Finite State Machine
Contents[hide] |
Description
This is a Deterministic Finite State Machine framework based on chapter 3.1 of Game Programming Gems 1 by Eric Dybsend. Therea are two classes and two enums. Include them in your project and follow the explanations to get the FSM working properly. There's also a complete example script at the end of this page.
Components
- Transition enum: This enum contains the labels to the transitions that can be fired by the system. Don't change the first label, NullTransition, as the FSMSystem class uses it.
- StateID enum: This is the ID of the states the game may have. You could use references to the real States' classes but using enums makes the system less susceptible to have code having access to objects it is not supposed to. All the states' ids should be placed here. Don't change the first label, NullStateID, as the FSMSystem class uses it.
- FSMState class: This class has a Dictionary with pairs (Transition-StateID) indicating which new state S2 the FSM should go to when a transition T is fired and the current state is S1. It has methods to add and delete pairs (Transition-StateID), a method to check which state to go to if a transition is passed to it. Two methods are used in the example given to check which transition should be fired (Reason()) and which action(s) (Act()) the GameObject that has the FSMState attached should do. You don't have to use this schema, but some kind of transition-action code must be used in your game.
- FSMSystem: This is the Finite State Machine class that each NPC or GameObject in your game must have in order to use the framework. It stores the NPC's States in a List, has methods to add and delete a state and a method to change the current state based on a transition passed to it (PerformTransition()). You can call this method anywhere within your code, as in a collision test, or within Update() or FixedUpdate().
C# - FSMSystem.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine; /**
A Finite State Machine System based on Chapter 3.1 of Game Programming Gems 1 by Eric Dybsand Written by Roberto Cezar Bianchini, July 2010 How to use:
1. Place the labels for the transitions and the states of the Finite State System
in the corresponding enums. 2. Write new class(es) inheriting from FSMState and fill each one with pairs (transition-state).
These pairs represent the state S2 the FSMSystem should be if while being on state S1, a
transition T is fired and state S1 has a transition from it to S2. Remember this is a Deterministic FSM.
You can't have one transition leading to two different states. Method Reason is used to determine which transition should be fired.
You can write the code to fire transitions in another place, and leave this method empty if you
feel it's more appropriate to your project. Method Act has the code to perform the actions the NPC is supposed do if it's on this state.
You can write the code for the actions in another place, and leave this method empty if you
feel it's more appropriate to your project. 3. Create an instance of FSMSystem class and add the states to it. 4. Call Reason and Act (or whichever methods you have for firing transitions and making the NPCs
behave in your game) from your Update or FixedUpdate methods. Asynchronous transitions from Unity Engine, like OnTriggerEnter, SendMessage, can also be used,
just call the Method PerformTransition from your FSMSystem instance with the correct Transition
when the event occurs. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE
AND NON-INFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/ /// <summary>
/// Place the labels for the Transitions in this enum.
/// Don't change the first label, NullTransition as FSMSystem class uses it.
/// </summary>
public enum Transition
{
NullTransition = , // Use this transition to represent a non-existing transition in your system
} /// <summary>
/// Place the labels for the States in this enum.
/// Don't change the first label, NullTransition as FSMSystem class uses it.
/// </summary>
public enum StateID
{
NullStateID = , // Use this ID to represent a non-existing State in your system
} /// <summary>
/// This class represents the States in the Finite State System.
/// Each state has a Dictionary with pairs (transition-state) showing
/// which state the FSM should be if a transition is fired while this state
/// is the current state.
/// Method Reason is used to determine which transition should be fired .
/// Method Act has the code to perform the actions the NPC is supposed do if it's on this state.
/// </summary>
public abstract class FSMState
{
protected Dictionary<Transition, StateID> map = new Dictionary<Transition, StateID>();
protected StateID stateID;
public StateID ID { get { return stateID; } } public void AddTransition(Transition trans, StateID id)
{
// Check if anyone of the args is invalid
if (trans == Transition.NullTransition)
{
Debug.LogError("FSMState ERROR: NullTransition is not allowed for a real transition");
return;
} if (id == StateID.NullStateID)
{
Debug.LogError("FSMState ERROR: NullStateID is not allowed for a real ID");
return;
} // Since this is a Deterministic FSM,
// check if the current transition was already inside the map
if (map.ContainsKey(trans))
{
Debug.LogError("FSMState ERROR: State " + stateID.ToString() + " already has transition " + trans.ToString() +
"Impossible to assign to another state");
return;
} map.Add(trans, id);
} /// <summary>
/// This method deletes a pair transition-state from this state's map.
/// If the transition was not inside the state's map, an ERROR message is printed.
/// </summary>
public void DeleteTransition(Transition trans)
{
// Check for NullTransition
if (trans == Transition.NullTransition)
{
Debug.LogError("FSMState ERROR: NullTransition is not allowed");
return;
} // Check if the pair is inside the map before deleting
if (map.ContainsKey(trans))
{
map.Remove(trans);
return;
}
Debug.LogError("FSMState ERROR: Transition " + trans.ToString() + " passed to " + stateID.ToString() +
" was not on the state's transition list");
} /// <summary>
/// This method returns the new state the FSM should be if
/// this state receives a transition and
/// </summary>
public StateID GetOutputState(Transition trans)
{
// Check if the map has this transition
if (map.ContainsKey(trans))
{
return map[trans];
}
return StateID.NullStateID;
} /// <summary>
/// This method is used to set up the State condition before entering it.
/// It is called automatically by the FSMSystem class before assigning it
/// to the current state.
/// </summary>
public virtual void DoBeforeEntering() { } /// <summary>
/// This method is used to make anything necessary, as reseting variables
/// before the FSMSystem changes to another one. It is called automatically
/// by the FSMSystem before changing to a new state.
/// </summary>
public virtual void DoBeforeLeaving() { } /// <summary>
/// This method decides if the state should transition to another on its list
/// NPC is a reference to the object that is controlled by this class
/// </summary>
public abstract void Reason(GameObject player, GameObject npc); /// <summary>
/// This method controls the behavior of the NPC in the game World.
/// Every action, movement or communication the NPC does should be placed here
/// NPC is a reference to the object that is controlled by this class
/// </summary>
public abstract void Act(GameObject player, GameObject npc); } // class FSMState /// <summary>
/// FSMSystem class represents the Finite State Machine class.
/// It has a List with the States the NPC has and methods to add,
/// delete a state, and to change the current state the Machine is on.
/// </summary>
public class FSMSystem
{
private List<FSMState> states; // The only way one can change the state of the FSM is by performing a transition
// Don't change the CurrentState directly
private StateID currentStateID;
public StateID CurrentStateID { get { return currentStateID; } }
private FSMState currentState;
public FSMState CurrentState { get { return currentState; } } public FSMSystem()
{
states = new List<FSMState>();
} /// <summary>
/// This method places new states inside the FSM,
/// or prints an ERROR message if the state was already inside the List.
/// First state added is also the initial state.
/// </summary>
public void AddState(FSMState s)
{
// Check for Null reference before deleting
if (s == null)
{
Debug.LogError("FSM ERROR: Null reference is not allowed");
} // First State inserted is also the Initial state,
// the state the machine is in when the simulation begins
if (states.Count == )
{
states.Add(s);
currentState = s;
currentStateID = s.ID;
return;
} // Add the state to the List if it's not inside it
foreach (FSMState state in states)
{
if (state.ID == s.ID)
{
Debug.LogError("FSM ERROR: Impossible to add state " + s.ID.ToString() +
" because state has already been added");
return;
}
}
states.Add(s);
} /// <summary>
/// This method delete a state from the FSM List if it exists,
/// or prints an ERROR message if the state was not on the List.
/// </summary>
public void DeleteState(StateID id)
{
// Check for NullState before deleting
if (id == StateID.NullStateID)
{
Debug.LogError("FSM ERROR: NullStateID is not allowed for a real state");
return;
} // Search the List and delete the state if it's inside it
foreach (FSMState state in states)
{
if (state.ID == id)
{
states.Remove(state);
return;
}
}
Debug.LogError("FSM ERROR: Impossible to delete state " + id.ToString() +
". It was not on the list of states");
} /// <summary>
/// This method tries to change the state the FSM is in based on
/// the current state and the transition passed. If current state
/// doesn't have a target state for the transition passed,
/// an ERROR message is printed.
/// </summary>
public void PerformTransition(Transition trans)
{
// Check for NullTransition before changing the current state
if (trans == Transition.NullTransition)
{
Debug.LogError("FSM ERROR: NullTransition is not allowed for a real transition");
return;
} // Check if the currentState has the transition passed as argument
StateID id = currentState.GetOutputState(trans);
if (id == StateID.NullStateID)
{
Debug.LogError("FSM ERROR: State " + currentStateID.ToString() + " does not have a target state " +
" for transition " + trans.ToString());
return;
} // Update the currentStateID and currentState
currentStateID = id;
foreach (FSMState state in states)
{
if (state.ID == currentStateID)
{
// Do the post processing of the state before setting the new one
currentState.DoBeforeLeaving(); currentState = state; // Reset the state to its desired condition before it can reason or act
currentState.DoBeforeEntering();
break;
}
} } // PerformTransition() } //class FSMSystem
Example
Here's an example that implements the above framework. The GameObject with this script follows a path of waypoints and starts chasing a target if it comes within a certain distance from it. Attach this class to your NPC. Besides the framework transition and stateid enums, you also have to setup a reference to the waypoints and to the target (player). I used FixedUpdate() in the MonoBehaviour because the NPC reasoning schema doesn't need to be called every frame, but you can change that and use Update().
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine; [RequireComponent(typeof(Rigidbody))]
public class NPCControl : MonoBehaviour
{
public GameObject player;
public Transform[] path;
private FSMSystem fsm; public void SetTransition(Transition t) { fsm.PerformTransition(t); } public void Start()
{
MakeFSM();
} public void FixedUpdate()
{
fsm.CurrentState.Reason(player, gameObject);
fsm.CurrentState.Act(player, gameObject);
} // The NPC has two states: FollowPath and ChasePlayer
// If it's on the first state and SawPlayer transition is fired, it changes to ChasePlayer
// If it's on ChasePlayerState and LostPlayer transition is fired, it returns to FollowPath
private void MakeFSM()
{
FollowPathState follow = new FollowPathState(path);
follow.AddTransition(Transition.SawPlayer, StateID.ChasingPlayer); ChasePlayerState chase = new ChasePlayerState();
chase.AddTransition(Transition.LostPlayer, StateID.FollowingPath); fsm = new FSMSystem();
fsm.AddState(follow);
fsm.AddState(chase);
}
} public class FollowPathState : FSMState
{
private int currentWayPoint;
private Transform[] waypoints; public FollowPathState(Transform[] wp)
{
waypoints = wp;
currentWayPoint = ;
stateID = StateID.FollowingPath;
} public override void Reason(GameObject player, GameObject npc)
{
// If the Player passes less than 15 meters away in front of the NPC
RaycastHit hit;
if (Physics.Raycast(npc.transform.position, npc.transform.forward, out hit, 15F))
{
if (hit.transform.gameObject.tag == "Player")
npc.GetComponent<NPCControl>().SetTransition(Transition.SawPlayer);
}
} public override void Act(GameObject player, GameObject npc)
{
// Follow the path of waypoints
// Find the direction of the current way point
Vector3 vel = npc.rigidbody.velocity;
Vector3 moveDir = waypoints[currentWayPoint].position - npc.transform.position; if (moveDir.magnitude < )
{
currentWayPoint++;
if (currentWayPoint >= waypoints.Length)
{
currentWayPoint = ;
}
}
else
{
vel = moveDir.normalized * ; // Rotate towards the waypoint
npc.transform.rotation = Quaternion.Slerp(npc. transform.rotation,Quaternion.LookRotation(moveDir), * Time.deltaTime);
npc.transform.eulerAngles = new Vector3(, npc.transform.eulerAngles.y, ); } // Apply the Velocity
npc.rigidbody.velocity = vel;
} } // FollowPathState public class ChasePlayerState : FSMState
{
public ChasePlayerState()
{
stateID = StateID.ChasingPlayer;
} public override void Reason(GameObject player, GameObject npc)
{
// If the player has gone 30 meters away from the NPC, fire LostPlayer transition
if (Vector3.Distance(npc.transform.position, player.transform.position) >= )
npc.GetComponent<NPCControl>().SetTransition(Transition.LostPlayer);
} public override void Act(GameObject player, GameObject npc)
{
// Follow the path of waypoints
// Find the direction of the player
Vector3 vel = npc.rigidbody.velocity;
Vector3 moveDir = player.transform.position - npc.transform.position; // Rotate towards the waypoint
npc.transform.rotation = Quaternion.Slerp(npc.transform.rotation,
Quaternion.LookRotation(moveDir),
* Time.deltaTime);
npc.transform.eulerAngles = new Vector3(, npc.transform.eulerAngles.y, ); vel = moveDir.normalized * ; // Apply the new Velocity
npc.rigidbody.velocity = vel;
} } // ChasePlayerState
Finite State Machine的更多相关文章
- Finite State Machine 是什么?
状态机(Finite State Machine):状态机由状态寄存器和组合逻辑电路构成,能够根据控制信号按照预先设定的状态进行状态转移,是协调相关信号动 作.完成特定操作的控制中心. 类 ...
- 证明与计算(7): 有限状态机(Finite State Machine)
什么是有限状态机(Finite State Machine)? 什么是确定性有限状态机(deterministic finite automaton, DFA )? 什么是非确定性有限状态机(nond ...
- paper:synthesizable finite state machine design techniques using the new systemverilog 3.0 enhancements 之 standard verilog FSM conding styles(二段式)
1.Two always block style with combinational outputs(Good Style) 对应的代码如下: 2段式总结: (1)the combinational ...
- paper:synthesizable finite state machine design techniques using the new systemverilog 3.0 enhancements 之 FSM Coding Goals
1.the fsm coding style should be easily modifiable to change state encoding and FSM styles. FSM 的的 状 ...
- FPGA学习笔记(七)——FSM(Finite State Machine,有限状态机)设计
FPGA设计中,最重要的设计思想就是状态机的设计思想!状态机的本质就是对具有逻辑顺序和时序规律的事件的一种描述方法,它有三个要素:状态.输入.输出:状态也叫做状态变量(比如可以用电机的不同转速作为状态 ...
- paper:synthesizable finite state machine design techniques using the new systemverilog 3.0 enhancements 之 standard verilog FSM conding styles(三段式)
Three always block style with registered outputs(Good style)
- TCP Operational Overview and the TCP Finite State Machine (FSM) http://tcpipguide.com/free/t_TCPOperationalOverviewandtheTCPFiniteStateMachineF.htm
http://tcpipguide.com/free/t_TCPOperationalOverviewandtheTCPFiniteStateMachineF.htm http://tcpipgu ...
- State Machine.(状态机)
What is a State Machine? Any device that changes its state from one to another due to some actions a ...
- Qt: The State Machine Framework 学习
State Machine,即为状态机,是Qt中一项非常好的框架.State Machine包括State以及State间的Transition,构成状态和状态转移.通过状态机,我们可以很方便地实现很 ...
随机推荐
- UI2_NSUserDefaults
// // ViewController.m // UI2_NSUserDefaults // // Created by zhangxueming on 15/7/8. // Copyright ( ...
- 转载:简单介绍Python中的try和finally和with方法
用 Python 做一件很平常的事情: 打开文件, 逐行读入, 最后关掉文件; 进一步的需求是, 这也许是程序中一个可选的功能, 如果有任何问题, 比如文件无法打开, 或是读取出错, 那么在函数内需要 ...
- UI布局
1,初始化控件一般在onCreate()中完成,由于构造器中尚未完成控件加载,不能在其内初始化控件. 2,Activity子类必须含有无参构造.Intent.startActivity()方法调用的是 ...
- (转)为首次部署MongoDB做好准备:容量计划和监控
如果你已经完成了自己新的MongoDB应用程序的开发,并且现在正准备将它部署进产品中,那么你和你的运营团队需要讨论一些关键的问题: 最佳部署实践是什么? 为了确保应用程序满足它所必须的服务层次我们需要 ...
- 配置PostgreSQL Streaming Replication集群
运行环境: Primary: 192.168.0.11 Standby: 192.168.0.21, 192.168.0.22 OS: CentOS 6.2 PostgreSQL: 9.1.2 版本以 ...
- 隐藏虚拟键盘,解决键盘挡住UITextField问题
再正式开始之前,先来介绍一下IOS的键盘类型: 一.键盘风格 UIKit框架支持8种风格键盘 ? 1 2 3 4 5 6 7 8 9 10 typedef enum { UIKeyboard ...
- 一致性哈希(consistent hashing)算法
文章同步发表在博主的网站朗度云,传输门:http://www.wolfbe.com/detail/201608/341.html 1.背景 我们都知道memcached服务器是不提供分布 ...
- wordpress使用video.js与七牛云存储实现无广告视频分享应用
video.js是一款极受欢迎的基于HTML5的开源WEB视频播放器,其充分利用了HTML5的视频支持特性,可以实现全平台的无视频插件播放功能,对于现在流行的手机.PAD等移动智能终端有极佳的应用体验 ...
- Bootstrap Paginator 分页 demo.
效果如下: 需要的引用以下内容 bootstrap2 http://cnbootstrap.com/ bootstrap-paginator v0.5 主页 http://bootstrappagin ...
- 【Qt】Qt之设置QWidget背景色【转】
简述 QWidget是所有用户界面对象的基类,这意味着可以用同样的方法为其它子类控件改变背景颜色. Qt中窗口背景的设置,下面介绍三种方法. 使用QPalette 使用Style Sheet 绘图事件 ...