/*******************************************************************************
* Copyright 2014 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.ai.fsm;
import com.badlogic.gdx.ai.msg.Telegram;
/**
* Default implementation of the {@link StateMachine} interface.
*
* @param <E> the type of the entity owning this state machine
* @param <S> the type of the states of this state machine
* @author davebaol
*/
public class DefaultStateMachine<E, S extends State<E>> implements StateMachine<E, S> {
/**
* The entity that owns this state machine.
*/
protected E owner;
/**
* The current state the owner is in.
*/
protected S currentState;
/**
* The last state the owner was in.
*/
protected S previousState;
/**
* The global state of the owner. Its logic is called every time the FSM is updated.
*/
protected S globalState;
/**
* Creates a {@code DefaultStateMachine} with no owner, initial state and global state.
*/
public DefaultStateMachine() {
this(null, null, null);
}
/**
* Creates a {@code DefaultStateMachine} for the specified owner.
*
* @param owner the owner of the state machine
*/
public DefaultStateMachine(E owner) {
this(owner, null, null);
}
/**
* Creates a {@code DefaultStateMachine} for the specified owner and initial state.
*
* @param owner the owner of the state machine
* @param initialState the initial state
*/
public DefaultStateMachine(E owner, S initialState) {
this(owner, initialState, null);
}
/**
* Creates a {@code DefaultStateMachine} for the specified owner, initial state and global state.
*
* @param owner the owner of the state machine
* @param initialState the initial state
* @param globalState the global state
*/
public DefaultStateMachine(E owner, S initialState, S globalState) {
this.owner = owner;
this.setInitialState(initialState);
this.setGlobalState(globalState);
}
/**
* Returns the owner of this state machine.
*/
public E getOwner() {
return owner;
}
/**
* Sets the owner of this state machine.
*
* @param owner the owner.
*/
public void setOwner(E owner) {
this.owner = owner;
}
@Override
public void setInitialState(S state) {
this.previousState = null;
this.currentState = state;
}
@Override
public void setGlobalState(S state) {
this.globalState = state;
}
@Override
public S getCurrentState() {
return currentState;
}
@Override
public S getGlobalState() {
return globalState;
}
@Override
public S getPreviousState() {
return previousState;
}
/**
* Updates the state machine by invoking first the {@code execute} method of the global state (if any) then the {@code execute}
* method of the current state.
*/
@Override
public void update() {
// Execute the global state (if any)
if (globalState != null) globalState.update(owner);
// Execute the current state (if any)
if (currentState != null) currentState.update(owner);
}
@Override
public void changeState(S newState) {
// Keep a record of the previous state
previousState = currentState;
// Call the exit method of the existing state
if (currentState != null) currentState.exit(owner);
// Change state to the new state
currentState = newState;
// Call the entry method of the new state
if (currentState != null) currentState.enter(owner);
}
@Override
public boolean revertToPreviousState() {
if (previousState == null) {
return false;
}
changeState(previousState);
return true;
}
/**
* Indicates whether the state machine is in the given state.
* <p>
* This implementation assumes states are singletons (typically an enum) so they are compared with the {@code ==} operator
* instead of the {@code equals} method.
*
* @param state the state to be compared with the current state
* @return true if the current state and the given state are the same object.
*/
@Override
public boolean isInState(S state) {
return currentState == state;
}
/**
* Handles received telegrams. The telegram is first routed to the current state. If the current state does not deal with the
* message, it's routed to the global state's message handler.
*
* @param telegram the received telegram
* @return true if telegram has been successfully handled; false otherwise.
*/
@Override
public boolean handleMessage(Telegram telegram) {
// First see if the current state is valid and that it can handle the message
if (currentState != null && currentState.onMessage(owner, telegram)) {
return true;
}
// If not, and if a global state has been implemented, send
// the message to the global state
if (globalState != null && globalState.onMessage(owner, telegram)) {
return true;
}
return false;
}
}