adding new ai functional
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79
OpenRA.Mods.RA/AI/StateMachine.cs
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79
OpenRA.Mods.RA/AI/StateMachine.cs
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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namespace OpenRA.Mods.RA.AI
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{
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class StateMachine
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{
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//a pointer to the agent that owns this instance
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private Squad owner;
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private IState currentState;
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//a record of the last state the agent was in
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private IState previousState;
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public StateMachine(Squad owner)
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{
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this.owner = owner;
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}
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public IState CurrentState
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{
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get { return currentState; }
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set { currentState = value; }
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}
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public IState PreviousState
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{
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get { return previousState; }
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set { previousState = value; }
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}
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//call this to update the FSM
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public void UpdateFsm()
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{
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currentState.Execute(owner);
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}
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//change to a new state
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//boolean variable isSaveCurrentState respons on save or not current state
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public void ChangeState(IState newState, bool saveCurrentState)
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{
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if (saveCurrentState)
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//keep a record of the previous state
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previousState = currentState;
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//call the exit method of the existing state
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if(currentState != null)
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currentState.Exit(owner);
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//change state to the new state
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if (newState != null)
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currentState = newState;
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//call the entry method of the new state
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currentState.Enter(owner);
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}
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//change state back to the previous state
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public void RevertToPreviousState(bool saveCurrentState)
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{
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ChangeState(previousState, saveCurrentState);
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}
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}
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interface IState
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{
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void Enter(Squad bot);
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void Execute(Squad bot);
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void Exit(Squad bot);
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}
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}
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