limboai/limbo_hsm.h

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/* limbo_hsm.h */
#ifndef LIMBO_HSM_H
#define LIMBO_HSM_H
#include "core/object.h"
#include "limbo_state.h"
class LimboHSM : public LimboState {
GDCLASS(LimboHSM, LimboState);
public:
enum UpdateMode : unsigned int {
IDLE, // automatically call update() during NOTIFICATION_PROCESS
PHYSICS, // automatically call update() during NOTIFICATION_PHYSICS
MANUAL, // manually update state machine: user must call update(delta)
};
private:
UpdateMode update_mode;
LimboState *initial_state;
LimboState *active_state;
Map<uint64_t, LimboState *> transitions;
_FORCE_INLINE_ uint64_t _get_transition_key(Node *p_from_state, const String &p_event) {
uint64_t key = hash_djb2_one_64(Variant::OBJECT);
key = hash_djb2_one_64(Variant(p_from_state).hash(), key);
key = hash_djb2_one_64(p_event.hash(), key);
return key;
}
protected:
static void _bind_methods();
void _notification(int p_what);
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virtual void _initialize(Object *p_agent, const Ref<Blackboard> &p_blackboard);
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virtual void _enter();
virtual void _exit();
virtual void _update(float p_delta);
void _change_state(LimboState *p_state);
public:
void set_update_mode(UpdateMode p_mode) { update_mode = p_mode; }
UpdateMode get_update_mode() const { return update_mode; }
LimboState *get_active_state() const { return active_state; };
LimboState *get_leaf_state() const;
void set_active(bool p_active);
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void set_initial_state(Node *p_state);
LimboState *get_initial_state() const { return initial_state; }
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virtual void initialize(Object *p_agent, const Ref<Blackboard> &p_parent_scope = nullptr);
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virtual bool dispatch(const String &p_event, const Variant &p_cargo);
void update(float p_delta) { _update(p_delta); }
void add_transition(Node *p_from_state, Node *p_to_state, const String &p_event);
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LimboState *anystate() const { return nullptr; };
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LimboHSM();
};
#endif // LIMBO_HSM_H