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113 lines
3.0 KiB
113 lines
3.0 KiB
8 years ago
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/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef SIMPLE_STATE_MACHINE_H
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#define SIMPLE_STATE_MACHINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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// Encapsulation of a finite-state-machine state
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template<typename T>
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class SimpleState
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{
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public:
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SimpleState() { m_parent = NULL; }
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virtual ~SimpleState() {};
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virtual void OnEnter(T userData) {}; // when state is entered
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virtual void OnUpdate(T userData) {}; // state behavior
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virtual void OnExit(T userData) {}; // when state exited
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virtual const char *GetName() const = 0; // return state name
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void SetParent(SimpleState<T> *parent)
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{
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m_parent = parent;
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}
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SimpleState<T> *GetParent() const
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{
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return m_parent;
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}
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private:
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// the parent state that contains this state
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SimpleState<T> *m_parent;
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};
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// Encapsulation of a finite state machine
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template<typename T, typename S>
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class SimpleStateMachine
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{
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public:
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SimpleStateMachine()
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{
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m_state = NULL;
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}
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void Reset(T userData)
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{
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m_userData = userData;
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m_state = NULL;
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}
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// change behavior state - WARNING: not re-entrant. Do not SetState() from within OnEnter() or OnExit()
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void SetState(S *newState)
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{
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if (m_state)
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m_state->OnExit(m_userData);
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newState->OnEnter(m_userData);
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m_state = newState;
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m_stateTimer.Start();
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}
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// how long have we been in the current state
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float GetStateDuration() const
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{
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return m_stateTimer.GetElapsedTime();
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}
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// return true if given state is current state of machine
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bool IsState(const S *state) const
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{
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return (state == m_state);
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}
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// execute current state of machine
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void Update()
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{
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if (m_state)
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m_state->OnUpdate(m_userData);
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}
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/*protected:*/
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S *m_state; // current behavior state
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IntervalTimer m_stateTimer; // how long have we been in the current state
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T m_userData;
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};
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#endif // SIMPLE_STATE_MACHINE_H
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