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authorThomasAvans <tv.intanker@student.avans.nl>2024-04-22 10:40:59 +0200
committerThomasAvans <tv.intanker@student.avans.nl>2024-04-22 10:40:59 +0200
commit1640a4fb4bb0c831dd3f2a28bf99a49f3f41e829 (patch)
tree5889fbd9a70ed926a64a6c3cd0183ae25fc18be5 /shared/FSM.hpp
parent4354adcf0ae2eabbf419a76fc97746cb71962826 (diff)
Processed review
Diffstat (limited to 'shared/FSM.hpp')
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+#ifndef _FSM_HPP_
+#define _FSM_HPP_
+
+#include "FSM.h"
+
+#include <iostream>
+
+/// <summary>
+/// This is a generic update method, unknown classes are not supported.
+/// </summary>
+/// <typeparam name="TState">IBehaviouralState is the only accepted
+/// class.</typeparam>
+template <class TState> void FSM<TState>::act() {
+ // No implementation for unknown class.
+ std::cout << "No implementation for unknown class" << std::endl;
+}
+//
+///// <summary>
+///// Calls the IBehaviouralState act method.
+///// </summary>
+///// <typeparam name="TState">IBehaviouralState is the only accepted
+/// class.</typeparam>
+template <> inline void FSM<IBehaviouralState>::act() { _currentState->act(); }
+
+/// <summary>
+/// This is a generic return of the type.
+/// </summary>
+/// <typeparam name="TState">Any class type works with this return.</typeparam>
+/// <returns>The current IBehaviouralState map.</returns>
+template <class TState>
+std::map<int, std::shared_ptr<TState>> FSM<TState>::get_states() {
+ return _states;
+}
+
+///// <summary>
+///// State transitioning from current state to newState.
+///// Calls Exit on the current state and Enter on the new state.
+///// </summary>
+///// <typeparam name="TState">IBehaviouralState is the only accepted
+/// class.</typeparam>
+///// <param name="newState">New state to transition into.</param>
+template <>
+inline void
+FSM<IBehaviouralState>::set_state(std::shared_ptr<IBehaviouralState> newState) {
+ // We can guarantee all statemachines are based on IBehaviouralState
+ if (_currentState != nullptr)
+ _currentState->exit();
+
+ _currentState = nullptr;
+ _currentState = newState;
+ _currentState->enter();
+}
+
+/// <summary>
+/// State transitioning from current state to newState.
+/// Calls Exit on the current state and Enter on the new state.
+/// </summary>
+/// <typeparam name="TState">IBehaviouralState is the only accepted
+/// class.</typeparam> <param name="newState">New state to transition
+/// into.</param>
+template <class TState>
+void FSM<TState>::set_state(std::shared_ptr<TState> newState) {
+ // We can guarantee all statemachines are based on IBehaviouralState
+ // No implementation for an unknown state change class.
+ std::cout << "No implementation for unknown state change class" << std::endl;
+}
+
+#endif // _FSM_HPP_ \ No newline at end of file