Files
pip/src_main/core/pistatemachine.h

335 lines
11 KiB
C++
Executable File

/*! \file pistatemachine.h
* \brief Base class for custom state machine
*/
/*
PIP - Platform Independent Primitives
State machine
Copyright (C) 2018 Ivan Pelipenko peri4ko@yandex.ru
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef PISTATEMACHINE_H
#define PISTATEMACHINE_H
#include "piobject.h"
/*! \brief Base class for custom state machine
*
* \section PIStateMachine_synopsis Synopsis
* This class provide functionality of state machine.
* You should inherit from this class, implement \a execution()
* and \a transition() functions, set rules and periodically
* call \a tick() function to proper work of machine.
*
* \section PIStateMachine_prepare Prepare for work
* %State machine operates with "state", "rule" and "condition".
* * "State" is some class (by default \c int), associated name and
* optional "handler" - pointer to function executed on every \a tick();
* * "Rule" define rule of transition from one machine state to other.
* It is also has optional "handler";
* * "Condition" is a part of rule and define possibility of transition.
*
* First of all you should define states of your machine by function
* \a addState(). Then you should define transition rules for machine
* by function \a addRule(). Finally you can set initial state by function
* \a setInitialState() and provide periodically execution of function
* \a tick().
*
* \section PIStateMachine_principle Principle of work
* At any time the state machine is in some state. You can ask machine
* to enter in new state by function \a switchToState(). If all conditions
* done machine switch it state immediately, else machine remember request
* and will be try switch to the new state every tick. Successfull state
* switching execute function \a transition(), every tick execute
* function \a execution() with current state. On successfull transition
* if rule "handler" is not null it execute. Every \a tick() if current
* state "handler" is not null it execute.
*
* \section PIStateMachine_conditions Conditions
* Each rule has transition condition. Condition is array of pairs
* (string, number). It means that every condition by name "string"
* should be performed as least "number" times. Empty condition always
* permits transition.
*
* %State machine have current performed conditions. You can read this
* conditions by function \a currentConditions() and perform new
* conditions by functions \a performCondition() and \a performConditions().
* Currend conditions can de erased by function \a resetConditions().
*
* \section PIStateMachine_example Example
* This is simple example demonstrates all features:
* \snippet pistatemachine.cpp main
*/
template <typename Type = int>
class PIP_EXPORT PIStateMachine: public PIObject
{
PIOBJECT_SUBCLASS(PIStateMachine, PIObject)
public:
//! Constructs an empty state machine
PIStateMachine(void * _parent = 0) {if (_parent == 0) parent_ = this; else parent_ = _parent; resetConditions();}
~PIStateMachine() {;}
//! %Condition is a pair (string, number)
typedef PIPair<PIString, int> Condition;
//! %Rule of transition between states of machine
struct Rule {
//! Constuctor
Rule() {handler = 0; from = to = Type(); autoTransition = resetAllConditions = false;}
//! Constuctor
Rule(Type f, Type t, const PIStringList & c = PIStringList(), Handler h = 0, bool at = false, bool rac = false) {
from = f;
to = t;
for (int i = 0; i < c.size_s(); ++i)
conditions << Condition(c[i], 1);
autoTransition = at;
resetAllConditions = rac;
handler = h;
}
//! Source state
Type from;
//! Destination state
Type to;
//! %Conditions of transition
PIVector<Condition> conditions;
//! Automatic transition
bool autoTransition;
//! Reset or not all performed conditions of machine on transition
bool resetAllConditions;
//! Pointer to function executed on transition
Handler handler;
//! Add condition of transition
void addCondition(const PIString & name, int times = 1) {if (times > 0) conditions << Condition(name, times);}
bool operator ==(const Rule & other) const {return (from == other.from) && (to == other.to);}
bool operator !=(const Rule & other) const {return (from != other.from) || (to != other.to);}
};
//! %State of machine
struct State {
//! Constuctor
State() {handler = 0; value = Type();}
//! Constuctor
State(Type v, const PIString & n = "", Handler h = 0) {value = v; name = n; handler = h;}
//! %State value
Type value;
//! %State name
PIString name;
//! Pointer to function executed on tick
Handler handler;
bool operator ==(const State & other) const {return value == other.value;}
bool operator !=(const State & other) const {return value != other.value;}
};
void * parent() const {return parent_;}
void setParent(void * parent) {parent_ = parent;}
//! Add state of machine
void addState(Type value, const PIString & name = "", Handler handler = 0) {if (states_.contains(State(value, name))) return; states_ << State(value, name, handler);}
//! States count
int statesCount() const {return states_.size_s();}
//! Remove all states
void clearStates() {states_.clear();}
//! Add rule of transition
void addRule(Type from, Type to, const PIString & condition, Handler handler = 0, bool autoTransition = false, bool resetAllConditions = false) {if (rules_.contains(Rule(from, to))) return; rules_ << Rule(from, to, PIStringList(condition), handler, autoTransition, resetAllConditions);}
//! Add rule of transition
void addRule(Type from, Type to, Handler handler, bool autoTransition = false, bool resetAllConditions = false) {if (rules_.contains(Rule(from, to))) return; rules_ << Rule(from, to, PIStringList(), handler, autoTransition, resetAllConditions);}
//! Add rule of transition
void addRule(Type from, Type to, const PIStringList & conditions = PIStringList(), Handler handler = 0, bool autoTransition = false, bool resetAllConditions = false) {if (rules_.contains(Rule(from, to))) return; rules_ << Rule(from, to, conditions, handler, autoTransition, resetAllConditions);}
//! Add rule of transition
void addRule(const Rule & rule) {if (rules_.contains(rule)) return; rules_ << rule;}
//! Rules count
int rulesCount() const {return rules_.size_s();}
//! Remove all rules
void clearRules() {rules_.clear();}
//! Setup initial state. \a reset() will set machine state to "value"
void setInitialState(Type value) {
for (int i = 0; i < states_.size_s(); ++i)
if (states_[i].value == value) {
init_ = state_ = states_[i];
return;
}
}
/** \brief Try to switch machine state to state "to"
* \details If there is rule of transition exists and this rule conditions
* is performed then machine switched to new state immediately. Otherwise machine
* will be try to enter to new state every \a tick().
* \return \c true if state switched immediately, otherwise \c false */
bool switchToState(Type to) {
switch_to = to;
for (int i = 0; i < rules_.size_s(); ++i) {
Rule & r(rules_[i]);
if ((r.from != state_.value) || (r.to != to)) continue;
if (!checkConditions(r)) continue;
State ts = findState(to);
if (r.handler != 0 && parent_ != 0) r.handler(parent_);
transition(state_, ts);
state_ = ts;
resetConditions(r);
return true;
}
return false;
}
//! Reset machine state to initial and clear all conditions
void reset() {state_ = init_; resetConditions();}
//! Returns current state of machine
const State & currentState() const {return state_;}
//! Reset all performed conditions
void resetConditions() {cond.clear(); cond_count = 0;}
//! Reset performed condition with name "name"
void resetCondition(const PIString & name) {
for (int i = 0; i < cond.size_s(); ++i)
if (cond[i].first == name) {
cond.remove(i);
i--;
}
}
//! Perform condition with name "name" "times" times.
void performCondition(const PIString & name, int times = 1) {
if (times <= 0) return;
for (int i = 0; i < cond.size_s(); ++i)
if (cond[i].first == name) {
cond[i].second += times;
return;
}
cond << Condition(name, times);
}
//! Perform every condition with name from "names" one time.
void performConditions(const PIStringList & names) {
bool ok;
for (int n = 0; n < names.size_s(); ++n) {
ok = false;
for (int i = 0; i < cond.size_s(); ++i) {
if (cond[i].first == names[n]) {
cond[i].second++;
ok = true;
break;
}
}
if (ok) continue;
cond << Condition(names[n], 1);
}
}
//! Returns all current performed conditions
const PIVector<Condition> & currentConditions() const {return cond;}
Type * currentState_ptr() {return &state_.value;}
int * conditionsCount_ptr() {cond_count = cond.size_s(); return &cond_count;}
//! \handlers
//! \{
//! \fn void tick()
//! \brief Main function of machine. Execute \a execution() and check if need to switch state
//! \fn void tick(void * data, int delim)
//! \brief Main function of machine. Execute \a execution() and check if need to switch state
//! \}
EVENT_HANDLER(void, tick) {tick(0, 0);}
EVENT_HANDLER2(void, tick, void * , data, int, delim) {
execution(state_);
if (state_.handler != 0 && parent_ != 0) state_.handler(parent_);
if (switch_to != state_.value) switchToState(switch_to);
else {
piForeachC (Rule & r, rules_) {
if (!r.autoTransition || r.from != state_.value) continue;
if (checkConditions(r)) {
switchToState(r.to);
break;
}
}
}
}
protected:
//! Reimplement this function to process current state of machine
virtual void execution(const State & state) {;}
//! Reimplement this function to process switching current state of machine
virtual void transition(const State & from, const State & to) {;}
private:
State findState(Type value) {
for (int i = 0; i < states_.size_s(); ++i)
if (states_[i].value == value)
return states_[i];
return State();
}
bool checkConditions(const Rule & rule) {
//if (cond.size_s() < rule.conditions.size_s()) return false;
int oc = 0;
for (int i = 0; i < cond.size_s(); ++i) {
PIString & rn(cond[i].first);
for (int j = 0; j < rule.conditions.size_s(); ++j) {
if (rn != rule.conditions[j].first) continue;
if (cond[i].second < rule.conditions[j].second) return false;
oc++;
}
}
return (rule.conditions.size_s() == oc);
}
void resetConditions(const Rule & rule) {
if (rule.resetAllConditions) {
cond.clear();
return;
}
for (int i = 0; i < cond.size_s(); ++i) {
PIString & rn(cond[i].first);
for (int j = 0; j < rule.conditions.size_s(); ++j) {
if (rn != rule.conditions[j].first) continue;
cond[i].second -= rule.conditions[j].second;
if (cond[i].second <= 0) {
cond.remove(i);
i--;
}
}
}
}
PIVector<State> states_;
PIVector<Rule> rules_;
State init_, state_;
Type switch_to;
void * parent_;
int cond_count;
PIVector<Condition> cond;
};
#endif // PISTATEMACHINE_H