Menge
Modular Pedestrian Simulation Framework for Research and Development
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Transition.h
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38 
44 #ifndef __TRANSITION_H__
45 #define __TRANSITION_H__
46 
47 #include "fsmCommon.h"
48 #include <map>
49 
50 namespace Menge {
51 
52  namespace BFSM {
53 
54  class State;
55  class Condition;
56  class TransitionTarget;
57  class FSM;
58  class Goal;
59 
67  class Transition {
68  public:
74  Transition( const Transition & trans );
75 
86  Transition( Condition * condition, TransitionTarget * target );
87 
91  ~Transition();
92 
102  bool connectStates( std::map< std::string, State * > & stateMap );
103 
110  virtual void onEnter( Agents::BaseAgent * agent );
111 
117  void onLeave( Agents::BaseAgent * agent );
118 
127  State * test( Agents::BaseAgent * agent, const Goal * goal );
128 
134  void getTasks( FSM * fsm );
135 
141  Transition * copy();
142 
143  protected:
144 
149 
154  };
155 
167  Transition * parseTransition( TiXmlElement * node, const std::string & behaveFldr, std::string & fromName );
168 
169  } // namespace BFSM
170 } // namespace Menge
171 #endif // __TRANSITION_H__
The transition between BFSM states.
Definition: Transition.h:67
The base class for transition targets.
Definition: Target.h:77
The basic state of the behavior finite state machine.
Definition: State.h:123
Transition(const Transition &trans)
Copy constructor.
Definition: Transition.cpp:56
virtual void onEnter(Agents::BaseAgent *agent)
Called when an agent enters a state with this exiting transition.
Definition: Transition.cpp:80
The core namespace. All elements of Menge are contained in this namespace.
Definition: AgentGenerator.cpp:43
State * test(Agents::BaseAgent *agent, const Goal *goal)
Tests to see if this transition's conditions are met.
Definition: Transition.cpp:98
bool connectStates(std::map< std::string, State * > &stateMap)
Performs any necessary connections to the "to" state.
Definition: Transition.cpp:73
Transition * copy()
Creats a deep copy of this transition.
Definition: Transition.cpp:114
The base, abstract class defining goals.
Definition: Goal.h:110
Condition * _condition
The Condition instance for this transition.
Definition: Transition.h:148
void getTasks(FSM *fsm)
Gets the tasks for all of the transitions target and condition.
Definition: Transition.cpp:107
void onLeave(Agents::BaseAgent *agent)
Called when an agent exits the state with this transition.
Definition: Transition.cpp:89
TransitionTarget * _target
The target for this transition.
Definition: Transition.h:153
Templated class for the behavior finite state machine.
Definition: FSM.h:126
The namespace contains the Behavior Finite State Machine (BFSM) definition.
Collection of convenient pre-compiler information for fsm definitions.
The base class for transition conditions.
Definition: Condition.h:68
~Transition()
Destructor.
Definition: Transition.cpp:66
Defines the basic agent properties and functionality that all simulation agents share.
Definition: BaseAgent.h:123