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/* Copyright (C) 2024 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "FSM.h"
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CFsmEvent::CFsmEvent(unsigned int type, void* pParam)
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{
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m_Type = type;
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m_Param = pParam;
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}
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CFsmEvent::~CFsmEvent()
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{
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m_Param = nullptr;
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}
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void CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
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Action* pAction /* = nullptr */, void* pContext /* = nullptr*/)
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{
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m_Transitions.insert({TransitionKey{state, eventType}, Transition{{pAction, pContext}, nextState}});
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}
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void CFsm::SetFirstState(unsigned int firstState)
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{
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m_FirstState = firstState;
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}
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void CFsm::SetCurrState(unsigned int state)
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{
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m_CurrState = state;
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}
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bool CFsm::IsFirstTime() const
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{
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return (m_CurrState == FSM_INVALID_STATE);
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}
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bool CFsm::Update(unsigned int eventType, void* pEventParam)
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{
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if (IsFirstTime())
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m_CurrState = m_FirstState;
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// Lookup transition
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auto transitionIterator = m_Transitions.find({m_CurrState, eventType});
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if (transitionIterator == m_Transitions.end())
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return false;
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CFsmEvent event{eventType, pEventParam};
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// Save the default state transition (actions might call SetNextState
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// to override this)
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SetNextState(transitionIterator->second.nextState);
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if (!transitionIterator->second.action(event))
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return false;
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SetCurrState(GetNextState());
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// Reset the next state since it's no longer valid
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SetNextState(FSM_INVALID_STATE);
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return true;
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}
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bool CFsm::IsDone() const
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{
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return m_Done;
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}
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