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- /**@class BotStateBase
- * @brief represent weapon state base
- *
- * Class comes with entry/update/exit hooks that can be overriden in custom states
- *
- * Class is ready for hierarchic composition, i.e. this state having a sub-machine running
- * under hood. If no m_FSM member is configured, class acts as ordinary plain
- * finite machine state.
- **/
- class BotStateBase
- {
- PlayerBase m_Owner; /// man that this state belongs to
- Bot m_Bot; /// bot that this state belongs to
- BotStateBase m_ParentState; /// hierarchical parent state of this state (or null)
- ref BotFSM m_FSM; /// nested state machine (or null)
- void BotStateBase (Bot bot = NULL, BotStateBase parent = NULL) { m_Bot = bot; m_Owner = bot.m_Owner; m_ParentState = parent; }
-
- PlayerBase GetPlayerOwner() { return m_Owner; }
- /**@fn SetParentState
- * @brief allows construction of hierarchical state machine
- **/
- void SetParentState (BotStateBase parent) { m_ParentState = parent; }
- /**@fn GetParentState
- * @return state that owns this sub-state (or null if plain state)
- **/
- BotStateBase GetParentState () { return m_ParentState; }
- bool HasFSM () { return m_FSM != NULL; }
- BotFSM GetFSM () { return m_FSM; }
- bool ProcessEvent (BotEventBase e)
- {
- if (HasFSM())
- return m_FSM.ProcessEvent(e);
- return false;
- }
- /**@fn AddTransition
- * @brief adds transition into m_FSM transition table
- **/
- void AddTransition (FSMTransition<BotStateBase, BotEventBase, BotActionBase, BotGuardBase> t)
- {
- if (HasFSM())
- m_FSM.AddTransition(t);
- else
- Error("[botfsm] 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 (BotEventBase e)
- {
- if (HasFSM() && !m_FSM.IsRunning())
- {
- botDebugPrint("[botfsm] { " + this.Type().ToString() + " Has Sub-FSM! Starting submachine...");
- m_FSM.Start(e);
- }
- else
- botDebugPrint("[botfsm] { " + 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 (BotEventBase e)
- {
- if (HasFSM() && m_FSM.IsRunning())
- {
- botDebugPrint("[botfsm] OnAbort " + this.Type().ToString() + " Has Sub-FSM! Aborting submachine...");
- m_FSM.Abort(e);
- }
- botDebugPrint("[botfsm] } 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 (BotEventBase e)
- {
- botDebugPrint("[botfsm] } " + this.Type().ToString());
- }
- /**@fn IsWaitingForActionFinish
- * @brief waiting for active animation action/actionType finish
- * @return true if this state or active substate 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 (BotStateBase src, BotStateBase 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 (BotStateBase src, BotStateBase dst) { }
- };
- class BotStateIdle : BotStateBase
- {
- void BotStateIdle (Bot bot = NULL, BotStateBase parent = NULL) { m_Bot = bot; m_Owner = m_Bot.m_Owner; m_ParentState = parent; }
- override bool IsIdle () { return true; }
- };
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