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#ifndef ALAI_STATE_MACHINE_STATE_H
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#define ALAI_STATE_MACHINE_STATE_H
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#include "state_machine/StateMachine.h"
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#include <Godot.hpp>
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namespace alai
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{
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/**
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* @brief This class provides a virtual template state that real states should extend from and override.
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*
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*/
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class State : public StateMachine
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{
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GODOT_CLASS(State, Node)
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private:
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/**
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* @brief The state's parent, this is the node 1 level above the state machine.
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*
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*/
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godot::Node *parent;
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/**
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* @brief The state machine itself, used to handle all state related work.
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*
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*/
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StateMachine *state_machine;
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public:
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/**
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* @brief This method registers classes with Godot.
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*
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* @details This method registers methods, properties, and signals with the Godot engine.
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*/
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static void _register_methods();
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/**
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* @brief Construct a new State object.
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*
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*/
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State();
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/**
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* @brief Destroy the State object.
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*
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*/
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~State();
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/**
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* @brief Initialize the class from Godot.
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*
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* @details This method is called just once when the Godot engine connects to the instance of the class.
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*/
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virtual void _init();
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/**
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* @brief This is called when a state is entered.
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*
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* @param[in] state This will contain the previous state.
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* @param[in] args The arguments passed to the state.
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*/
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virtual void _state_enter(const godot::String state, const godot::Array args = godot::Array());
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/**
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* @brief This is called when a state is exited.
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*
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* @param[in] state The state we are going to.
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* @param[in] args The arguments passed to the state.
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*/
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virtual void _state_exit(const godot::String state, const godot::Array args = godot::Array());
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/**
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* @brief Set the parent object.
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*
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* @param[in] parent The parent of the state.
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*/
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virtual void set_parent(godot::Node *parent) final;
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/**
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* @brief Get the parent object.
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*
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* @return Node* The parent of the state.
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*/
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virtual Node *get_parent() final;
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/**
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* @brief Set the state machine object.
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*
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* @param[in] state_machine The state machine.
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*/
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virtual void set_state_machine(StateMachine *state_machine) final;
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/**
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* @brief Get the state machine object.
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*
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* @return StateMachine* The state machine.
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*/
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virtual StateMachine *get_state_machine() final;
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};
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}
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#endif
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