Shuvit game master repo. http://shuvit.org
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FSM.py 3.4KB

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  1. import bge
  2. import StatesWalker
  3. import StatesCamera
  4. import StatesCar
  5. #====================================
  6. class Transition(object):
  7. def __init__(self, toState):
  8. self.toState = toState
  9. def Execute(self):
  10. pass
  11. #===================================
  12. class FSM(object):
  13. def __init__ (self, character, owner):
  14. self.char = character
  15. self.states = {}
  16. self.transitions = {}
  17. self.curState = None
  18. self.prevState = None
  19. self.trans = None
  20. self.stateLife = 0
  21. self.owner = owner
  22. self.name = None
  23. def AddTransition(self, transName, transition):
  24. self.transitions[transName] = transition
  25. def AddState(self, stateName, state):
  26. self.states[stateName] = state
  27. self.states[stateName].name = state
  28. def SetState(self, stateName):
  29. self.prevState = self.curState
  30. self.curState = self.states[stateName]
  31. def ToTransition(self, toTrans):
  32. self.trans = self.transitions[toTrans]
  33. def Execute(self, owner):
  34. if (self.trans):
  35. self.owner = owner
  36. self.curState.Exit()
  37. self.trans.Execute()
  38. self.SetState(self.trans.toState)
  39. self.curState.Enter()
  40. self.trans = None
  41. self.curState.Execute()
  42. #====================================
  43. Char = type("Char",(object,),{})
  44. #===================================
  45. #===================================
  46. class CameraFSM(Char):
  47. def __init__(self, owner):
  48. self.FSM = FSM(self, owner)
  49. self.owner = owner
  50. state_list = [
  51. 'Example']
  52. for s in state_list:
  53. self.FSM.AddState(s, getattr(StatesCamera, s)(self.FSM))
  54. t = 'to' + s
  55. self.FSM.AddTransition(t, Transition(s))
  56. if self.FSM.curState == None:
  57. self.FSM.SetState('Example')
  58. def Execute(self):
  59. self.FSM.Execute(self.owner)
  60. #===================================
  61. class CarFSM(Char):
  62. def __init__(self, owner):
  63. self.FSM = FSM(self, owner)
  64. self.owner = owner
  65. state_list = [
  66. 'Example',
  67. 'Activate',
  68. 'ExitParallelPark',
  69. 'EnterParallelPark',
  70. 'NavigateToTarget',
  71. 'RequestPath']
  72. for s in state_list:
  73. self.FSM.AddState(s, getattr(StatesCar, s)(self.FSM))
  74. t = 'to' + s
  75. self.FSM.AddTransition(t, Transition(s))
  76. if self.FSM.curState == None:
  77. self.FSM.SetState('Example')
  78. def Execute(self):
  79. self.FSM.Execute(self.owner)
  80. #===================================
  81. class WalkerFSM(Char):
  82. def __init__(self, owner):
  83. self.FSM = FSM(self, owner)
  84. self.owner = owner
  85. state_list = [
  86. 'Example',
  87. 'Activate',
  88. 'ExitParallelPark',
  89. 'EnterParallelPark',
  90. 'NavigateToTarget',
  91. 'RequestPath']
  92. for s in state_list:
  93. self.FSM.AddState(s, getattr(StatesWalker, s)(self.FSM))
  94. t = 'to' + s
  95. self.FSM.AddTransition(t, Transition(s))
  96. if self.FSM.curState == None:
  97. self.FSM.SetState('Example')
  98. def Execute(self):
  99. self.FSM.Execute(self.owner)