the execution and completion of tasks of different categories by human players.
  • A mission manages these tasks.
  • A mission has a state, that indicates the fase of the mission.
  • A mission has a menu structure, that facilitates mission reports and tasking menus.
  • A mission can assign a task to a player.

Author: FlightControl

Contributions:


Global(s)

Global MISSION

Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.

#MISSION MISSION

Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.

A mission contains multiple tasks and can be of different task types. These tasks need to be assigned to human players to be executed.

A mission can have multiple states, which will evolve as the mission progresses during the DCS simulation.

  • IDLE: The mission is defined, but not started yet. No task has yet been joined by a human player as part of the mission.
  • ENGAGED: The mission is ongoing, players have joined tasks to be executed.
  • COMPLETED: The goals of the mission has been successfully reached, and the mission is flagged as completed.
  • FAILED: For a certain reason, the goals of the mission has not been reached, and the mission is flagged as failed.
  • HOLD: The mission was enaged, but for some reason it has been put on hold.

Note that a mission goals need to be checked by a goal check trigger: MISSION.OnBeforeMissionGoals(), which may return false if the goal has not been reached. This goal is checked automatically by the mission object every x seconds.

  • MISSION.Start() or MISSION.__Start() will start the mission, and will bring it from IDLE state to ENGAGED state.
  • MISSION.Stop() or MISSION.__Stop() will stop the mission, and will bring it from ENGAGED state to IDLE state.
  • MISSION.Complete() or MISSION.__Complete() will complete the mission, and will bring the mission state to COMPLETED. Note that the mission must be in state ENGAGED to be able to complete the mission.
  • MISSION.Fail() or MISSION.__Fail() will fail the mission, and will bring the mission state to FAILED. Note that the mission must be in state ENGAGED to be able to fail the mission.
  • MISSION.Hold() or MISSION.__Hold() will hold the mission, and will bring the mission state to HOLD. Note that the mission must be in state ENGAGED to be able to hold the mission. Re-engage the mission using the engage trigger.

The following sections provide an overview of the most important methods that can be used as part of a mission object. Note that the Tasking.CommandCenter system is using most of these methods to manage the missions in its system.

1. Create a mission object.

2. Mission task management.

Missions maintain tasks, which can be added or removed, or enquired.

3. Mission detailed methods.

Various methods are added to manage missions.

3.1. Naming and description.

There are several methods that can be used to retrieve the properties of a mission:

  • Use the method MISSION.GetName() to retrieve the name of the mission. This is the name given as part of the MISSION.New() constructor.

A textual description can be retrieved that provides the mission name to be used within message communication:

  • MISSION.GetShortText() returns the mission name as Mission "MissionName".
  • MISSION.GetText() returns the mission name as Mission "MissionName (MissionPriority)". A longer version including the priority text of the mission.

3.2. Get task information.

3.3. Get the command center.

3.4. Get the groups active in the mission as a Core.Set.

3.5. Get the names of the players.

4. Menu management.

A mission object is able to manage its own menu structure. Use the MISSION.GetMenu() and MISSION.SetMenu() to manage the underlying submenu structure managing the tasks of the mission.

5. Reporting management.

Several reports can be generated for a mission, and will return a text string that can be used to display using the Core.Message system.

Developer Note

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated

Type(s)

MISSION , extends Core.Fsm#FSM
Fields and Methods inherited from MISSION Description

MISSION:AbortUnit(PlayerUnit)

Aborts a PlayerUnit from the Mission.

MISSION:AddGroups(GroupSet)

Adds the groups for which TASKS are given in the mission

MISSION:AddPlayerName(PlayerName)

MISSION:AddScoring(Scoring)

Add a scoring to the mission.

MISSION:AddTask(Task)

Register a Tasking.Task to be completed within the Tasking.Mission.

MISSION:ClearGroupAssignment(MissionGroup)

Clear the Wrapper.Group assignment from the Tasking.Mission.

MISSION:Complete()

Synchronous Event Trigger for Event Complete.

MISSION:CrashUnit(PlayerUnit)

Handles a crash of a PlayerUnit from the Mission.

MISSION:Fail()

Synchronous Event Trigger for Event Fail.

MISSION:GetCommandCenter()

Gets the COMMANDCENTER.

MISSION.GetGroupTasks(TaskGroup, self)

Get the relevant tasks of a TaskGroup.

MISSION:GetGroups(GroupSet)

Gets the groups for which TASKS are given in the mission

MISSION:GetMenu(TaskGroup)

Gets the mission menu for the TaskGroup.

MISSION:GetName()

Gets the mission name.

MISSION:GetNextTaskID(Task)

Return the next Tasking.Task ID to be completed within the Tasking.Mission.

MISSION:GetPlayerNames()

MISSION:GetRootMenu(TaskGroup)

Gets the root mission menu for the TaskGroup.

MISSION:GetScoring()

Get the scoring object of a mission.

MISSION:GetShortText()

Gets the short mission text.

MISSION.GetTask(TaskName, self)

Get the TASK identified by the TaskNumber from the Mission.

MISSION:GetTaskTypes()

MISSION:GetTasks()

Get all the TASKs from the Mission.

MISSION:GetTasksRemaining()

MISSION:GetText()

Gets the mission text.

MISSION:HasGroup(TaskGroup)

Validates if the Mission has a Group

MISSION:IsCOMPLETED()

Is the Tasking.Mission COMPLETED.

MISSION:IsENGAGED()

Is the Tasking.Mission ENGAGED.

MISSION:IsFAILED()

Is the Tasking.Mission FAILED.

MISSION:IsGroupAssigned(MissionGroup)

Returns if the Tasking.Mission is assigned to the Group.

MISSION:IsHOLD()

Is the Tasking.Mission HOLD.

MISSION:IsIDLE()

Is the Tasking.Mission IDLE.

MISSION:JoinUnit(PlayerUnit, PlayerGroup)

Add a Unit to join the Mission.

MISSION:MarkTargetLocations(ReportGroup)

Mark all the target locations on the Map.

MISSION:MenuMarkTargetLocations(ReportGroup)

Mark all the targets of the Mission on the Map.

MISSION:MenuReportBriefing(ReportGroup)

Reports the briefing.

MISSION:MenuReportPlayersPerTask(ReportGroup)

MISSION:MenuReportPlayersProgress(ReportGroup)

MISSION:MenuReportTasksPerStatus(ReportGroup, TaskStatus)

MISSION:MenuReportTasksSummary(ReportGroup)

Report the task summary.

MISSION.MissionBriefing

MISSION:MissionGoals()

MissionGoals Trigger for MISSION

MISSION.MissionGroupMenu

MISSION.MissionMenu

MISSION:New(CommandCenter, MissionName, MissionPriority, MissionBriefing, MissionCoalition)

This is the main MISSION declaration method.

MISSION:OnAfterComplete(From, Event, To)

OnAfter Transition Handler for Event Complete.

MISSION:OnAfterFail(From, Event, To)

OnAfter Transition Handler for Event Fail.

MISSION:OnAfterMissionGoals(From, Event, To)

MissionGoals Handler OnAfter for MISSION

MISSION:OnAfterStart(From, Event, To)

OnAfter Transition Handler for Event Start.

MISSION:OnAfterStop(From, Event, To)

OnAfter Transition Handler for Event Stop.

MISSION:OnBeforeComplete(From, Event, To)

OnBefore Transition Handler for Event Complete.

MISSION:OnBeforeFail(From, Event, To)

OnBefore Transition Handler for Event Fail.

MISSION:OnBeforeMissionGoals(From, Event, To)

MissionGoals Handler OnBefore for MISSION

MISSION:OnBeforeStart(From, Event, To)

OnBefore Transition Handler for Event Start.

MISSION:OnBeforeStop(From, Event, To)

OnBefore Transition Handler for Event Stop.

MISSION:OnEnterCOMPLETED(From, Event, To)

OnEnter Transition Handler for State COMPLETED.

MISSION:OnEnterENGAGED(From, Event, To)

OnEnter Transition Handler for State ENGAGED.

MISSION:OnEnterFAILED(From, Event, To)

OnEnter Transition Handler for State FAILED.

MISSION:OnEnterIDLE(From, Event, To)

OnEnter Transition Handler for State IDLE.

MISSION:OnLeaveCOMPLETED(From, Event, To)

OnLeave Transition Handler for State COMPLETED.

MISSION:OnLeaveENGAGED(From, Event, To)

OnLeave Transition Handler for State ENGAGED.

MISSION:OnLeaveFAILED(From, Event, To)

OnLeave Transition Handler for State FAILED.

MISSION:OnLeaveIDLE(From, Event, To)

OnLeave Transition Handler for State IDLE.

MISSION:RemoveMenu(MenuTime)

Removes the Planned Task menu.

MISSION:RemoveTask(Task)

Removes a Tasking.Task to be completed within the Tasking.Mission.

MISSION:RemoveTaskMenu(Task)

Removes a Task menu.

MISSION:ReportBriefing()

Create a briefing report of the Mission.

MISSION:ReportDetails(ReportGroup)

Create a detailed report of the Mission, listing all the details of the Task.

MISSION:ReportOverview(ReportGroup, TaskStatus)

Create a overview report of the Mission (multiple lines).

MISSION:ReportPlayersPerTask(ReportGroup)

Create an active player report of the Mission.

MISSION:ReportPlayersProgress(ReportGroup)

Create an Mission Progress report of the Mission.

MISSION:ReportSummary(ReportGroup)

Create a summary report of the Mission (one line).

MISSION.Scoring

MISSION:SetGroupAssigned(MissionGroup)

Set Wrapper.Group assigned to the Tasking.Mission.

MISSION:SetMenu(MenuTime)

Sets the Planned Task menu.

MISSION:Start()

Synchronous Event Trigger for Event Start.

MISSION:Stop()

Synchronous Event Trigger for Event Stop.

MISSION.TaskNumber

MISSION._Clients

MISSION:__Complete(Delay)

Asynchronous Event Trigger for Event Complete.

MISSION:__Fail(Delay)

Asynchronous Event Trigger for Event Fail.

MISSION:__MissionGoals(Delay)

MissionGoals Asynchronous Trigger for MISSION

MISSION:__Start(Delay)

Asynchronous Event Trigger for Event Start.

MISSION:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

MISSION:onenterCOMPLETED(From, Event, To)

FSM function for a MISSION

Fields and Methods inherited from FSM Description

MISSION:AddEndState(State)

Adds an End state.

MISSION: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.

MISSION:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

MISSION:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

MISSION.CallScheduler

MISSION.Events

MISSION:GetCurrentState()

Get current state.

MISSION:GetEndStates()

Returns the End states.

MISSION:GetProcess(From, Event)

MISSION:GetProcesses()

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

MISSION:GetScores()

Returns a table with the scores defined.

MISSION:GetStartState()

Returns the start state of the FSM.

MISSION:GetState()

Get current state.

MISSION:GetSubs()

Returns a table with the Subs defined.

MISSION:GetTransitions()

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

MISSION:Is(State)

Check if FSM is in state.

MISSION:LoadCallBacks(CallBackTable)

Load call backs.

MISSION:New()

Creates a new FSM object.

MISSION.Scores

MISSION:SetProcess(From, Event, Fsm)

MISSION:SetStartState(State)

Sets the start state of the FSM.

MISSION._EndStates

MISSION._EventSchedules

MISSION._Processes

MISSION._Scores

MISSION._StartState

MISSION._Transitions

MISSION:_add_to_map(Map, Event)

Add to map.

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

Call handler.

MISSION:_create_transition(EventName)

Create transition.

MISSION:_delayed_transition(EventName)

Delayed transition.

MISSION:_eventmap(Events, EventStructure)

Event map.

MISSION:_gosub(ParentFrom, ParentEvent)

Go sub.

MISSION:_handler(EventName, ...)

Handler.

MISSION:_isendstate(Current)

Is end state.

MISSION:_submap(subs, sub, name)

Sub maps.

MISSION:can(e)

Check if can do an event.

MISSION:cannot(e)

Check if cannot do an event.

MISSION.current

MISSION.endstates

MISSION:is(State, state)

Check if FSM is in state.

MISSION.options

MISSION.subs

Field(s)

Function(s)

Aborts a PlayerUnit from the Mission.

For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.

Defined in:

MISSION

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player joining the Mission.

Return value:

Adds the groups for which TASKS are given in the mission

Defined in:

MISSION

Parameter:

Return value:

Defined in:

MISSION

Parameter:

PlayerName

Add a scoring to the mission.

Defined in:

MISSION

Parameter:

Scoring

Return value:

self

Register a Tasking.Task to be completed within the Tasking.Mission.

Note that there can be multiple Tasking.Tasks registered to be completed. Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.

Defined in:

MISSION

Parameter:

is the Tasking.Task object.

Return value:

The task added.

Clear the Wrapper.Group assignment from the Tasking.Mission.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP MissionGroup

Return value:

Synchronous Event Trigger for Event Complete.

Defined in:

MISSION

Handles a crash of a PlayerUnit from the Mission.

For each Task within the Mission, the PlayerUnit is removed from Task where it is assigned. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.

Defined in:

MISSION

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player crashing.

Return value:

Synchronous Event Trigger for Event Fail.

Defined in:

MISSION

Gets the COMMANDCENTER.

Defined in:

MISSION

Return value:

Get the relevant tasks of a TaskGroup.

Defined in:

MISSION

Parameters:

self

Return value:

#list<Tasking.Task#TASK>:

Gets the groups for which TASKS are given in the mission

Defined in:

MISSION

Parameter:

Return value:

Gets the mission menu for the TaskGroup.

Defined in:

MISSION

Parameter:

Task group.

Return value:

Gets the mission name.

Defined in:

MISSION

Return value:

self

Return the next Tasking.Task ID to be completed within the Tasking.Mission.

Defined in:

MISSION

Parameter:

is the Tasking.Task object.

Return value:

The task added.

Defined in:

MISSION

Gets the root mission menu for the TaskGroup.

Obsolete?! Originally no reference to TaskGroup parameter!

Defined in:

MISSION

Parameter:

Task group.

Return value:

Get the scoring object of a mission.

Defined in:

MISSION

Return value:

Scoring

Gets the short mission text.

Defined in:

MISSION

Return value:

self

Get the TASK identified by the TaskNumber from the Mission.

This function is useful in GoalFunctions.

Defined in:

MISSION

Parameters:

#string TaskName

The Name of the Tasking.Task within the Tasking.Mission.

self

Return values:

The Task

#nil:

Returns nil if no task was found.

@param #MISSION self @return #number

Defined in:

MISSION

Get all the TASKs from the Mission.

This function is useful in GoalFunctions.

Defined in:

MISSION

Return value:

{TASK,...} Structure of TASKS with the Tasking.Task#TASK number as the key.

Usage:

-- Get Tasks from the Mission.
Tasks = Mission:GetTasks()
env.info( "Task 2 Completion = " .. Tasks[2]:GetGoalPercentage() .. "%" )

@param #MISSION self @return #number

Defined in:

MISSION

Gets the mission text.

Defined in:

MISSION

Return value:

self

Validates if the Mission has a Group

Defined in:

MISSION

Parameter:

TaskGroup

Return value:

#boolean:

true if the Mission has a Group.

Is the Tasking.Mission COMPLETED.

Defined in:

MISSION

Return value:

#boolean:

Is the Tasking.Mission ENGAGED.

Defined in:

MISSION

Return value:

#boolean:

Is the Tasking.Mission FAILED.

Defined in:

MISSION

Return value:

#boolean:

Returns if the Tasking.Mission is assigned to the Group.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP MissionGroup

Return value:

#boolean:

Is the Tasking.Mission HOLD.

Defined in:

MISSION

Return value:

#boolean:

Is the Tasking.Mission IDLE.

Defined in:

MISSION

Return value:

#boolean:

Add a Unit to join the Mission.

For each Task within the Mission, the Unit is joined with the Task. If the Unit was not part of a Task in the Mission, false is returned. If the Unit is part of a Task in the Mission, true is returned.

Defined in:

MISSION

Parameters:

Wrapper.Unit#UNIT PlayerUnit

The CLIENT or UNIT of the Player joining the Mission.

Wrapper.Group#GROUP PlayerGroup

The GROUP of the player joining the Mission.

Return value:

#boolean:

true if Unit is part of a Task in the Mission.

Mark all the target locations on the Map.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP ReportGroup

Return value:

#string:

Mark all the targets of the Mission on the Map.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP ReportGroup

Reports the briefing.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP ReportGroup

The group to which the report needs to be sent.

@param #MISSION self @param Wrapper.Group#GROUP ReportGroup

Defined in:

MISSION

Parameter:

ReportGroup

@param #MISSION self @param Wrapper.Group#GROUP ReportGroup

Defined in:

MISSION

Parameter:

ReportGroup

@param #MISSION self @param #string TaskStatus The status @param Wrapper.Group#GROUP ReportGroup

Defined in:

MISSION

Parameters:

ReportGroup

TaskStatus

Report the task summary.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP ReportGroup

MissionGoals Trigger for MISSION

Defined in:

MISSION

This is the main MISSION declaration method.

Each Mission is like the master or a Mission orchestration between, Clients, Tasks, Stages etc.

Defined in:

MISSION

Parameters:

#string MissionName

Name of the mission. This name will be used to reference the status of each mission by the players.

#string MissionPriority

String indicating the "priority" of the Mission. e.g. "Primary", "Secondary". It is free format and up to the Mission designer to choose. There are no rules behind this field.

#string MissionBriefing

String indicating the mission briefing to be shown when a player joins a Wrapper.Client#CLIENT.

DCS#coalition.side MissionCoalition

Side of the coalition, i.e. and enumerator DCS.coalition.side corresponding to RED, BLUE or NEUTRAL.

Return value:

self

OnAfter Transition Handler for Event Complete.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnAfter Transition Handler for Event Fail.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

MissionGoals Handler OnAfter for MISSION

Defined in:

MISSION

Parameters:

#string From

#string Event

#string To

OnAfter Transition Handler for Event Start.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnAfter Transition Handler for Event Stop.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event Complete.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Fail.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

MissionGoals Handler OnBefore for MISSION

Defined in:

MISSION

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

OnBefore Transition Handler for Event Start.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnBefore Transition Handler for Event Stop.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnEnter Transition Handler for State COMPLETED.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnEnter Transition Handler for State ENGAGED.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnEnter Transition Handler for State FAILED.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnEnter Transition Handler for State IDLE.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State COMPLETED.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnLeave Transition Handler for State ENGAGED.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnLeave Transition Handler for State FAILED.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnLeave Transition Handler for State IDLE.

Defined in:

MISSION

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Removes the Planned Task menu.

Defined in:

MISSION

Parameter:

#number MenuTime

Removes a Tasking.Task to be completed within the Tasking.Mission.

Note that there can be multiple Tasking.Tasks registered to be completed. Each Task can be set a certain Goals. The Mission will not be completed until all Goals are reached.

Defined in:

MISSION

Parameter:

is the Tasking.Task object.

Return value:

#nil:

The cleaned Task reference.

Removes a Task menu.

Defined in:

MISSION

Parameter:

Return value:

self

Create a briefing report of the Mission.

Defined in:

MISSION

Return value:

#string:

Create a detailed report of the Mission, listing all the details of the Task.

Defined in:

MISSION

Parameter:

ReportGroup

Return value:

#string:

Create a overview report of the Mission (multiple lines).

Defined in:

MISSION

Parameters:

ReportGroup

TaskStatus

Return value:

#string:

Create an active player report of the Mission.

This reports provides a one liner of the mission status. It indicates how many players and how many Tasks.

Mission "<MissionName>" - <MissionStatus> - Active Players Report
 - Player "<PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
 - Player <PlayerName>: Task <TaskName> <TaskStatus>, Task <TaskName> <TaskStatus>
 - ..

Defined in:

MISSION

Parameter:

ReportGroup

Return value:

#string:

Create an Mission Progress report of the Mission.

This reports provides a one liner per player of the mission achievements per task.

Mission "<MissionName>" - <MissionStatus> - Active Players Report
 - Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
 - Player <PlayerName>: Task <TaskName> <TaskStatus>: <Progress>
 - ..

Defined in:

MISSION

Parameter:

ReportGroup

Return value:

#string:

Create a summary report of the Mission (one line).

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP ReportGroup

Return value:

#string:

Set Wrapper.Group assigned to the Tasking.Mission.

Defined in:

MISSION

Parameter:

Wrapper.Group#GROUP MissionGroup

Return value:

Sets the Planned Task menu.

Defined in:

MISSION

Parameter:

#number MenuTime

Synchronous Event Trigger for Event Start.

Defined in:

MISSION

Synchronous Event Trigger for Event Stop.

Defined in:

MISSION

Asynchronous Event Trigger for Event Complete.

Defined in:

MISSION

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Fail.

Defined in:

MISSION

Parameter:

#number Delay

The delay in seconds.

MissionGoals Asynchronous Trigger for MISSION

Defined in:

MISSION

Parameter:

#number Delay

Asynchronous Event Trigger for Event Start.

Defined in:

MISSION

Parameter:

#number Delay

The delay in seconds.

Asynchronous Event Trigger for Event Stop.

Defined in:

MISSION

Parameter:

#number Delay

The delay in seconds.

FSM function for a MISSION

Defined in:

MISSION

Parameters:

#string From

#string Event

#string To

Field(s)

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.