2022-04-13 00:59:23 -04:00
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#include "state_machine/StateMachine.h"
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#include "state_machine/State.h"
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2022-04-11 13:30:51 -04:00
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2022-08-26 19:27:57 -04:00
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void alai::StateMachine::_register_methods()
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{
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godot::register_method("_ready", &StateMachine::_ready);
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godot::register_method("_on_StateMachine_tree_entered", &StateMachine::_on_StateMachine_tree_entered);
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godot::register_method("_on_StateMachine_tree_exiting", &StateMachine::_on_StateMachine_tree_exiting);
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godot::register_property<StateMachine, godot::String>("default_state", &StateMachine::set_default_state, &StateMachine::get_default_state, godot::String());
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godot::register_property<StateMachine, bool>("debug", &StateMachine::set_debug, &StateMachine::get_debug, false);
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godot::register_signal<StateMachine>("state_entered", "state", GODOT_VARIANT_TYPE_STRING);
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godot::register_signal<StateMachine>("state_exited", "state", GODOT_VARIANT_TYPE_STRING);
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godot::register_signal<StateMachine>("state_restarted", "state", GODOT_VARIANT_TYPE_STRING);
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}
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alai::StateMachine::StateMachine()
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{
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}
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alai::StateMachine::~StateMachine()
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{
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}
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void alai::StateMachine::_init()
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{
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set_default_state(godot::String());
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set_debug(false);
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}
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void alai::StateMachine::_ready()
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{
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connect("tree_entered", this, "_on_StateMachine_tree_entered");
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connect("tree_exiting", this, "_on_StateMachine_tree_exiting");
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parent = get_parent();
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add_states();
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if (has(get_default_state()))
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{
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set_current_state(get_default_state());
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}
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else
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{
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WARN_PRINT("The selected default state " + get_default_state() + " doesn't exist!");
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}
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setup();
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}
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void alai::StateMachine::setup()
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{
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auto children = get_children();
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if (get_current_state() == "")
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{
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if (children.size() > 0)
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{
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WARN_PRINT("The state machine doesn't have a default state set, using first child!");
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auto child = Object::cast_to<Node>(children[0].operator Object*());
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set_current_state(child->get_name());
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}
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else
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{
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ERR_PRINT("The state machine doesn't have a default state set and has no child states!");
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return;
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}
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}
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for (uint8_t i = 0; i < children.size(); i++)
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{
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auto child = Object::cast_to<Node>(children[i].operator Object*());
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child->call("set_state_machine", this);
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child->call("set_parent", parent);
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if (child->get_name() != get_current_state())
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{
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this->remove_child(child);
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}
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}
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Node *state_node = Object::cast_to<Node>(this->states[get_current_state()]);
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if (state_node->has_method("_state_enter"))
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{
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this->call("_state_enter", get_current_state());
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}
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else {
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WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
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}
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}
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void alai::StateMachine::add_states()
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{
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auto children = get_children();
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for (uint8_t i = 0; i < children.size(); i++)
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{
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auto child = Object::cast_to<Node>(children[i].operator Object*());
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add_state(child->get_name(), child);
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}
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}
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void alai::StateMachine::add_state(const godot::String state, Node *child)
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{
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states[state] = child;
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}
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bool alai::StateMachine::is_current(const godot::String state)
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{
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if (get_current_state() == "")
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{
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return false;
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}
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else
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{
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return get_current_state() == state;
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}
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}
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bool alai::StateMachine::has(const godot::String state)
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{
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return states.has(state);
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}
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void alai::StateMachine::restart(const godot::String state, const godot::Array& args)
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{
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this->call("_state_exit", state, args);
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this->call("_state_enter", state, args);
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this->emit_signal("state_restarted", get_current_state());
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}
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void alai::StateMachine::change(const godot::String state, const godot::Array &args)
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{
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if (is_current(state))
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{
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return this->restart(state, args);
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}
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if (!has(state))
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{
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WARN_PRINT("The state " + state + " does not exist, called from state " + get_current_state() + "!");
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return;
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}
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auto previous_state = get_current_state();
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godot::Variant exiting;
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Node *state_node = Object::cast_to<Node>(this->states[previous_state]);
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if (state_node)
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{
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if (state_node->has_method("_state_exit"))
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{
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exiting = this->call("_state_exit", state, args);
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}
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else
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{
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WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_exit method!");
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}
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}
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else
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{
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ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
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}
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if (get_current_state() != "")
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{
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auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
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if (child != nullptr)
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{
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this->remove_child(child);
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}
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this->emit_signal("state_exited", get_current_state());
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if (debug)
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{
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godot::Godot::print(get_current_state() + " exited!");
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}
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}
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set_current_state(state);
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auto child = Object::cast_to<Node>(states[get_current_state()].operator Object*());
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this->add_child(child);
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state_node = Object::cast_to<Node>(this->states[get_current_state()]);
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if (state_node)
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{
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if (state_node->has_method("_state_enter"))
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{
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this->call("_state_enter", previous_state, args);
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}
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else
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{
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WARN_PRINT("The state " + get_current_state() + " doesn't have a _state_enter method!");
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}
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}
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else
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{
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ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
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}
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this->emit_signal("state_entered", get_current_state());
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if (debug)
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{
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godot::Godot::print(get_current_state() + " entered!");
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}
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}
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godot::Variant alai::StateMachine::call(const godot::String method, const godot::Array &args)
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{
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auto node = Object::cast_to<Node>(states[get_current_state()].operator Object*());
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if (node)
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{
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if (node->has_method(method))
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{
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return node->call(method, args);
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}
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else
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{
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WARN_PRINT("The state " + get_current_state() + " doesn't contain the method " + method + "!");
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return godot::Variant();
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}
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}
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else
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{
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ERR_PRINT("Could not get current state node for " + get_current_state() + "!");
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return godot::Variant();
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}
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}
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godot::Variant alai::StateMachine::_call(const godot::String method, const godot::Array &args)
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{
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return this->call(method, args);
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}
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void alai::StateMachine::set_default_state(const godot::String default_state)
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{
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this->default_state = default_state;
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}
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godot::String alai::StateMachine::get_default_state()
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{
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return this->default_state;
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}
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void alai::StateMachine::set_current_state(const godot::String current_sate)
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{
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this->current_state = current_sate;
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}
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godot::String alai::StateMachine::get_current_state()
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{
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return this->current_state;
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}
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void alai::StateMachine::set_debug(bool debug)
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{
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this->debug = debug;
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}
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bool alai::StateMachine::get_debug()
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{
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return this->debug;
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}
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void alai::StateMachine::_on_StateMachine_tree_entered()
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{
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setup();
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}
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void alai::StateMachine::_on_StateMachine_tree_exiting()
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{
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auto keys = states.keys();
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for (uint8_t i = 0; i < keys.size(); i++)
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{
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auto child = Object::cast_to<Node>(states[keys[i]].operator Object*());
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if (child)
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{
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auto children = get_children();
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if (!children.has(child))
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{
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this->add_child(child);
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}
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}
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else
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{
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ERR_PRINT("Could not get child node!");
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return;
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}
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}
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}
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