/**@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; } | |
}; | |