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