FSM: deal with IStates directly, don't parametrize on an input type.
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@ -1,27 +1,29 @@
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using System.Collections.Generic;
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namespace SemiColinGames {
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public interface IState<T> {
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public interface IState {
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// Called automatically whenever this state is transitioned to. Should reset whichever
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// state-specific variables need resetting.
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public void Enter();
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// Returns the name of the new state, or null if we should stay in the same state.
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public string Update(T obj, float modelTime, World world);
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public string Update(float modelTime, World world);
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}
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public class FSM<T> {
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readonly Dictionary<string, IState<T>> states;
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IState<T> state;
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public class FSM {
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readonly Dictionary<string, IState> states;
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IState state;
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public FSM(Dictionary<string, IState<T>> states, string initial) {
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public FSM(string initialStateName, Dictionary<string, IState> states) {
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this.states = states;
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StateName = initial;
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StateName = initialStateName;
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Transition(StateName);
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}
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public string StateName { get; private set; }
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public void Update(T obj, float modelTime, World world) {
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string newState = state.Update(obj, modelTime, world);
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public void Update(float modelTime, World world) {
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string newState = state.Update(modelTime, world);
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if (newState != null) {
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Transition(newState);
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}
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@ -29,7 +31,7 @@ namespace SemiColinGames {
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void Transition(string state) {
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StateName = state;
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IState<T> newState = states[state];
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IState 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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@ -3,14 +3,19 @@ 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<NPC> {
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float timeInState = 0;
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class IdleState : IState {
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private NPC npc;
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private float timeInState = 0;
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public IdleState(NPC npc) {
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this.npc = npc;
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}
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public void Enter() {
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timeInState = 0;
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}
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public string Update(NPC npc, float modelTime, World world) {
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public string Update(float modelTime, World world) {
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timeInState += modelTime;
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if (timeInState > 1.0f) {
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npc.Facing *= -1;
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@ -20,10 +25,16 @@ namespace SemiColinGames {
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}
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}
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class RunState : IState<NPC> {
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class RunState : IState {
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private NPC npc;
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public RunState(NPC npc) {
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this.npc = npc;
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}
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public void Enter() {}
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public string Update(NPC npc, float modelTime, World world) {
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public string Update(float modelTime, World world) {
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float moveSpeed = 120;
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float desiredX = npc.Position.X + moveSpeed * npc.Facing * modelTime;
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float testPoint = desiredX + npc.Box.HalfSize.X * npc.Facing;
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@ -52,7 +63,7 @@ namespace SemiColinGames {
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private readonly Vector2 spriteCenter;
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private readonly Vector2 eyeOffset = new Vector2(4, -9);
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private readonly FSM<NPC> fsm;
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private readonly FSM fsm;
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private readonly Vector2 halfSize = new Vector2(11, 24);
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public NPC(Vector2 position, int facing) {
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@ -64,10 +75,10 @@ namespace SemiColinGames {
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Box = new AABB(Position, halfSize);
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Facing = facing;
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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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fsm = new FSM("run", new Dictionary<string, IState> {
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{ "idle", new IdleState(this) },
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{ "run", new RunState(this) }
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});
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}
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public int Facing;
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@ -99,7 +110,7 @@ namespace SemiColinGames {
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}
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public void Update(float modelTime, World world) {
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fsm.Update(this, modelTime, world);
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fsm.Update(modelTime, world);
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Box = new AABB(Position, halfSize);
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Debug.AddRect(Box, Color.White);
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}
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