/* 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 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); void _set_blackboard_data(Dictionary p_value) { blackboard->set_data(p_value.duplicate()); } Dictionary _get_blackboard_data() const { return blackboard->get_data(); } virtual void _initialize(Object *p_agent, const Ref &p_blackboard); 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); void set_initial_state(Node *p_state); LimboState *get_initial_state() const { return initial_state; } virtual void initialize(Object *p_agent, const Ref &p_parent_scope = nullptr); 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); LimboState *anystate() const { return nullptr; }; LimboHSM(); }; #endif // LIMBO_HSM_H