/// <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(Transition trans)
        {
            // Check for NullTransition before changing the current state
            if (trans == Transition.NullTransition)
            {
                Console.WriteLine("FSM ERROR: NullTransition is not allowed for a real transition");
                return;
            }

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

            // 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;
                }
            }
        }
        /// <summary>
        /// This method places new states inside the FSM,
        /// or prints an ERROR message if the state was already inside the List.
        /// First state added is also the initial state.
        /// </summary>
        public void AddState(FSMState s)
        {
            // Check for Null reference before deleting
            if (s == null)
            {
                Console.WriteLine("FSM ERROR: Null reference is not allowed");
            }

            // First State inserted is also the Initial state,
            //   the state the machine is in when the simulation begins
            if (states.Count == 0)
            {
                states.Add(s);
                currentState = s;
                currentStateID = s.ID;
                return;
            }

            // Add the state to the List if it's not inside it
            foreach (FSMState state in states)
            {
                if (state.ID == s.ID)
                {
                    Console.WriteLine("FSM ERROR: Impossible to add state " + s.ID.ToString() +
                                   " because state has already been added");
                    return;
                }
            }
            states.Add(s);
        }