forked from Htbaa/fsm.mod
-
Notifications
You must be signed in to change notification settings - Fork 1
/
fsm.bmx
241 lines (203 loc) · 4.79 KB
/
fsm.bmx
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
SuperStrict
Rem
bbdoc: htbaapub.fsm
EndRem
Module htbaapub.fsm
ModuleInfo "Name: htbaapub.fsm"
ModuleInfo "Version: 1.00"
ModuleInfo "Author: Christiaan Kras"
ModuleInfo "Git repository: <a href='http://github.com/Htbaa/fsm.mod/'>http://github.com/Htbaa/fsm.mod/</a>"
Import brl.linkedlist
Rem
bbdoc: Default FSM State type
End Rem
Const FSM_STATE_NONE:Int = 0
Rem
bbdoc: Default FSM Machine type
End Rem
Const FSM_MACH_NONE:Int = 0
Rem
bbdoc: Finite Machine State Type
End Rem
Type TFSMState Abstract
Field m_type:Int
Field m_parent:Object
Rem
bbdoc: Method executed when this state is entered
End Rem
Method Enter()
End Method
Rem
bbdoc: Main loop of state
about: Optionally assign the amount of time passed to t:Double. This is usually wanted with delta timing.
End Rem
Method Update(t:Double = 0)
End Method
Rem
bbdoc: Method to execute when the State Machine is being setup
End Rem
Method Init()
End Method
Rem
bbdoc: Check for transitions
End Rem
Method CheckTransitions:Int()
Return FSM_STATE_NONE
End Method
Rem
bbdoc: Method to execute when leaving this state
End Rem
Method Quit()
End Method
Rem
bbdoc: Freeing of state
End Rem
Method Free()
Self.m_parent = Null
End Method
Rem
bbdoc: Handle an incoming message
End Rem
Method OnMessage:Int(message:Object)
Return False
End Method
End Type
Rem
bbdoc: Finite Machine Type
End Rem
Type TFSMMachine Extends TFSMState
Field m_type:Int
'Private data members
Field m_states:TList = New TList
Field m_currentState:TFSMState
Field m_defaultState:TFSMState
Field m_goalState:TFSMState
Field m_goalID:Int
Rem
bbdoc: Create A Finite State Machine
End Rem
Method Create:TFSMMachine(state_type:Int = FSM_MACH_NONE, parent:Object)
Self.m_type = state_type
Self.m_parent = parent
Self.m_currentState = Null
Self.m_defaultState = Null
Self.m_goalState = Null
Return Self
End Method
Rem
bbdoc: Create A Finite State Machine * DEPRECATED *
about: This function has been deprecated. Use the method Create() instead.
End Rem
Function CreateMachine:TFSMMachine(state_type:Int = FSM_MACH_NONE, parent:Object) Final
Return New TFSMMachine.Create(state_type, parent)
End Function
Rem
bbdoc: Handle incoming messages
End Rem
Method HandleMessage:Int(message:Object)
If Not Self.m_currentState
Return False
End If
Return Self.m_currentState.OnMessage(message)
End Method
Rem
bbdoc: Update State Machine. Handles state changeing and execution
End Rem
Method UpdateMachine(t:Double)
'Don't do anything if you have no states
If Self.m_states.Count() = 0
Return
End If
'Don't do anything if there's no current
'state, and no default state
If Not Self.m_currentState
Self.m_currentState = m_defaultState
End If
If Not Self.m_currentState
Return
End If
'Check for transitions and then update
Local oldStateID:Int = Self.m_currentState.m_type
Self.m_goalID = Self.m_currentState.CheckTransitions()
'Switch if there was a transition
If Self.m_goalID <> oldStateID
'If Not (Self.m_goalID=oldStateID)
If Self.TransitionState(Self.m_goalID)
Self.m_currentState.Quit()
Self.m_currentState = Self.m_goalState
Self.m_currentState.Enter()
End If
End If
Self.m_currentState.Update(t)
End Method
Rem
bbdoc: Add a state to machine
End Rem
Method AddState(state:TFSMState)
Self.m_states.AddLast(state)
End Method
Rem
bbdoc: Set default state
End Rem
Method SetDefaultState(state:TFSMState)
Self.m_defaultState = state
End Method
Rem
bbdoc: Set goal id
End Rem
Method SetGoalId(goal:Int)
Self.m_goalID = goal
End Method
Rem
bbdoc: Change state
End Rem
Method TransitionState:Int(goal:Int)
'Don't do anything if you have no states
If Self.m_states.Count() = 0
Return False
End If
'Determine if we have state of type 'goal'
'in the list, and switch to it, otherwise, quit out
For Local state:TFSMState = EachIn Self.m_states
If state.m_type = goal
Self.m_goalState = state
Return True
End If
Next
Return False
End Method
Rem
bbdoc: Reset the state machine
End Rem
Method Reset()
Self.Quit()
If Self.m_currentState
Self.m_currentState.Quit()
End If
Self.m_currentState = Self.m_defaultState;
'Init all the states
For Local state:TFSMState = EachIn Self.m_states
state.Init()
Next
'And now enter the m_defaultState, if any
If Self.m_currentState
Self.m_currentState.Enter()
End If
End Method
Rem
bbdoc: Free state machine
End Rem
Method Free()
Self.m_currentState = Null
Self.m_defaultState = Null
Self.m_goalState = Null
'Free every state
For Local state:TFSMState = EachIn Self.m_states
state.Free()
Next
'Remove all the states
Self.m_states.Clear()
'Remove parent
Self.m_parent = Null
End Method
End Type