Merge branch 'Apple/Develop' into master-ng

This commit is contained in:
Thomas
2026-03-24 10:13:28 +01:00
committed by GitHub
11 changed files with 406 additions and 82 deletions
-12
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@@ -45,12 +45,6 @@
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with:
--
-- * an acronym **AI\_**, which indicates a FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates a FSM implementation executing a @{Tasking.Task#TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
--
-- Detailed explanations and API specifics are further below clarified and FSM derived class specifics are described in those class documentation sections.
--
-- ##__Disclaimer:__
@@ -61,7 +55,6 @@
--
-- The following derived classes are available in the MOOSE framework, that implement a specialized form of a FSM:
--
-- * @{#FSM_TASK}: Models Finite State Machines for @{Tasking.Task}s.
-- * @{#FSM_PROCESS}: Models Finite State Machines for @{Tasking.Task} actions, which control @{Wrapper.Client}s.
-- * @{#FSM_CONTROLLABLE}: Models Finite State Machines for @{Wrapper.Controllable}s, which are @{Wrapper.Group}s, @{Wrapper.Unit}s, @{Wrapper.Client}s.
-- * @{#FSM_SET}: Models Finite State Machines for @{Core.Set}s. Note that these FSMs control multiple objects!!! So State concerns here
@@ -118,11 +111,6 @@ do -- FSM
-- By efficiently utilizing the FSM class and derived classes, MOOSE allows mission designers to quickly build processes.
-- **Ready made FSM-based implementations classes** exist within the MOOSE framework that **can easily be re-used,
-- and tailored** by mission designers through **the implementation of Transition Handlers**.
-- Each of these FSM implementation classes start either with:
--
-- * an acronym **AI\_**, which indicates an FSM implementation directing **AI controlled** @{Wrapper.Group#GROUP} and/or @{Wrapper.Unit#UNIT}. These AI\_ classes derive the @{#FSM_CONTROLLABLE} class.
-- * an acronym **TASK\_**, which indicates an FSM implementation executing a @{Tasking.Task#TASK} executed by Groups of players. These TASK\_ classes derive the @{#FSM_TASK} class.
-- * an acronym **ACT\_**, which indicates an Sub-FSM implementation, directing **Humans actions** that need to be done in a @{Tasking.Task#TASK}, seated in a @{Wrapper.Client#CLIENT} (slot) or a @{Wrapper.Unit#UNIT} (CA join). These ACT\_ classes derive the @{#FSM_PROCESS} class.
--
-- ![Transition Rules and Transition Handlers and Event Triggers](..\Presentations\FSM\Dia3.JPG)
--
+2 -47
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@@ -1149,30 +1149,6 @@ do
-- --self:F({ GroupObject = GroupObject:GetName() })
-- end
--
-- While this is a good example, there is a catch.
-- Imagine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
-- So, the self would need to contain another object. Fortunately, this can be done, but you must use then the **`.`** notation for the method.
-- See the modified example:
--
-- -- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- -- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- -- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
--
-- function AI_CARGO_DISPATCHER:New(SetCarrier, SetCargo, SetDeployZones)
--
-- local self = BASE:Inherit(self, FSM:New()) -- #AI_CARGO_DISPATCHER
--
-- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- -- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
--
-- function SetHelicopter.OnAfterDead(SetHelicopter, From, Event, To, GroupObject)
-- SetHelicopter:F({ GroupObject = GroupObject:GetName() })
-- self.PickupCargo[GroupObject] = nil -- So here I clear the PickupCargo table entry of the self object AI_CARGO_DISPATCHER.
-- self.CarrierHome[GroupObject] = nil
-- end
--
-- end
--
-- ===
-- @field #SET_GROUP SET_GROUP
SET_GROUP = {
@@ -2308,28 +2284,6 @@ do -- SET_UNIT
-- --self:F({ UnitObject = UnitObject:GetName() })
-- end
--
-- While this is a good example, there is a catch.
-- Imagine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
-- So, the self would need to contain another object. Fortunately, this can be done, but you must use then the **`.`** notation for the method.
-- See the modified example:
--
-- -- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- -- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- -- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
--
-- function ACLASS:New(SetCarrier, SetCargo, SetDeployZones)
--
-- local self = BASE:Inherit(self, FSM:New()) -- #AI_CARGO_DISPATCHER
--
-- -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- -- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
--
-- function SetHelicopter.OnAfterDead(SetHelicopter, From, Event, To, UnitObject)
-- SetHelicopter:F({ UnitObject = UnitObject:GetName() })
-- self.array[UnitObject] = nil -- So here I clear the array table entry of the self object ACLASS.
-- end
--
-- end
-- ===
-- @field #SET_UNIT SET_UNIT
SET_UNIT = {
@@ -5814,6 +5768,7 @@ do -- SET_AIRBASE
end
do -- SET_ZONE
---
@@ -7905,7 +7860,7 @@ do -- SET_SCENERY
local AddSceneryNamesArray = (type(AddSceneryNames) == "table") and AddSceneryNames or { AddSceneryNames }
--self:T((AddSceneryNamesArray)
--UTILS.PrintTableToLog(AddSceneryNamesArray)
for AddSceneryID, AddSceneryName in pairs(AddSceneryNamesArray) do
self:Add(AddSceneryName, SCENERY:FindByZoneName(AddSceneryName))
end