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/**@class BotGuardBase
* @brief represents guard on a transition from state to state
**/
class BotGuardBase
{
/**@fn GuardCondition
* @brief enable or disable transition based on condition
* the guard is a boolean operation executed first and which can prevent the transition from firing by returning false
* @return true if transition is allowed
**/
bool GuardCondition (BotEventBase e) { return true; }
};
class BotGuardAnd extends BotGuardBase
{
ref BotGuardBase m_arg0;
ref BotGuardBase m_arg1;
void BotGuardAnd (BotGuardBase arg0 = NULL, BotGuardBase arg1 = NULL) { m_arg0 = arg0; m_arg1 = arg1; }
override bool GuardCondition (BotEventBase e)
{
bool result = m_arg0.GuardCondition(e) && m_arg1.GuardCondition(e);
botDebugPrint("[botfsm] guard - " + m_arg0.Type() + " && " + m_arg1.Type() + " = " + result);
return result;
}
};
class BotGuardNot extends BotGuardBase
{
ref BotGuardBase m_arg0;
void BotGuardNot (BotGuardBase arg0 = NULL) { m_arg0 = arg0; }
override bool GuardCondition (BotEventBase e)
{
bool result = !m_arg0.GuardCondition(e);
botDebugPrint("[botfsm] guard - ! " + m_arg0.Type() + " = " + result);
return result;
}
};
class BotGuardOr extends BotGuardBase
{
ref BotGuardBase m_arg0;
ref BotGuardBase m_arg1;
void BotGuardOr (BotGuardBase arg0 = NULL, BotGuardBase arg1 = NULL) { m_arg0 = arg0; m_arg1 = arg1; }
override bool GuardCondition (BotEventBase e)
{
bool result = m_arg0.GuardCondition(e) || m_arg1.GuardCondition(e);
botDebugPrint("[botfsm] guard - " + m_arg0.Type() + " || " + m_arg1.Type() + " = " + result);
return result;
}
};
class BotGuardHasItemInHands extends HandGuardBase
{
protected Man m_Player;
void BotGuardHasItemInHands (Man p = NULL) { m_Player = p; }
override bool GuardCondition (HandEventBase e)
{
if (m_Player.GetHumanInventory().GetEntityInHands())
{
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[botfsm] guard - has valid entity in hands");
return true;
}
if (LogManager.IsInventoryHFSMLogEnable()) hndDebugPrint("[botfsm] guard - no entity in hands");
return false;
}
};