游戏逻辑底层,MainLoop&&FSM&&MSG(三)

FSM–有限状态机

今天我们来探讨一下Finite State Machine,有限状态机,简称FSM,有兴趣的同学可以看一下《游戏编程中的人工智能》这本书,写得很经典(无论从代码上来说还是思维上来说),此次的例子基本是在此书的思想结构上来编程的。

FSM的基本思想我不多赘述,我们只关注代码的实现。

首先是State基类
State.h

template<class Type>
class State
{
public:
    virtual ~State(){}
    virtual void enter(Type*) = 0;
    virtual void execute(Type*) = 0;
    virtual void exit(Type*) = 0;
    virtual bool onMsg(Type*, const Telegram&) = 0;
};

State是一个纯虚类,我们通过继承来使用它的子类,而不用State本身。
这里有一个很好的抽象,State将所有的事件状态分为了enterexecuteexit三个基本事件,这样在游戏中的所有事件,无论是持续性的还是瞬时事件都可以用其概括。

接下来我们看一下StateMachine类(!!!重要提示,文件头不要使用#ifndef宏,会出现宏冲突,请使用#pragma once
StateMachine.h

template<class Type>
class StateMachine
{
private:
    State<Type>* _currentState;
    State<Type>* _previousState;
    State<Type>* _globalState;
    Type* _owner;
public:
    StateMachine(Type*);
    virtual ~StateMachine();
public:
    //ignore getxx & setxx...
    void update() const;

    bool handleMsg(const Telegram&);

    void changeState(State<Type>*);

    bool isStateOn(State<Type>& state)const;

    void revert2PreviousState();
};

template<class Type>
StateMachine<Type>::StateMachine(Type* owner) :_currentState(NULL),
_previousState(NULL),
_globalState(NULL),
_owner(owner)
{

}

template<class Type>
StateMachine<Type>::~StateMachine()
{

}

template<class Type>
void StateMachine<Type>::update()const
{
    if (_globalState)
        _globalState->execute(_owner);
    if (_currentState)
        _currentState->execute(_owner);
}

template<class Type>
bool StateMachine<Type>::handleMsg(const Telegram& tel)
{
    if (_currentState&&_currentState->onMsg(_owner, tel))
        return true;
    if (_globalState&&_globalState->onMsg(_owner, tel))
        return true;

    return false;
}

template<class Type>
void StateMachine<Type>::changeState(State<Type>* newState)
{
    assert(newState&&"a null state,tring to changeState falied");
    _previousState = _currentState;
    _currentState->exit(_owner);
    _currentState = newState;
    _currentState->enter(_owner);
}

template<class Type>
bool StateMachine<Type>::isStateOn(State<Type>& state)const
{
    return typeid(*_currentState) == typeid(state);
}

template<class Type>
void StateMachine<Type>::revert2PreviousState()
{
    changeState(_previousState);
}

我们看一下update函数就可以知道此类的运行方式,每次更新执行globalState,意指随时可能发生的状态,比如你下班回家,突然下雨了,你要找一家咖啡店避雨,这个状态,有别于其他按序或者按规则发生的状态,不受其他状态约束,在避雨状态完了之后,你会revert2PreviousState,返回原本状态(回滚),此处为继续回家。

然后每次更新还要执行currentState,此状态按规则(一般是自身属性规则),接下来描述一个状态切换,一个miner矿工的状态集合

MinerOwnedStates.h

using namespace std;

class Miner;

class EMADFN :public State < Miner >, public Singleton < EMADFN >//enter mine and dig for nugget
{
public:
    EMADFN(){}
    virtual void enter(Miner*);
    virtual void execute(Miner*);
    virtual void exit(Miner*);
    virtual bool onMsg(Miner*, const Telegram&);
};

class VBADG :public State< Miner >, public Singleton < VBADG >//visit bank and deposit gold
{
public:
    VBADG(){}
    virtual void enter(Miner*);
    virtual void execute(Miner*);
    virtual void exit(Miner*);
    virtual bool onMsg(Miner*, const Telegram&);
};

class GHASTR :public State < Miner >, public Singleton < GHASTR >//go home and sleep til rested
{
public:
    GHASTR(){}
    virtual void enter(Miner*);
    virtual void execute(Miner*);
    virtual void exit(Miner*);
    virtual bool onMsg(Miner*, const Telegram&);
};

class QT :public State < Miner >, public Singleton < QT >//quench thirst
{
public:
    QT(){}
    virtual void enter(Miner*);
    virtual void execute(Miner*);
    virtual void exit(Miner*);
    virtual bool onMsg(Miner*, const Telegram&);
};

class ES :public State < Miner >, public Singleton < ES >//eat stew
{
public:
    ES(){}
    virtual void enter(Miner*);
    virtual void execute(Miner*);
    virtual void exit(Miner*);
    virtual bool onMsg(Miner*, const Telegram&);
};

MinerOwnedStates.cpp

#include"MinerStates.h"
#include"Miner.h"

//------------------------------------------------------------------------------------------------------------------------

//enter mine and dig for nugget
void EMADFN::enter(Miner* miner)
{
    if (miner->location() != goldMine)
    {
        cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": " << "Walkin' to the goldmine";

        miner->locationChange(goldMine);
    }
}

void EMADFN::execute(Miner* miner)
{
    miner->addToGoldCarried(1);

    miner->increaseFatigue();

    cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": " << "Pickin' up a nugget";

    //if enough gold mined, go and put it in the bank
    if (miner->pocketsFull())
    {
        miner->getFSM()->changeState(vbadg);
    }

    if (miner->thirst())
    {
        miner->getFSM()->changeState(qt);
    }
}

void EMADFN::exit(Miner* miner)
{
    cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": "
        << "Ah'm leavin' the goldmine with mah pockets full o' sweet gold";
}

bool EMADFN::onMsg(Miner* miner, const Telegram& tel)
{
    return false;
}

//------------------------------------------------------------------------------------------------------------------------

//visit bank and deposit gold

void VBADG::enter(Miner* miner)
{
    if (miner->location() != bank)
    {
        cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": " << "Goin' to the bank. Yes siree";

        miner->locationChange(bank);
    }
}

void VBADG::execute(Miner* miner)
{
    miner->addToWealth(miner->goldCarried());

    miner->setGoldCarried(0);

    cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": "
        << "Depositing gold. Total savings now: " << miner->moneyInBank();

    //wealthy enough to have a well earned rest?
    if (miner->moneyInBank() >= COMFORT_LEVEL)
    {
        cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": "
            << "WooHoo! Rich enough for now. Back home to mah li'lle lady";

        miner->getFSM()->changeState(ghastr);
    }

    //otherwise get more gold
    else
    {
        miner->getFSM()->changeState(emadfn);
    }
}

void VBADG::exit(Miner* miner)
{
    cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": " << "Leavin' the bank";
}

bool VBADG::onMsg(Miner* miner, const Telegram& tel)
{
    return false;
}

//------------------------------------------------------------------------------------------------------------------------

//go home and sleep til rested

void GHASTR::enter(Miner* miner)
{
    if (miner->location() != shack)
    {
        cout << "\n" << EntityManenger::instance()->getNameOfEntity(miner->ID()) << ": " << "Walkin' home";

        miner->locationChange(shack);

        //let the wife know I'm home
        MSGDISPATCHER->addMsg(DEFAULT_DELAY, //time delay
            miner->ID(),        //ID of sender
            EntityManenger::ent_Elsa,            //ID of recipient
            Bob_home,   //the message
            NO_EXTRA_INFO);
    }
}

void GHASTR::execute(Miner* miner)
{
    //if miner is not fatigued start to dig for nuggets again.
    if (!miner->fatigued())
    {
        cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": "
            << "All mah fatigue has drained away. Time to find more gold!";

        miner->getFSM()->changeState(EMADFN::instance());
    }

    else
    {
        //sleep
        miner->decreaseFatigue();

        cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": " << "ZZZZ... ";
    }
}

void GHASTR::exit(Miner* miner)
{
    return;
}

bool GHASTR::onMsg(Miner* miner, const Telegram& tel)
{
    switch (tel.msg_)
    {
    case Stew_cooked:

        cout << "\nMessage handled by " << EMGR->getNameOfEntity(miner->ID())
            << " at time: " << clock();


        cout << "\n" << EMGR->getNameOfEntity(miner->ID())
            << ": Okay Hun, ahm a comin'!";

        miner->getFSM()->changeState(ES::instance());

        return true;
    default:
        return false;
    }//end switch

}

//------------------------------------------------------------------------------------------------------------------------

//quench thirst

void QT::enter(Miner* miner)
{
    if (miner->location() != saloon)
    {
        miner->locationChange(saloon);

        cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": " << "Boy, ah sure is thusty! Walking to the saloon";
    }
}

void QT::execute(Miner* miner)
{
    miner->buyAndDrinkAWhiskey();

    cout << "\n" <<EMGR->getNameOfEntity(miner->ID()) << ": " << "That's mighty fine sippin' liquer";

    miner->getFSM()->changeState(EMADFN::instance());
}

void QT::exit(Miner* miner)
{
    cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": " << "Leaving the saloon, feelin' good";
}

bool QT::onMsg(Miner* miner, const Telegram& tel)
{
    return false;
}

//------------------------------------------------------------------------------------------------------------------------

//eat stew

void ES::enter(Miner* miner)
{
    cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": " << "Smells Reaaal goood Elsa!";
}

void ES::execute(Miner* miner)
{
    cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": " << "Tastes real good too!";

    miner->getFSM()->revert2PreviousState();
}

void ES::exit(Miner* miner)
{
    cout << "\n" << EMGR->getNameOfEntity(miner->ID()) << ": " << "Thankya li'lle lady. Ah better get back to whatever ah wuz doin'";
}

bool ES::onMsg(Miner* miner, const Telegram& tel)
{
    return false;
}

此处由于是测试,并未带有完整的消息处理。这个状态集合描述了miner从工作,赚钱,休息,吃饭的完整集合,状态可循环。下次我会放上整个程序给大家看看。


准备写一个有关游戏底层算法,物理算法,以及AI(重点是机器学习在游戏中的应用)的长篇博客,欢迎大家指正交流╰( ̄▽ ̄)╯

  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值