1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
|
#ifndef __JE_STATE_MACHINE_H
#define __JE_STATE_MACHINE_H
#include "../core/je_configuration.h"
#if defined(jin_ai)
#include <map>
#include <vector>
#include "../common/je_types.h"
#include "../common/je_object.h"
namespace JinEngine
{
namespace AI
{
// Grab from Unity engine.
///
/// A single layer statemachine.
///
class StateMachine : public Object
{
public:
///
///
///
typedef void(*SingleStateCallback)(const std::string& stateName);
///
///
///
typedef void(*DoubleStateCallback)(const std::string& stateFrom, const std::string& stateTo);
///
/// State machine constructor.
///
StateMachine();
///
/// State machine destructor.
///
~StateMachine();
///
/// Update statemachine.
///
void onUpdate();
///
/// Get current state name.
///
const std::string& getCurrentStateName();
///
///
///
void addParameteri(const std::string& name);
///
///
///
void addParameterf(const std::string& name);
///
///
///
void addParameterb(const std::string& name);
///
///
///
void addParametert(const std::string& name);
///
/// Add a state.
///
void addState(const std::string& name);
///
///
///
void addTransitioni(const std::string& stateFrom, const std::string& stateTo, const std::string& name, int value);
///
///
///
void addTransitionf(const std::string& stateFrom, const std::string& stateTo, const std::string& name, float value);
///
///
///
void addTransitionb(const std::string& stateFrom, const std::string& stateTo, const std::string& name, bool value);
///
///
///
void addTransitiont(const std::string& stateFrom, const std::string& stateTo, const std::string& name);
///
/// Set parameter value.
///
void setParameteri(const std::string& name, int value);
///
/// Set parameter value.
///
void setParameterf(const std::string& name, float value);
///
/// Set parameter value.
///
void setParameterb(const std::string& name, bool value);
///
/// Set parameter value.
///
void setParametert(const std::string& name);
///
/// Equivalent to setParameter(triggername);
///
void trigger(const std::string& name);
///
/// Force change to state.
///
void forceToState(const std::string& name);
///
/// Reset state machine.
///
void reset();
///
///
///
void addEnterListener(SingleStateCallback callback);
///
///
///
void addExitListener(SingleStateCallback callback);
///
///
///
void addTranslateListener(DoubleStateCallback callback);
private:
enum ParameterType
{
Int, ///< A integer value.
FLoat, ///< A float value.
Bool, ///< A bool value.
Trigger ///< A trigger will be reset to false after activated.
};
union ParameterValue
{
int _int;
float _float;
bool _bool;
byte _trigger;
};
struct Parameter
{
ParameterType type;
ParameterValue value;
};
///
/// Traslation's condition.
///
struct Condition
{
std::string parameter;
ParameterValue value;
};
///
/// Translate to another state.
///
struct Transition
{
Condition condition; ///< Condition to active transition.
std::string state; ///<
};
///
/// A single state.
///
struct State
{
std::string name; ///< Name of state.
std::vector<Transition> transitions; ///< All transitions this state have.
};
///
/// Check if condition is full filled.
///
/// @param condition Condition to check.
///
bool checkCondition(const Condition& condition);
///
/// All state this state machine keeps.
///
std::map<std::string, State> mStates;
///
///
///
std::map<std::string, SingleStateCallback> mOnEnterState;
///
///
///
std::map<std::string, SingleStateCallback> mOnExitState;
///
/// From first to second.
///
std::map<std::pair<std::string, std::string>, DoubleStateCallback> mOnStateTranslate;
///
/// Current state.
///
const State* mCurrentState;
///
/// All parameters.
///
std::map<std::string, Parameter> mParameters;
};
} // namespace Graphics
} // namespace JinEngine
#endif // jin_ai
#endif
|