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#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
{
///
/// A single layer statemachine.
///
class StateMachine : public Object
{
public:
///
///
///
enum Mode
{
Iterative, ///< Process until reach condition failed.(May cause endless loop)
Stepwise ///< Process one state each update.
};
///
///
///
typedef void(StateChangeCallback)(void* userdata);
///
///
///
typedef void(StateTranslateCallback)(void* userdata);
///
///
///
typedef void(SingleStateCallback)(const std::string& stateName, void* userdata);
///
///
///
typedef void(DoubleStateCallback)(const std::string& stateFrom, const std::string& stateTo, void* userdata);
///
/// State machine constructor.
///
StateMachine(Mode mode = Mode::Stepwise, void* userdata = nullptr);
///
/// State machine destructor.
///
~StateMachine();
///
///
///
void setMode(Mode mode);
///
/// Process current state..
///
void update();
///
/// Get current state name.
///
const std::string& getCurrentState();
///
/// Add a integer parameter.
///
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);
///
/// Force change to state.
///
void forceToState(const std::string& name);
///
///
///
void addEnterListener(const std::string& state, StateChangeCallback* callback);
///
///
///
void addExitListener(const std::string& state, StateChangeCallback* callback);
///
///
///
void addTranslateListener(const std::string& from, const std::string& to, StateChangeCallback* callback);
///
///
///
void setEnterListener(SingleStateCallback* callback);
///
///
///
void setExitListener(SingleStateCallback* callback);
///
///
///
void setTranslateListener(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; ///< 0 by default.
float _float; ///< 0 by default.
bool _bool; ///< false by default.
bool _trigger; ///< false by default.
};
struct Parameter
{
ParameterType type;
ParameterValue value;
};
enum ParameterExpression
{
//
INT_BIGGER = 0x02,
INT_SMALLER = 0x04,
INT_EQUAL = 0x08,
//
FLOAT_BIGGER = 0x10,
FLOAT_SMALLER = 0x20,
FLOAT_EQUAL = 0x40,
//
BOOL_IS = 0x80,
BOOL_NOT = 0x100,
};
///
/// Traslation's condition.
///
struct Condition
{
std::string parameter;
ParameterExpression expression;
ParameterValue value;
};
///
/// Translate to another state.
///
struct Transition
{
Condition condition; ///< Condition to active transition.
std::string state; ///< State to translate to.
};
///
/// A single state.
///
struct State
{
std::string name; ///< Name of state.
std::vector<Transition> transitions; ///< All transitions this state have.
};
const char* parameterTypeString(ParameterType type);
///
/// Check if condition is full filled.
///
/// @param condition Condition to check.
///
bool processCondition(const Condition& condition);
typedef void(Processor)(void*);
///
///
///
void stepwiseProcess();
///
///
///
void iterativeProcess();
///
///
///
void invokeCallback(const std::string& from, const std::string& to);
///
/// All state this state machine keeps.
///
std::map<std::string, State> mStates;
///
///
///
std::map<std::string, StateChangeCallback*> mOnEnterState;
///
///
///
std::map<std::string, StateChangeCallback*> mOnExitState;
///
/// From first to second.
///
std::map<std::pair<std::string, std::string>, StateTranslateCallback*> mOnStateTranslate;
///
///
///
SingleStateCallback* mEnterCallback;
///
///
///
SingleStateCallback* mExitCallback;
///
///
///
DoubleStateCallback* mTraslateCallback;
///
/// Current state.
///
std::string mCurrentState;
///
/// All parameters.
///
std::map<std::string, Parameter> mParameters;
Mode mMode;
void* const mUserData;
};
} // namespace Graphics
} // namespace JinEngine
#endif // jin_ai
#endif
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