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154 lines (135 loc) · 4.88 KB
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#include "Fsm.h"
#include <time.h>
namespace fsm
{
void Fsm::initialize(State* initialState)
{
stateArray_.reserve(32);
transitionArray_.reserve(64);
timedTransitionArray_.reserve(32);
isInitialized_ = false;
stateArray_ = { initialState };
transitionArray_.clear();
timedTransitionArray_.clear();
currentState_ = initialState;
}
void Fsm::clearWithRelease()
{
isInitialized_ = false;
for (State* state : stateArray_)
state->release();
stateArray_.clear();
transitionArray_.clear();
timedTransitionArray_.clear();
currentState_ = nullptr;
}
void Fsm::addState(State* state)
{
stateArray_.push_back(state);
}
void Fsm::addTransition(State* stateFrom, State* stateTo, int event, Action fnTransitionCallback)
{
transitionArray_.push_back(Transition());
Transition& transition = transitionArray_.back();
transition.stateFrom = stateFrom;
transition.stateTo = stateTo;
transition.event = event;
transition.onTransition = fnTransitionCallback;
}
void Fsm::addTimedTransition(State* stateFrom, State* stateTo, int timeInMillionSeconds, Action fnTransitionCallback)
{
timedTransitionArray_.push_back(TimedTransition());
TimedTransition& timedTransition = timedTransitionArray_.back();
timedTransition.transition.stateFrom = stateFrom;
timedTransition.transition.stateTo = stateTo;
timedTransition.transition.event = 0;
timedTransition.transition.onTransition = fnTransitionCallback;
timedTransition.minInterval = timeInMillionSeconds;
timedTransition.maxInterval = timeInMillionSeconds;
timedTransition.leftTime = timeInMillionSeconds;
}
void Fsm::addTimedTransition(State* stateFrom, State* stateTo, int minIntervalInMillionSeconds, int maxIntervalInMillionSeconds, Action fnTransitionCallback)
{
static bool s_srandInit = false;
if (!s_srandInit)
{
s_srandInit = true;
srand((unsigned int)time(0));
}
timedTransitionArray_.push_back(TimedTransition());
TimedTransition& timedTransition = timedTransitionArray_.back();
timedTransition.transition.stateFrom = stateFrom;
timedTransition.transition.stateTo = stateTo;
timedTransition.transition.event = 0;
timedTransition.transition.onTransition = fnTransitionCallback;
timedTransition.minInterval = minIntervalInMillionSeconds;
timedTransition.maxInterval = maxIntervalInMillionSeconds;
timedTransition.leftTime = minIntervalInMillionSeconds + rand() % (maxIntervalInMillionSeconds - minIntervalInMillionSeconds + 1);
}
void Fsm::trigger(int event)
{
if (isInitialized_)
{
for (Transition& t : transitionArray_)
{
if (t.event == event && (!t.stateFrom || t.stateFrom == currentState_))
return performTransition(&t);
}
}
}
void Fsm::runMachine(int deltaTimeInMillionSeconds)
{
if (!isInitialized_)
{
isInitialized_ = true;
currentState_->onEnter();
if (currentState_->enterEvent)
currentState_->enterEvent();
}
currentState_->onUpdate(deltaTimeInMillionSeconds);
if (currentState_->updateEvent)
currentState_->updateEvent(deltaTimeInMillionSeconds);
checkTimedTransitions(deltaTimeInMillionSeconds);
}
void Fsm::checkTimedTransitions(int deltaTimeInMillionSeconds)
{
for (TimedTransition& t : timedTransitionArray_)
{
if (!t.transition.stateFrom || t.transition.stateFrom == currentState_)
{
if (t.leftTime <= 0)
{
return performTransition(&t.transition);
}
else
{
t.leftTime -= deltaTimeInMillionSeconds;
}
}
}
}
void Fsm::performTransition(Transition* ptr)
{
currentState_->onExit();
if (currentState_->exitEvent)
currentState_->exitEvent();
if (ptr->onTransition)
ptr->onTransition();
State* state = ptr->stateTo;
state->onEnter();
if (state->enterEvent)
state->enterEvent();
if (currentState_)
currentState_ = state;
for (TimedTransition& t : timedTransitionArray_)
{
if (!t.transition.stateFrom || t.transition.stateFrom == currentState_)
{
if (t.minInterval == t.maxInterval)
t.leftTime = t.minInterval;
else
t.leftTime = t.minInterval + rand() % (t.maxInterval - t.minInterval + 1);
}
}
}
}