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#ifndef __JE_STATE_MACHINE_H__
#define __JE_STATE_MACHINE_H__

#include "../core/configuration.h"
#if defined(jin_ai)

#include <map>
#include <vector>
#include <functional>

#include "../common/temporary.h"
#include "../common/types.h"
#include "../common/object.h"

namespace JinEngine
{
	namespace AI
	{

		///
		/// A single layer statemachine.
		///
		class StateMachine : public Object
		{
		public:
			///
			///
			///
			enum ParameterExpression
			{
				INT_GREATER = 0x02,
				INT_LESS = 0x04,
				INT_EQUAL = 0x08,

				FLOAT_GREATER = 0x10,
				FLOAT_LESS = 0x20,
				FLOAT_EQUAL = 0x40,

				BOOL_IS = 0x80,
				BOOL_NOT = 0x100,
			};

		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.
			};

			///
			/// Traslation's condition.
			///
			struct Condition
			{
				int parameter;
				ParameterExpression expression;
				ParameterType type;
				ParameterValue value;
			};

		public: 
			///
			///
			///
			enum Mode
			{
				Iterative, ///< Process until reach condition failed.(May cause endless loop)
				Stepwise   ///< Process one state each update.
			};

			struct Conditions : Temporary
			{
				Conditions()
				{
				}

				Conditions(const Conditions& condition)
				{
					conditions = condition.conditions;
				}

				void operator = (const Conditions& condition)
				{
					conditions = condition.conditions;
				}

				inline Conditions& andi(int parameter, ParameterExpression expression, int value)
				{
					Condition condition;
					condition.expression = expression;
					condition.parameter = parameter;
					condition.value._int = value;
					condition.type = ParameterType::Int;
					conditions.push_back(condition);
					return *this;
				}

				inline Conditions& andf(int parameter, ParameterExpression expression , float value)
				{
					Condition condition;
					condition.expression = expression;
					condition.parameter = parameter;
					condition.value._int = value;
					condition.type = ParameterType::Float;
					conditions.push_back(condition);
					return *this;
				}

				inline Conditions& andb(int parameter, ParameterExpression expression, bool value)
				{
					Condition condition;
					condition.expression = expression;
					condition.parameter = parameter;
					condition.value._int = value;
					condition.type = ParameterType::Bool;
					conditions.push_back(condition);
					return *this;
				}

				inline Conditions& andt(int parameter)
				{
					Condition condition;
					condition.parameter = parameter;
					condition.type = ParameterType::Trigger;
					conditions.push_back(condition);
					return *this;
				}

			private:
				friend class StateMachine;
				std::vector<Condition> conditions;
			};

			///
			///
			///
			typedef std::function<void(void*)> StateChangeCallback;
			
			///
			///
			///
			typedef std::function<void(void*)> StateUpdateCallback;

			///
			///
			///
			typedef std::function<void(void*)> StateTranslateCallback;

			///
			///
			///
			typedef std::function<void(int, void*)> SingleStateCallback;

			///
			///
			///
			typedef std::function<void(int, const int, void*)> DoubleStateCallback;

			///
			/// 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.
			///
			int getCurrentState();

			///
			/// Add a integer parameter.
			///
			void addParameteri(int name);

			///
			///
			///
			void addParameterf(int name);

			///
			///
			///
			void addParameterb(int name);

			///
			///
			///
			void addParametert(int name);

			/// 
			/// Add a state.
			/// 
			void addState(int name);
			
			///
			///
			///
			void addTransition(int from, int to, const Conditions& conditions);

			///
			/// Set parameter value.
			///
			void setParameteri(int name, int value);

			///
			/// Set parameter value.
			///
			void setParameterf(int name, float value);

			///
			/// Set parameter value.
			///
			void setParameterb(int name, bool value);

			///
			/// Set parameter value.
			///
			void setParametert(int name);

			///
			/// Force change to state.
			///
			void forceToState(int name);

			///
			/// 
			///
			void addEnterListener(int state, const StateChangeCallback& callback);

			///
			/// Call state update function.
			///
			void addUpdateListener(int state, const StateUpdateCallback& callback);

			///
			///
			///
			void addExitListener(int state, const StateChangeCallback& callback);

			///
			///
			///
			void addTranslateListener(int from, int to, const StateChangeCallback& callback);

			///
			///
			///
			void setEnterListener(const SingleStateCallback& callback);

			///
			///
			///
			void setUpdateListener(const SingleStateCallback& callback);

			///
			///
			///
			void setExitListener(const SingleStateCallback& callback);

			///
			///
			///
			void setTranslateListener(const DoubleStateCallback& callback);

		private:

			///
			///
			///
			struct Parameter
			{
				ParameterType type;
				ParameterValue value;
			};

			/// 
			/// Translate to another state. 
			/// 
			struct Transition
			{
				Conditions conditions; ///< Condition to active transition.
				int state;	///< State to translate to.
			};

			///
			/// A single state.
			///
			struct State
			{
				int 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);

			///
			///
			///
			void stepwiseProcess();

			///
			///
			///
			void iterativeProcess();

			///
			///
			///
			void invokeCallback(int from, int to);

			///
			/// All state this state machine keeps.
			///
			std::map<int, State> mStates;

			///
			///
			///
			std::map<int, StateChangeCallback> mOnEnterState;

			///
			///
			///
			std::map<int, StateUpdateCallback> mOnUpdateState;

			///
			///
			///
			std::map<int, StateChangeCallback> mOnExitState;

			///
			/// From first to second.
			///
			std::map<std::pair<int, int>, StateTranslateCallback> mOnStateTranslate;

			///
			///
			///
			SingleStateCallback mEnterCallback;

			///
			///
			///
			SingleStateCallback mUpdateCallback;

			///
			///
			///
			SingleStateCallback mExitCallback;
			
			///
			///
			///
			DoubleStateCallback mTraslateCallback;

			///
			/// Current state.
			///
			int mCurrentState;

			///
			/// All parameters.
			///
			std::map<int, Parameter> mParameters;

			Mode mMode;

			void* const mUserData;

		};

	} // namespace Graphics
} // namespace JinEngine 

#endif // jin_ai

#endif