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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; }
};