protected override void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet<MyStringId> enquedActions, int passThrough)
 {
     foreach (var activeCursor in cursor.StateMachine.ActiveCursors)
     {
         cursor.StateMachine.DeleteCursor(activeCursor.Id);
     }
 }
        protected override void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet<MyStringId> enquedActions, int passThrough)
        {
            if(OutTransitions.Count == 0) return;

            var stateMachine = cursor.StateMachine;
            // Remove the current Cursor
            stateMachine.DeleteCursor(cursor.Id);

            // Spawn new cursors for the rest
            for (var i = 0; i < OutTransitions.Count; i++)
                stateMachine.CreateCursor(OutTransitions[i].TargetNode.Name);
        }
        /// <summary>
        /// Creates new active cursor.
        /// </summary>
        public virtual MyStateMachineCursor CreateCursor(string nodeName)
        {
            var foundNode = FindNode(nodeName);
            if (foundNode != null)
            {
                var newCursor = new MyStateMachineCursor(foundNode, this);
                m_activeCursorsById.Add(newCursor.Id, newCursor);
                m_activeCursors.Add(newCursor);
                return newCursor;
            }

            return null;
        }
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        /// <summary>
        /// Creates new active cursor.
        /// </summary>
        public virtual MyStateMachineCursor CreateCursor(string nodeName)
        {
            var foundNode = FindNode(nodeName);

            if (foundNode != null)
            {
                var newCursor = new MyStateMachineCursor(foundNode, this);
                m_activeCursorsById.Add(newCursor.Id, newCursor);
                m_activeCursors.Add(newCursor);
                return(newCursor);
            }

            return(null);
        }
        // Cache cursor data, remove cursor, let go when all incoming branch cursors reach the barrier node
        protected override void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet<MyStringId> enquedActions, int passThrough)
        {
            var stateMachine = cursor.StateMachine;
            var inTransitionIndex = 0;
            for (; inTransitionIndex < InTransitions.Count; inTransitionIndex++)
                if(InTransitions[inTransitionIndex].Id == cursor.LastTransitionTakenId)
                    break;

            Debug.Assert(inTransitionIndex < InTransitions.Count, "Transition not found."); 
            Debug.Assert(!m_cursorsFromInEdgesReceived[inTransitionIndex], "More than one cursor from branch received.");

            m_cursorsFromInEdgesReceived[inTransitionIndex] = true;
            stateMachine.DeleteCursor(cursor.Id);

            // Check if all cursors arrived
            foreach (var value in m_cursorsFromInEdgesReceived)
                if(!value) return;

            if(OutTransitions.Count > 0)
                stateMachine.CreateCursor(OutTransitions[0].TargetNode.Name);
        }
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        /// <summary>
        /// Expands current node with given cursor.
        /// First enquedAction is taking place then any valid transition.
        /// Cursor is being transitioned to result of expansion.
        /// Override this for custom behavior.
        /// </summary>
        protected virtual void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet <MyStringId> enquedActions, int passThrough)
        {
            MyStateMachineTransition nextTransition;

            do
            {
                // Try to find best transition across enquedActions
                // Does not need to be evaluated one.
                nextTransition = null;
                var transitions = cursor.Node.OutTransitions;

                if (enquedActions.Count > 0)
                {
                    int bestPriority = int.MaxValue;

                    for (var i = 0; i < transitions.Count; i++)
                    {
                        int transitionPriority = transitions[i].Priority ?? int.MaxValue;
                        if (enquedActions.Contains(transitions[i].Name) && transitionPriority <= bestPriority &&
                            (transitions[i].Conditions.Count == 0 || transitions[i].Evaluate()))
                        {
                            nextTransition = transitions[i];
                            bestPriority   = transitionPriority;
                        }
                    }
                }

                if (nextTransition == null)
                {
                    // Try to find valid transition to next state
                    nextTransition = cursor.Node.QueryNextTransition();
                }

                // Transition into next state
                if (nextTransition != null)
                {
                    cursor.FollowTransition(nextTransition);
                }
            } while (nextTransition != null && cursor.Node.PassThrough && passThrough-- > 0);
        }
        /// <summary>
        /// Expands current node with given cursor.
        /// First enquedAction is taking place then any valid transition.
        /// Cursor is being transitioned to result of expansion.
        /// Override this for custom behavior.
        /// </summary>
        protected virtual void ExpandInternal(MyStateMachineCursor cursor, MyConcurrentHashSet<MyStringId> enquedActions, int passThrough)
        {
            MyStateMachineTransition nextTransition;

            do
            {
                // Try to find best transition across enquedActions
                // Does not need to be evaluated one.
                nextTransition = null;
                var transitions = cursor.Node.OutTransitions;

                if (enquedActions.Count > 0)
                {
                    int bestPriority = int.MaxValue;

                    for (var i = 0; i < transitions.Count; i++)
                    {
                        int transitionPriority = transitions[i].Priority ?? int.MaxValue;
                        if (enquedActions.Contains(transitions[i].Name) && transitionPriority <= bestPriority &&
                            (transitions[i].Conditions.Count == 0 || transitions[i].Evaluate()))
                        {
                            nextTransition = transitions[i];
                            bestPriority = transitionPriority;
                        }
                    }
                }

                if (nextTransition == null)
                {
                    // Try to find valid transition to next state
                    nextTransition = cursor.Node.QueryNextTransition();
                }

                // Transition into next state
                if (nextTransition != null)
                    cursor.FollowTransition(nextTransition);

            } while (nextTransition != null && cursor.Node.PassThrough && passThrough-- > 0);   
        }
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 // Should stay internal, we do not want to anything outside of StateMachines to use
 // Expand methods.
 internal void Expand(MyStateMachineCursor cursor, MyConcurrentHashSet <MyStringId> enquedActions)
 {
     ExpandInternal(cursor, enquedActions, 100);
 }
 // Should stay internal, we do not want to anything outside of StateMachines to use
 // Expand methods.
 internal void Expand(MyStateMachineCursor cursor, MyConcurrentHashSet<MyStringId> enquedActions)
 {
     ExpandInternal(cursor, enquedActions, 100);
 }