class BotStateBaseSource
View all 33 descendants
- Bot_TestSpawnDeadSelectBury
- Bot_TestSpawnOpen
- BotHunt
- BotHunt_Hunting
- BotHunt_Tracking
- BotOpenEntityInHands
- BotPerformAction
- BotSelectZombieTarget
- BotSpawnDead
- BotSpawnEntityInHands
- BotStanceRandomizer
- BotStateIdle
- BotTestAttachAndDropCycle
- BotTestAttachAndDropCycle_Attaching
- BotTestAttachAndDropCycle_Detaching
- BotTestItemMoveBackAndForth
- BotTestItemMoveBackAndForth_MoveFromSlotToSlot
- BotTestSpamUserActions
- BotTestSwapG2H
- BotTestSwapInternal
- BotTestSwapInternalC2H
- BotTestSwapWithCorpse
- BotTimedWait
- BotWaitForChangeInHands
- BotWaitForEmptyHands
represent weapon state base
Class comes with entry/update/exit hooks that can be overriden in custom states
Class is ready for hierarchic composition, i.e. this state having a sub-machine running under hood. If no m_FSM member is configured, class acts as ordinary plain finite machine state.
Constructors 1
void BotStateBase(Bot bot = NULL, BotStateBase parent = NULL)Members 4
PlayerBase m_Ownerman that this state belongs to
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, BotHunt.SelectTarget(), BotHunt_Tracking.OnUpdate(), BotOpenEntityInHands.OnEntry(), BotOpenEntityInHands.OnUpdate(), BotPerformAction.OnEntry(), BotSelectZombieTarget.OnUpdate(), BotSelectZombieTarget.SelectTarget(), BotSpawnDead.OnEntry(), BotSpawnEntityInHands.OnEntry(), BotSpawnEntityInHands.OnUpdate(), BotStateBase(), GetPlayerOwner(), BotStateIdle.BotStateIdle(), BotTestAttachAndDropCycle.OnEntry(), BotTestAttachAndDropCycle_Attaching.OnUpdate(), BotTestAttachAndDropCycle_Detaching.OnUpdate(), BotTestItemMoveBackAndForth.OnEntry(), BotTestItemMoveBackAndForth_MoveFromSlotToSlot.OnUpdate(), BotTestSpamUserActions.OnEntry(), BotTestSpamUserActions_GetEntityFromSlot.OnEntry(), BotTestSpamUserActions_GetEntityFromSlot.OnTimeout(), BotTestSpamUserActions_GetEntityFromSlot.OnUpdate(), BotTestSpamUserActions_Start.OnExit(), BotTestSwapG2H.OnEntry(), BotTestSwapInternal.OnEntry(), BotTestSwapInternal.OnUpdate(), BotTestSwapInternalC2H.OnEntry(), BotTestSwapInternalC2H.OnUpdate(), BotTimedWait.OnTimeout(), and BotWaitForEmptyHands.OnUpdate()Bot m_Botbot that this state belongs to
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, Bot_TestSpawnOpenDrop.Bot_TestSpawnOpenDrop(), Bot_TestSpawnOpenEat.Bot_TestSpawnOpenEat(), BotHunt.BotHunt(), BotOpenEntityInHands.OnUpdate(), BotSpawnEntityInHands.OnUpdate(), BotStateBase(), BotStateIdle.BotStateIdle(), BotTestAttachAndDropCycle.BotTestAttachAndDropCycle(), BotTestAttachAndDropCycle_Attaching.OnUpdate(), BotTestAttachAndDropCycle_Detaching.OnUpdate(), BotTestItemMoveBackAndForth.BotTestItemMoveBackAndForth(), BotTestSpamUserActions.BotTestSpamUserActions(), BotTimedWait.OnTimeout(), and BotWaitForEmptyHands.OnUpdate()BotStateBase m_ParentStatehierarchical parent state of this state (or null)
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, BotStateIdle.BotStateIdle()ref BotFSM m_FSMnested state machine (or null)
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, Bot_TestSpawnOpenDrop.Bot_TestSpawnOpenDrop(), Bot_TestSpawnOpenEat.Bot_TestSpawnOpenEat(), BotHunt.BotHunt(), AddTransition(), GetFSM(), HasFSM(), IsWaitingForActionFinish(), OnAbort(), OnEntry(), OnUpdate(), ProcessEvent(), BotTestAttachAndDropCycle.BotTestAttachAndDropCycle(), BotTestItemMoveBackAndForth.BotTestItemMoveBackAndForth(), and BotTestSpamUserActions.BotTestSpamUserActions()Methods 15
PlayerBase GetPlayerOwner()void SetParentState(BotStateBase parent)allows construction of hierarchical state machine
BotStateBase GetParentState()Returns: state that owns this sub-state (or null if plain state)
bool HasFSM()Show 3 more
, OnEntry(), OnUpdate(), and ProcessEvent()bool ProcessEvent(BotEventBase e)void AddTransition(FSMTransition<BotStateBase, BotEventBase, BotActionBase, BotGuardBase> t)adds transition into m_FSM transition table
void OnEntry(BotEventBase e)called upon entry to state @NOTE if state has (non-running) sub-machine, it's started on entry
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e - the event that triggered transition to this state
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, HFSMBase.Start(), typename.ToString(), Class.Type(), and m_FSMShow 22 more
, BotDropEntityInHands.OnEntry(), BotEatEntityInHands.OnEntry(), BotHunt.OnEntry(), BotHunt_Hunting.OnEntry(), BotHunt_Tracking.OnEntry(), BotOpenEntityInHands.OnEntry(), BotPerformAction.OnEntry(), BotSelectZombieTarget.OnEntry(), BotSpawnDead.OnEntry(), BotSpawnEntityInHands.OnEntry(), BotStanceRandomizer.OnEntry(), BotTestAttachAndDropCycle.OnEntry(), BotTestAttachAndDropCycle_Attaching.OnEntry(), BotTestAttachAndDropCycle_Detaching.OnEntry(), BotTestItemMoveBackAndForth.OnEntry(), BotTestItemMoveBackAndForth_MoveFromSlotToSlot.OnEntry(), BotTestSpamUserActions.OnEntry(), BotTestSwapG2H.OnEntry(), BotTestSwapInternal.OnEntry(), BotTestSwapInternalC2H.OnEntry(), BotTimedWait.OnEntry(), and BotWaitForEmptyHands.OnEntry()void OnUpdate(float dt)ongoing behavior, performed while being in the state
@NOTE: this is supposed to be the Do() operation in UML speak
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, OnUpdate(), and m_FSMShow 16 more
, BotDropEntityInHands.OnUpdate(), BotEatEntityInHands.OnUpdate(), BotHunt.OnUpdate(), BotOpenEntityInHands.OnUpdate(), BotPerformAction.OnUpdate(), BotSelectZombieTarget.OnUpdate(), BotSpawnEntityInHands.OnUpdate(), BotStanceRandomizer.OnUpdate(), BotTestAttachAndDropCycle.OnUpdate(), BotTestItemMoveBackAndForth.OnUpdate(), BotTestSpamUserActions.OnUpdate(), BotTestSwapG2H.OnUpdate(), BotTestSwapInternal.OnUpdate(), BotTestSwapInternalC2H.OnUpdate(), BotTimedWait.OnUpdate(), and BotWaitForEmptyHands.OnUpdate()void OnAbort(BotEventBase e)called when abort signal arrives
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e - the event that triggered abort from this state
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, HFSMBase.IsRunning(), typename.ToString(), Class.Type(), and m_FSMShow 8 more
, BotHunt_Hunting.OnAbort(), BotHunt_Tracking.OnAbort(), BotOpenEntityInHands.OnAbort(), BotPerformAction.OnAbort(), BotTestAttachAndDropCycle_Attaching.OnAbort(), BotTestAttachAndDropCycle_Detaching.OnAbort(), BotTestItemMoveBackAndForth_MoveFromSlotToSlot.OnAbort(), and BotWaitForEmptyHands.OnAbort()void OnExit(BotEventBase e)called on exit from state
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e - the event that triggered transition from this state
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, BotDropEntityInHands.OnExit(), BotEatEntityInHands.OnExit(), BotHunt.OnExit(), BotHunt_Hunting.OnExit(), BotHunt_Tracking.OnExit(), BotOpenEntityInHands.OnExit(), BotPerformAction.OnExit(), BotSelectZombieTarget.OnExit(), BotSpawnEntityInHands.OnExit(), BotStanceRandomizer.OnExit(), BotTestAttachAndDropCycle.OnExit(), BotTestAttachAndDropCycle_Attaching.OnExit(), BotTestAttachAndDropCycle_Detaching.OnExit(), BotTestItemMoveBackAndForth.OnExit(), BotTestItemMoveBackAndForth_MoveFromSlotToSlot.OnExit(), BotTestSpamUserActions.OnExit(), BotTimedWait.OnExit(), and BotWaitForEmptyHands.OnExit()bool IsWaitingForActionFinish()waiting for active animation action/actionType finish
Returns: true if this state or active substate is waiting for finish signal
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, IsWaitingForActionFinish(), and m_FSMbool IsIdle()idle state does not expect any animation events
Returns: true if this state is idle
void OnSubMachineChanged(BotStateBase src, BotStateBase dst)called when sub-machine has changed its state
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src - from state (previous)
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dst - to state (current)
void OnStateChanged(BotStateBase src, BotStateBase dst)called on current state when state machine has changed its state
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src - from state (previous)
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dst - to state (current)