-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathmain.cpp
More file actions
147 lines (129 loc) · 3.99 KB
/
Copy pathmain.cpp
File metadata and controls
147 lines (129 loc) · 3.99 KB
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
#include "Fsm.h"
#include <time.h>
#include <iostream>
#include <Windows.h>
//return range:[val1, val2]
inline static int randomInt(int val1, int val2)
{
return val1 + rand() % (val2 - val1 + 1);
}
class Robot
{
public:
enum state_type
{
state_idle = 1, //空闲
state_recover, //回血
state_find_monster, //寻怪
state_attack_monster, //打怪
state_dead, //死亡
};
enum event_type
{
event_recover = 1, //回血
event_recover_finish, //回血结束
event_find_monster, //寻怪
event_monster_die, //怪死亡
event_die, //死亡
};
Robot()
{
maxHp_ = 5;
currentHp_ = maxHp_;
monsterHp_ = 0;
buildFsm();
}
~Robot()
{
fsm_.clearWithRelease();
}
void buildFsm()
{
//创建状态机
fsm::State* stateIdle = new fsm::State(state_idle);
stateIdle->updateEvent = [this](int)
{
std::cout << "state idle" << std::endl;
if (currentHp_ < maxHp_)
return fsm_.trigger(event_recover);
else
return fsm_.trigger(event_find_monster);
};
fsm::State* stateRecover = new fsm::State(state_recover);
stateRecover->updateEvent = [this](int)
{
std::cout << "state recover myHp: " << currentHp_ << std::endl;
if (currentHp_ >= maxHp_)
return fsm_.trigger(event_recover_finish);
currentHp_++;
};
fsm::State* stateFindMonter = new fsm::State(state_find_monster);
stateFindMonter->enterEvent = [this]()
{
monsterHp_ = randomInt(3, 8);
};
stateFindMonter->updateEvent = [this](int)
{
std::cout << "state find monster" << std::endl;
};
fsm::State* stateAttackMonster = new fsm::State(state_attack_monster);
stateAttackMonster->updateEvent = [this](int)
{
std::cout << "state attack monster myHp: " << currentHp_ << " monsterHp: " << monsterHp_ << std::endl;
monsterHp_--;
if (monsterHp_ <= 0)
return fsm_.trigger(event_monster_die);
currentHp_--;
if (currentHp_ <= 0)
return fsm_.trigger(event_die);
};
fsm::State* stateDead = new fsm::State(state_dead);
stateDead->updateEvent = [this](int)
{
std::cout << "state dead" << std::endl;
};
//状态机路径
fsm_.initialize(stateIdle);
fsm_.addState(stateRecover);
fsm_.addState(stateFindMonter);
fsm_.addState(stateAttackMonster);
fsm_.addState(stateDead);
//idle -> recover
fsm_.addTransition(stateIdle, stateRecover, event_recover, nullptr);
//recover -> idle
fsm_.addTransition(stateRecover, stateIdle, event_recover_finish, nullptr);
//idle -> find monster
fsm_.addTransition(stateIdle, stateFindMonter, event_find_monster, nullptr);
//find monster -> attack monster
fsm_.addTimedTransition(stateFindMonter, stateAttackMonster, 2000, 5000, nullptr);
//attack monster -> idle
fsm_.addTransition(stateAttackMonster, stateIdle, event_monster_die, nullptr);
//attack monster -> dead
fsm_.addTransition(stateAttackMonster, stateDead, event_die, nullptr);
//dead -> idle
fsm_.addTimedTransition(stateDead, stateIdle, 3000, [this]()
{
currentHp_ = maxHp_;
});
}
void run(int timeInMillionSeconds)
{
fsm_.runMachine(timeInMillionSeconds);
}
protected:
int currentHp_; //当前血量
int maxHp_; //最大血量
fsm::Fsm fsm_; //状态机
int monsterHp_; //怪物血量
};
int main()
{
srand((unsigned int)time(0));
Robot robot;
while (true)
{
robot.run(1000);
Sleep(1000);
}
return 0;
}