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class BotStateBase |
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{ |
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PlayerBase m_Owner; |
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Bot m_Bot; |
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BotStateBase m_ParentState; |
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ref BotFSM m_FSM; |
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void BotStateBase (Bot bot = NULL, BotStateBase parent = NULL) { m_Bot = bot; m_Owner = bot.m_Owner; m_ParentState = parent; } |
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PlayerBase GetPlayerOwner() { return m_Owner; } |
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void SetParentState (BotStateBase parent) { m_ParentState = parent; } |
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BotStateBase GetParentState () { return m_ParentState; } |
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bool HasFSM () { return m_FSM != NULL; } |
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BotFSM GetFSM () { return m_FSM; } |
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bool ProcessEvent (BotEventBase e) |
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{ |
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if (HasFSM()) |
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return m_FSM.ProcessEvent(e); |
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return false; |
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} |
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void AddTransition (FSMTransition<BotStateBase, BotEventBase, BotActionBase, BotGuardBase> t) |
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{ |
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if (HasFSM()) |
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m_FSM.AddTransition(t); |
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else |
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Error("[botfsm] adding transition to state without FSM. Configure FSM first."); |
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} |
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void OnEntry (BotEventBase e) |
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{ |
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if (HasFSM() && !m_FSM.IsRunning()) |
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{ |
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botDebugPrint("[botfsm] { " + this.Type().ToString() + " Has Sub-FSM! Starting submachine..."); |
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m_FSM.Start(e); |
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} |
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else |
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botDebugPrint("[botfsm] { " + this.Type().ToString()); |
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} |
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void OnUpdate (float dt) |
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{ |
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if (HasFSM() && m_FSM.IsRunning()) |
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m_FSM.GetCurrentState().OnUpdate(dt); |
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} |
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void OnAbort (BotEventBase e) |
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{ |
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if (HasFSM() && m_FSM.IsRunning()) |
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{ |
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botDebugPrint("[botfsm] OnAbort " + this.Type().ToString() + " Has Sub-FSM! Aborting submachine..."); |
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m_FSM.Abort(e); |
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} |
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botDebugPrint("[botfsm] } ABORTED " + this.Type().ToString()); |
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} |
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void OnExit (BotEventBase e) |
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{ |
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botDebugPrint("[botfsm] } " + this.Type().ToString()); |
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} |
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bool IsWaitingForActionFinish () { return HasFSM() && m_FSM.IsRunning() && m_FSM.GetCurrentState().IsWaitingForActionFinish(); } |
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bool IsIdle () { return false; } |
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void OnSubMachineChanged (BotStateBase src, BotStateBase dst) { } |
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void OnStateChanged (BotStateBase src, BotStateBase dst) { } |
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}; |
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class BotStateIdle : BotStateBase |
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{ |
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void BotStateIdle (Bot bot = NULL, BotStateBase parent = NULL) { m_Bot = bot; m_Owner = m_Bot.m_Owner; m_ParentState = parent; } |
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override bool IsIdle () { return true; } |
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}; |
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