Diff of /branches/VisonGame2905/Display_Escape_PLC/Plc Logic/Application/Function Blocks/Puzzle/VisionGameStateMachine/svnobj [r61] .. [r62]  Maximize  Restore

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--- a/branches/VisonGame2905/Display_Escape_PLC/Plc Logic/Application/Function Blocks/Puzzle/VisionGameStateMachine/svnobj
+++ b/branches/VisonGame2905/Display_Escape_PLC/Plc Logic/Application/Function Blocks/Puzzle/VisionGameStateMachine/svnobj
@@ -1,8 +1,8 @@
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+Gx_l¢F!0…jüoæ.?˜Î”亪System.StringL{6f9dac99-8de1-4efc-8465-68ac443b7d08}SpecialFuncL{0db3d7bb-cde0-4416-9a7b-ce49a0124323}NoneImplementationL{3b83b776-fb25-43b8-99f2-3c507c9143fc}TextDocument	L{f3878285-8e4f-490b-bb1b-9acbb7eb04db}
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longTagText4//---- Client init  ----\\$IF NOT xInit THEN	N	UM				(		sName := 'Normal Operation', ì							dwSupportedStates := PACK_ML.State.All - PACK_ML.State.Suspending - PACK_ML.State.Suspended - PACK_ML.State.UnSuspending - PACK_ML.Holding - PACK_ML.Held - PACK_ML.UnHolding, Ô							dwAllowsLeavingFromStates := PACK_ML.State.Stopped OR PACK_ML.State.Aborted OR PACK_ML.State.Idle, Ö							dwAllowsEnteringIntoStates := PACK_ML.State.Stopped OR PACK_ML.State.Aborted OR PACK_ML.State.Idle, \							eInitialState := PACK_ML.State.Aborted,0							xActive := TRUE);	xInit := TRUE;	END_IFD//---- Client communicatie  ----\\4IF Client.bReadyToPLC THEN:	CASE Client.iCommandToPLC OF"	0 : 	//Handshake 	1 : 	//Lock!		IF SysStrCmp(Client.sCommandToPLC, Client.LockCommands[0]) =  0 THEN		"0			//First Lock Function#Ž			SendCommand(Command:= CommandType.Key,Value:=Client.KeyCommands[0]);$–		ELSIF SysStrCmp(Client.sCommandToPLC, Client.LockCommands[1]) =  0 THEN		%2			//Second Lock Function&Ž			SendCommand(Command:= CommandType.Key,Value:=Client.KeyCommands[1]);'		END_IF(	2 : 	//Key)	3 : 	//IO*	4 : 	//Media+	5 : 	//Hint,	6 : 	//State	-p		IF SysStrCmp(Client.sCommandFromPLC, 'SC') =  0 THEN		.&			StateComplete();/x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Start') =  0 THEN		0			Start();1v		ELSIF SysStrCmp(Client.sCommandToPLC, 'Stop') =  0 THEN		2			Stop();3x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Reset') =  0 THEN		4			Reset();5x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Abort') =  0 THEN		6			Abort();7x		ELSIF SysStrCmp(Client.sCommandToPLC, 'Clear') =  0 THEN		8			Clear();9v		ELSIF SysStrCmp(Client.sCommandToPLC, 'Hold') =  0 THEN		:			Hold();;z		ELSIF SysStrCmp(Client.sCommandToPLC, 'UnHold') =  0 THEN		<			Unhold();	=|		ELSIF SysStrCmp(Client.sCommandToPLC, 'Suspend') =  0 THEN		>			Suspend();?€		ELSIF SysStrCmp(Client.sCommandToPLC, 'UnSuspend') =  0 THEN		@			UnSuspend();A		B	END_CASEC6	Client.iCommandToPLC := 0;D8	Client.sCommandToPLC := '';E:	Client.bReadyToPLC := FALSE;FD//---- Client statemachine  ----\\Gparser();H.CASE UM.CurrentState OFI,PACK_ML.State.Stopped:J	;K,PACK_ML.State.Aborted:L&PACK_ML.State.Idle:M2PACK_ML.State.Complete :	N.PACK_ML.State.Execute :O(	CASE Client.Mode OFPV		Mode.Mode1: // Target practise simulationQJ			IF puzzleTimer.iProcess = 25 THEN;Rº				//	SendCommand(Command := CommandType.Hint ,Value := 'Collect the object in the room.');	S			END_IFTJ			IF puzzleTimer.iProcess = 50 THEN;Uš				//SendCommand(Command := CommandType.Media ,Value := 'Padlock K000367');	V			END_IF			WJ			IF puzzleTimer.iProcess = 75 THEN;X				//Y			Z4	CASE Client.ActualStep OF[
-					\¬	0: // determine if depending on the level of the game the calibration step is needed.]P		IF Client.Level = Level.Beginner THEN;^6			Client.ActualStep := 30;_		ELSE`6			Client.ActualStep := 10;aP	10:// stappen voor het ijken van camerab2		xHide_ijkpunt := FALSE;c:		xHide_Text_Center := FALSE;d	20:ed	30: // Hide the ijkpunten Start van de visiongamef0		xHide_ijkpunt := TRUE;g8		xHide_Text_Center := TRUE;h4		xHide_Crosshair := TRUE;i4		xHide_Text_Top := FALSE;j´		parser(	sInputString := 'Welcome Sailors! You will participate in a training exercise ',k&				xStart := TRUE,l			  	);mZ		sInstructionString := parser.sOutputString;n.		IF parser.xDone THEN;o4			xHide_Button3 := FALSE;p6			IF xContinueScreen THEN;q8				Client.ActualStep := 32;r6				parser.xStart := FALSE;s4				xHide_Button3 := TRUE;t:				xContinueScreen := FALSE;u			END_IF				v
-	32:	w’		parser(	sInputString := 'Remember, this is only a combat simulation. ',x8				Client.ActualStep := 34;y	34:zÐ		parser(	sInputString := 'Your object is to Locate the practice target Leopold I of the Belgian navy ',{8				Client.ActualStep := 36;|
-	36: }š		parser(	sInputString := 'Use the Festo Vision Sensors to mark the target ',~8				Client.ActualStep := 38;	38:€				2PACK_ML.State.Resetting :‚"	StateComplete();ƒ0PACK_ML.State.Starting :„4PACK_ML.State.Completing :…0PACK_ML.State.Aborting :†.PACK_ML.State.Stopping:‡2PACK_ML.State.Clearing :	ˆEND_CASE‰.//---- Emergency ----\\ŠVIF NOT x_EmergencyGF AND x_EmergencyFF THEN‹(	 //Emergency Abort.Œ	Abort();	8//---- State handling ----\\ŽLClient.ActualState := UM.CurrentState;>messageQueue(Client := Client);äpuzzleTimer(xStartTimer := UM.CurrentState = PACK_ML.State.Execute ,xPauseTimer := ,xStopTimer:= NOT (UM.CurrentState = PACK_ML.State.Execute),tMaxPuzzleTime := Client.Duration);‘PClient.Progress := puzzleTimer.iProcess;’FIF puzzleTimer.iProcess >= 100 THEN“	Stop();”Interface•L{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}–JFUNCTION_BLOCK VisionGameStateMachine—VAR_IN_OUT˜.	Client : PuzzleClient;™END_VARšVAR›0	UM	: PACK_ML.UnitMode; œj	xInit				: BOOL := FALSE; // Flag for initialization:	messageQueue : MessageQueue;ž6	puzzleTimer : PuzzleTimer;Ÿ//  2parser 			: StringParser;¡// Hiding¢6xHide_Map 		: BOOL := TRUE;£<xHide_Leopold 	: BOOL := TRUE;¤>xHide_Leopold2 	: BOOL := TRUE;¥<xHide_Zeeland 	: BOOL := TRUE;¦>xHide_Rotterdam : BOOL := TRUE;§<xHide_Dolfijn 	: BOOL := TRUE;¨<xHide_ijkpunt 	: BOOL := TRUE;©>xHide_Crosshair : BOOL := TRUE;ª<xHide_Text_Top	: BOOL := TRUE;«BxHide_Text_Center 	:BOOL := TRUE;¬<xHide_Button1		: BOOL := TRUE;­<xHide_Button2		: BOOL := TRUE;®<xHide_Button3		: BOOL := TRUE;¯<sInstructionString	:  	STRING;°>sInstructionString2	:  	STRING;±2sButtonString1		:	STRING;²2sButtonString2		:	STRING;³.sTempString1		:	STRING;´.sTempString2		:	STRING;µBxContinueScreen		: BOOL := FALSE;¶"UniqueIdGenerator·558¸POULevel¹L{8e575c5b-1d37-49c6-941b-5c0ec7874787}ºStandard» ChildObjectGuids¼8System.Collections.ArrayList½,AddAttributeSubsequent¾boolÐÐ-ÐÐ	E
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+					\¬	0: // determine if depending on the level of the game the calibration step is needed.]P		IF Client.Level = Level.Beginner THEN;^6			Client.ActualStep := 30;_		ELSE`6			Client.ActualStep := 10;aP	10:// stappen voor het ijken van camerab2		xHide_ijkpunt := FALSE;c:		xHide_Text_Center := FALSE;d	20:e:	30: // intro text weergeven.f^		// Hide the ijkpunten Start van de visiongameg0		xHide_ijkpunt := TRUE;h8		xHide_Text_Center := TRUE;i4		xHide_Crosshair := TRUE;j4		xHide_Text_Top := FALSE;kÌ		ParseMachine (sMETH_InputString := 'Welcome Sailors! You will participate in a training exercise ');l
+	40:	mª		ParseMachine (sMETH_InputString := 'Remember, this is only a combat simulation. ');n	50:oè		ParseMachine (sMETH_InputString := 'Your object is to Locate the practice target Leopold I of the Belgian navy ');p
+	60: qÎ		ParseMachine (sMETH_InputString := 'Use the Festo Vision Sensors to mark only Leopold I as Target ');r@	70: // Show the game interface.s		// Hidingt2		xHide_Text_Top := TRUE;u		// Showingv*		xHide_Map := FALSE;w6		xHide_Crosshair := FALSE;x2		xHide_Dolfijn := FALSE;y4		xHide_Leopold := FALSE;	z.		CASE client.Level OF {,			level.Intermediate:|:				xHide_Rotterdam := FALSE;}>				xHide_Zeeland 	:= FALSE;			~$			level.Advanced:8				xHide_Zeeland 	:= FALSE;€:				xHide_Amsterdam := FALSE;<				xHide_Groningen := FALSE;	‚		END_CASEƒ				„2PACK_ML.State.Resetting :…"	StateComplete();†0PACK_ML.State.Starting :‡4PACK_ML.State.Completing :ˆ0PACK_ML.State.Aborting :‰.PACK_ML.State.Stopping:Š2PACK_ML.State.Clearing :	‹END_CASEŒ.//---- Emergency ----\\VIF NOT x_EmergencyGF AND x_EmergencyFF THENŽ(	 //Emergency Abort.	Abort();	8//---- State handling ----\\‘LClient.ActualState := UM.CurrentState;’>messageQueue(Client := Client);“äpuzzleTimer(xStartTimer := UM.CurrentState = PACK_ML.State.Execute ,xPauseTimer := ,xStopTimer:= NOT (UM.CurrentState = PACK_ML.State.Execute),tMaxPuzzleTime := Client.Duration);”PClient.Progress := puzzleTimer.iProcess;•FIF puzzleTimer.iProcess >= 100 THEN–	Stop();—Interface˜L{a9ed5b7e-75c5-4651-af16-d2c27e98cb94}™JFUNCTION_BLOCK VisionGameStateMachinešVAR_IN_OUT›.	Client : PuzzleClient;œEND_VARVARž0	UM	: PACK_ML.UnitMode; Ÿj	xInit				: BOOL := FALSE; // Flag for initialization :	messageQueue : MessageQueue;¡6	puzzleTimer : PuzzleTimer;¢// £2parser 			: StringParser;¤// Hiding¥:	xHide_Map 			: BOOL := TRUE;¦@	xHide_ijkpunt 		: BOOL := TRUE;§B	xHide_Crosshair 	: BOOL := TRUE;¨@	xHide_Text_Top		: BOOL := TRUE;©F	xHide_Text_Center 	: BOOL := TRUE;ª>	xHide_Button1		: BOOL := TRUE;«>	xHide_Button2		: BOOL := TRUE;¬>	xHide_Button3		: BOOL := TRUE;­	// Ships®@	xHide_Leopold 		: BOOL := TRUE;¯B	xHide_Amsterdam 	: BOOL := TRUE;°@	xHide_Zeeland 		: BOOL := TRUE;±B	xHide_Groningen 	: BOOL := TRUE;²B	xHide_Rotterdam 	: BOOL := TRUE;³@	xHide_Dolfijn 		: BOOL := TRUE;´<sInstructionString	:  	STRING;µ>sInstructionString2	:  	STRING;¶2sButtonString1		:	STRING;·2sButtonString2		:	STRING;¸.sTempString1		:	STRING;¹.sTempString2		:	STRING;ºBxContinueScreen		: BOOL := FALSE;»"UniqueIdGenerator¼851½POULevel¾L{8e575c5b-1d37-49c6-941b-5c0ec7874787}¿StandardÀ ChildObjectGuidsÁ8System.Collections.ArrayListÂ,AddAttributeSubsequentÃboolÐÐ-ÐÐ	E
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