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- /**@class HandStateBase
- * @brief represent hand state base
- *
- * Class comes with entry/update/exit hooks that can be overriden in custom states
- **/
- class HandStateBase
- {
- Man m_Player; /// entity that this state relates to
- HandStateBase m_parentState; /// hierarchical parent state of this state (or null)
- ref HandFSM m_FSM; /// nested state machine (or null)
- void HandStateBase (Man player = NULL, HandStateBase parent = NULL) { m_Player = player; m_parentState = parent; }
- /**@fn SetParentState
- * @brief allows construction of hierarchical state machine
- **/
- void SetParentState (HandStateBase parent) { m_parentState = parent; }
- /**@fn GetParentState
- * @return state that owns this sub-state (or null if plain state)
- **/
- HandStateBase GetParentState () { return m_parentState; }
- bool HasFSM () { return m_FSM != NULL; }
- HandFSM GetFSM () { return m_FSM; }
- bool ProcessEvent (HandEventBase e)
- {
- if (HasFSM())
- return m_FSM.ProcessEvent(e);
- return false;
- }
- /**@fn AddTransition
- * @brief adds transition into m_FSM transition table
- **/
- void AddTransition (HandTransition t)
- {
- if (HasFSM())
- m_FSM.AddTransition(t);
- else
- Error("[hndfsm] adding transition to state without FSM. Configure FSM first.");
- }
- /**@fn OnEntry
- * @brief called upon entry to state
- * @NOTE if state has (non-running) sub-machine, it's started on entry
- * @param[in] e the event that triggered transition to this state
- **/
- void OnEntry (HandEventBase e)
- {
- if (HasFSM() && !m_FSM.IsRunning())
- {
- if (e)
- {
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " " + this.Type().ToString() + " Has Sub-FSM! Starting submachine...");
- }
- else
- {
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + this.Type().ToString() + " Has Sub-FSM! Starting submachine...");
- }
- m_FSM.Start(e);
- }
- else
- {
- if (e)
- {
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " " + this.Type().ToString());
- }
- else
- {
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] { " + this.Type().ToString());
- }
- }
- }
- /**@fn OnUpdate
- * @brief ongoing behavior, performed while being in the state
- *
- * @NOTE: this is supposed to be the Do() operation in UML speak
- **/
- void OnUpdate (float dt)
- {
- if (HasFSM() && m_FSM.IsRunning())
- m_FSM.GetCurrentState().OnUpdate(dt);
- }
- /**@fn OnAbort
- * @brief called when abort signal arrives
- * @param[in] e the event that triggered abort from this state
- **/
- void OnAbort (HandEventBase e)
- {
- if (HasFSM() && m_FSM.IsRunning())
- {
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] OnAbort " + this.Type().ToString() + " Has Sub-FSM! Aborting submachine...");
- m_FSM.Abort(e);
- }
- //Debug.InventoryHFSMLog("ABORTED " + e.m_Player.GetSimulationTimeStamp(), ""/*typename.EnumToString(HandEventID, GetEventID()) */, "n/a", "OnAbort", m_Player.ToString() );
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] } " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " ABORTED " + this.Type().ToString());
- }
- /**@fn OnExit
- * @brief called on exit from state
- * @param[in] e the event that triggered transition from this state
- **/
- void OnExit (HandEventBase e)
- {
- if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[hndfsm] } " + Object.GetDebugName(e.m_Player) + " STS = " + e.m_Player.GetSimulationTimeStamp() + " " + this.Type().ToString());
- }
- /**@fn IsWaitingForActionFinish
- * @brief waiting for active animation action/actionType finish
- * @return true if this state is waiting for finish signal
- **/
- bool IsWaitingForActionFinish () { return HasFSM() && m_FSM.IsRunning() && m_FSM.GetCurrentState().IsWaitingForActionFinish(); }
- /**@fn IsIdle
- * @brief idle state does not expect any animation events
- * @return true if this state is idle
- **/
- bool IsIdle () { return false; }
- /**@fn OnSubMachineChanged
- * @brief called when sub-machine has changed its state
- * @param[in] src from state (previous)
- * @param[in] dst to state (current)
- **/
- void OnSubMachineChanged (HandStateBase src, HandStateBase dst) { }
- /**@fn OnStateChanged
- * @brief called on current state when state machine has changed its state
- * @param[in] src from state (previous)
- * @param[in] dst to state (current)
- **/
- void OnStateChanged (HandStateBase src, HandStateBase dst)
- {
- m_Player.GetHumanInventory().OnHandsStateChanged(src, dst);
- }
- };
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