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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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