FSM now takes a type parameter so that we can use FSM with other classes.
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08091106ea
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1b124f84df
@ -2,17 +2,17 @@
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using System.Collections.Generic;
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namespace SemiColinGames {
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public interface IState {
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public interface IState<T> {
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public void Enter();
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public string? Update(NPC npc, float modelTime, AABB[] collisionTargets);
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public string? Update(T obj, float modelTime, AABB[] collisionTargets);
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}
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public class FSM {
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public class FSM<T> {
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float timeInState = 0f;
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Dictionary<string, IState> states;
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IState state;
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Dictionary<string, IState<T>> states;
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IState<T> state;
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public FSM(Dictionary<string, IState> states, string initial) {
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public FSM(Dictionary<string, IState<T>> states, string initial) {
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this.states = states;
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StateName = initial;
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Transition(StateName);
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@ -20,9 +20,9 @@ namespace SemiColinGames {
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public string StateName { get; private set; }
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public void Update(NPC npc, float modelTime, AABB[] collisionTargets) {
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public void Update(T obj, float modelTime, AABB[] collisionTargets) {
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timeInState += modelTime;
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string? newState = state.Update(npc, modelTime, collisionTargets);
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string? newState = state.Update(obj, modelTime, collisionTargets);
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if (newState != null) {
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Transition(newState);
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}
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@ -32,7 +32,7 @@ namespace SemiColinGames {
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Debug.WriteLine("{0} -> {1} @ {2}", StateName, state, timeInState);
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timeInState = 0f;
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StateName = state;
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IState newState = states[state];
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IState<T> newState = states[state];
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this.state = newState;
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this.state.Enter();
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}
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@ -3,7 +3,7 @@ using Microsoft.Xna.Framework.Graphics;
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using System.Collections.Generic;
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namespace SemiColinGames {
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class IdleState : IState {
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class IdleState : IState<NPC> {
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float timeInState = 0;
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public void Enter() {
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@ -20,7 +20,7 @@ namespace SemiColinGames {
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}
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}
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class RunState : IState {
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class RunState : IState<NPC> {
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public void Enter() {}
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public string? Update(NPC npc, float modelTime, AABB[] collisionTargets) {
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@ -50,11 +50,11 @@ namespace SemiColinGames {
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private const int spriteHeight = 81;
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private const int spriteCenterYOffset = 2;
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private FSM fsm;
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private FSM<NPC> fsm;
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public NPC(Point position) {
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Position = position;
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fsm = new FSM(new Dictionary<string, IState> {
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fsm = new FSM<NPC>(new Dictionary<string, IState<NPC>> {
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{ "idle", new IdleState() },
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{ "run", new RunState() }
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}, "run");
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