Creating New Change Type > Adding new states

Brendan Hallida
Kilo Guru

Hi all,

I created a new change type (minor) using this tutorial, and then used this tutorial to add my own states.

The States I have added for this test is:

  1. Develop and Implement in UAT (8)
  2. Test in UAT (12)

 

The issue I am having is that when I go to the change, When it is at New, the new state of 'Develop and Implement in UAT' is not available.

It is probably worth noting that the change request here was heavily modified by the implementer, and the OOB states (Draft, Assess etc) have been removed as part of the implementation before my time.

Below are the two script includes edited as per the tutorial.  Any clues where I am going wrong?

Thanks in Advance!

ChangeRequestStateHandler

var ChangeRequestStateHandler = Class.create();

// All references to statehandler constants should be through this class ChangeRequestStateHandler
ChangeRequestStateHandler.DRAFT = ChangeRequestStateHandlerSNC.DRAFT;
ChangeRequestStateHandler.ASSESS = ChangeRequestStateHandlerSNC.ASSESS;
ChangeRequestStateHandler.AUTHORIZE = ChangeRequestStateHandlerSNC.AUTHORIZE;
ChangeRequestStateHandler.SCHEDULED = ChangeRequestStateHandlerSNC.SCHEDULED;
ChangeRequestStateHandler.IMPLEMENT = ChangeRequestStateHandlerSNC.IMPLEMENT;
ChangeRequestStateHandler.REVIEW = ChangeRequestStateHandlerSNC.REVIEW;
ChangeRequestStateHandler.CLOSED = ChangeRequestStateHandlerSNC.CLOSED;
ChangeRequestStateHandler.CANCELED = ChangeRequestStateHandlerSNC.CANCELED;
ChangeRequestStateHandler.DEVELOP_AND_IMPLEMENT_IN_UAT = "develop_and_implement_in_uat";
ChangeRequestStateHandler.TEST_IN_UAT = "test_in_uat";

ChangeRequestStateHandler.prototype = Object.extendsObject(ChangeRequestStateHandlerSNC, {
	MINOR:"minorv2",
	initialize: function(changeRequestGr) {
		ChangeRequestStateHandlerSNC.prototype.initialize.call(this, changeRequestGr);
		this.STATE_NAMES["8"] = ChangeRequestStateHandler.DEVELOP_AND_IMPLEMENT_IN_UAT;
		this.STATE_NAMES["12"] = ChangeRequestStateHandler.TEST_IN_UAT;
	},
	_resetModel: function() {
		this._model = null;
		var type = this._gr.getValue('type') + "";
		
		if (type == this.NORMAL || type == this.STANDARD || type == this.EMERGENCY)
			ChangeRequestStateHandlerSNC.prototype._resetModel.call(this);
		else if (type == this.MINOR)
			this._model = new ChangeRequestStateModel_minor(this._gr);
	},
	type: "ChangeRequestStateHandler"
});

ChangeRequestStateModel_minor 

var ChangeRequestStateModel_minor = Class.create();
ChangeRequestStateModel_normal.prototype = Object.extendsObject(ChangeRequestStateModelCust_minor, {
	draft: {
		nextState: [ "develop_and_implement_in_uat" ],
		
		develop_and_implement_in_uat: {
			moving: function() {
				return this.toDevelopuat_moving();
			},
			
			canMove: function() {
				return this.toDevelopuat_canMove();
			}
		},
		
		canceled: {
			moving: function() {
				return this.toCanceled_moving();
			},
			
			canMove: function() {
				return this.toCanceled_canMove();
			}
		}
	},
	
	develop_and_implement_in_uat: {
		nextState: [ "test_in_uat" ],
		
		test_in_uat: {
			moving: function() {
				return this.toTestuat_moving();
			},
			
			canMove: function() {
				return this.toTestuat_canMove();
			}
		},
		
		canceled: {
			moving: function() {
				return this.toCanceled_moving();
			},
			
			canMove: function() {
				return this.toCanceled_canMove();
			}
		}
	},
	
	authorize: {
		nextState: [ "scheduled" ],
		
		draft: {
			moving: function() {
				return this.toDraft_moving();
			},
			
			canMove: function() {
				return this.toDraft_canMove();
			}
		},
		
		scheduled: {
			moving: function() {
				return this.toScheduled_moving();
			},
			
			canMove: function() {
				return this.toScheduled_canMove();
			}
		},
		
		canceled: {
			moving: function() {
				return this.toCanceled_moving();
			},
			
			canMove: function() {
				return this.toCanceled_canMove();
			}
		}
	},
	
	scheduled: {
		nextState: [ "implement" ],
		
		implement: {
			moving: function() {
				return this.toImplement_moving();
			},
			canMove: function() {
				return this.toImplement_canMove();
			}
		},
		
		canceled: {
			moving: function() {
				return this.toCanceled_moving();
			},
			
			canMove: function() {
				return this.toCanceled_canMove();
			}
		}
	},
	
	implement: {
		nextState: [ "review" ],
		
		review: {
			moving: function() {
				return this.toReview_moving();
			},
			
			canMove: function() {
				return this.toReview_canMove();
			}
		},
		
		canceled: {
			moving: function() {
				return this.toCanceled_moving();
			},
			
			canMove: function() {
				return this.toCanceled_canMove();
			}
		}
	},
	
	review: {
		nextState: [ "closed" ],
		
		closed: {
			moving: function() {
				return this.toClosed_moving();
			},
			
			canMove: function() {
				return this.toClosed_canMove();
			}
		},
		
		canceled: {
			moving: function() {
				return this.toCanceled_moving();
			},
			
			canMove: function() {
				return this.toCanceled_canMove();
			}
		}
	},
	
	closed: {},
		
		canceled: {},
			
			toDevelopuat_moving: function() {
				return true;
			},
			
			toDevelopuat_canMove: function() {
				return true;
			},
			
			toTestuat_moving: function() {
				return true;
			},
			
			toTestuat_canMove: function() {
				return true;
			},
			
			type: "ChangeRequestStateModel_minor"
		});

 

 

 

 

1 ACCEPTED SOLUTION

You can try to add new STATE_NAMES on ChangeRequestStateHandler  

this.STATE_NAMES["1"] = ChangeRequestStateHandler.DRAFT;

Then try again. 

 

View solution in original post

31 REPLIES 31

 var type = this._gr.getValue('type') + ""; 
After this statement can you add a log gs.log('++++++++type is+++++++'+type);

Please mark this response as correct or helpful if it assisted you with your question.

Hey,

I get this in the system logs:

++++++++type is+++++++minorv2

 

In the BR Populate scratchpad with valid states

Can you add this log

(function executeRule(current, previous /*null when async*/) {
var stateValues = [];

var stateHandler = new ChangeRequestStateHandler(current);
var nextStates = stateHandler.getNextStates();

gs.addInfoMessage('====nextStates ========'+nextStates.toString());
if (nextStates) {
for (var i = 0; i < nextStates.length; i++)
stateValues.push(stateHandler.getStateValue(nextStates[i]));
}
g_scratchpad.validStates = stateValues;

})(current, previous);


Please mark this response as correct or helpful if it assisted you with your question.

Hey mate, added it but i do not get a message popping up after loading a change, nor is there anything in the system logs.

One more. Sorry for making you add so many logs. But difficult to identify whats wrong. Use the below in the BR to check if it is entering the BR. IF it does, then there is an issue in the script include.

 

Try to create a new Emergency or normal change as well and see what you get

 

(function executeRule(current, previous /*null when async*/) {
var stateValues = [];

gs.addInfoMessage('====Entering the business rule========');

var stateHandler = new ChangeRequestStateHandler(current);
var nextStates = stateHandler.getNextStates();

gs.addInfoMessage('====nextStates ========'+nextStates.toString());
if (nextStates) {
for (var i = 0; i < nextStates.length; i++)
stateValues.push(stateHandler.getStateValue(nextStates[i]));
}
g_scratchpad.validStates = stateValues;

})(current, previous);


Please mark this response as correct or helpful if it assisted you with your question.