Example #1
0
    /// <summary>
    /// This method tries to change the state the FSM is in based on
    /// the current state and the transition passed. If current state
    ///  doesn't have a target state for the transition passed,
    /// an ERROR message is printed.
    /// </summary>
    public void PerformTransition(FsmTransitionId trans)
    {
        // Check for NullTransition before changing the current state
        if (trans == FsmTransitionId.NullTransition)
        {
            throw new Exception("FSM ERROR: NullTransition is not allowed for a real transition");
        }

        // Check if the currentState has the transition passed as argument
        FsmStateId id = currentState.GetOutputState(trans);

        if (id == FsmStateId.NullStateID)
        {
            throw new Exception("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " +
                                " for transition " + trans.ToString());
        }

        // Update the currentStateID and currentState
        currentStateID = id;
        foreach (FsmState state in states)
        {
            if (state.ID == currentStateID)
            {
                // Do the post processing of the state before setting the new one
                currentState.DoBeforeLeaving();

                currentState = state;

                // Reset the state to its desired condition before it can reason or act
                currentState.DoBeforeEntering();
                break;
            }
        }
    }     // PerformTransition()
Example #2
0
 /// <summary>
 /// This method returns the new state the FSM should be if
 ///    this state receives a transition and
 /// </summary>
 public FsmStateId GetOutputState(FsmTransitionId trans)
 {
     // Check if the map has this transition
     if (transitionMap.ContainsKey(trans))
     {
         return(transitionMap[trans]);
     }
     return(FsmStateId.NullStateID);
 }
Example #3
0
    /// <summary>
    /// This method deletes a pair transition-state from this state's map.
    /// If the transition was not inside the state's map, an ERROR message is printed.
    /// </summary>
    public void DeleteTransition(FsmTransitionId trans)
    {
        // Check for NullTransition
        if (trans == FsmTransitionId.NullTransition)
        {
            throw new Exception("FSMState ERROR: NullTransition is not allowed");
        }

        // Check if the pair is inside the map before deleting
        if (transitionMap.ContainsKey(trans))
        {
            transitionMap.Remove(trans);
            return;
        }
        throw new Exception("FSMState ERROR: Transition " + trans.ToString() + " passed to " + stateID.ToString() +
                            " was not on the state's transition list");
    }
Example #4
0
    // regular add method
    public void AddTransition(FsmTransitionId trans, FsmStateId id)
    {
        // Check if anyone of the args is invalid
        if (trans == FsmTransitionId.NullTransition)
        {
            throw new Exception("FSMState ERROR: NullTransition is not allowed for a real transition");
        }

        if (id == FsmStateId.NullStateID)
        {
            throw new Exception("FSMState ERROR: NullStateID is not allowed for a real ID");
        }

        // Since this is a Deterministic FSM,
        //   check if the current transition was already inside the map
        if (transitionMap.ContainsKey(trans))
        {
            throw new Exception("FSMState ERROR: State " + stateID.ToString() + " already has transition " + trans.ToString() +
                                "Impossible to assign to another state");
        }

        transitionMap.Add(trans, id);
    }
Example #5
0
 // helper for the "Reason" method
 public void PerformTransition(FsmTransitionId trans)
 {
     Debug.Log("going to" + trans.ToString());
     machine.PerformTransition(trans);
 }
    /// <summary>
    /// This method tries to change the state the FSM is in based on
    /// the current state and the transition passed. If current state
    ///  doesn't have a target state for the transition passed, 
    /// an ERROR message is printed.
    /// </summary>
    public void PerformTransition(FsmTransitionId trans)
    {
        // Check for NullTransition before changing the current state
        if (trans == FsmTransitionId.NullTransition)
        {
            throw new Exception("FSM ERROR: NullTransition is not allowed for a real transition");
        }

        // Check if the currentState has the transition passed as argument
        FsmStateId id = currentState.GetOutputState(trans);
        if (id == FsmStateId.NullStateID)
        {
            throw new Exception("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " +
                           " for transition " + trans.ToString());
        }

        // Update the currentStateID and currentState
        currentStateID = id;
        foreach (FsmState state in states)
        {
            if (state.ID == currentStateID)
            {
                // Do the post processing of the state before setting the new one
                currentState.DoBeforeLeaving();

                currentState = state;

                // Reset the state to its desired condition before it can reason or act
                currentState.DoBeforeEntering();
                break;
            }
        }
    }
Example #7
0
 // fluid interface
 public FsmState WithTransition(FsmTransitionId trans, FsmStateId id)
 {
     AddTransition(trans, id);
     return(this);
 }
 // fluid interface
 public FsmState WithTransition(FsmTransitionId trans, FsmStateId id)
 {
     AddTransition(trans, id);
     return this;
 }
 // helper for the "Reason" method
 public void PerformTransition(FsmTransitionId trans)
 {
     Debug.Log ("going to" + trans.ToString());
     machine.PerformTransition(trans);
 }
Example #10
0
 /// <summary>
 /// This method returns the new state the FSM should be if
 ///    this state receives a transition and 
 /// </summary>
 public FsmStateId GetOutputState(FsmTransitionId trans)
 {
     // Check if the map has this transition
     if (transitionMap.ContainsKey(trans))
     {
         return transitionMap[trans];
     }
     return FsmStateId.NullStateID;
 }
Example #11
0
    /// <summary>
    /// This method deletes a pair transition-state from this state's map.
    /// If the transition was not inside the state's map, an ERROR message is printed.
    /// </summary>
    public void DeleteTransition(FsmTransitionId trans)
    {
        // Check for NullTransition
        if (trans == FsmTransitionId.NullTransition)
        {
            throw new Exception("FSMState ERROR: NullTransition is not allowed");
        }

        // Check if the pair is inside the map before deleting
        if (transitionMap.ContainsKey(trans))
        {
            transitionMap.Remove(trans);
            return;
        }
        throw new Exception("FSMState ERROR: Transition " + trans.ToString() + " passed to " + stateID.ToString() +
                       " was not on the state's transition list");
    }
Example #12
0
    // regular add method
    public void AddTransition(FsmTransitionId trans, FsmStateId id)
    {
        // Check if anyone of the args is invalid
        if (trans == FsmTransitionId.NullTransition)
        {
            throw new Exception("FSMState ERROR: NullTransition is not allowed for a real transition");
        }

        if (id == FsmStateId.NullStateID)
        {
            throw new Exception("FSMState ERROR: NullStateID is not allowed for a real ID");
        }

        // Since this is a Deterministic FSM,
        //   check if the current transition was already inside the map
        if (transitionMap.ContainsKey(trans))
        {
            throw new Exception("FSMState ERROR: State " + stateID.ToString() + " already has transition " + trans.ToString() +
                           "Impossible to assign to another state");
        }

        transitionMap.Add(trans, id);
    }