├── .gitignore
├── .vscode
└── launch.json
├── FiniteStateMachine.Example
├── FiniteStateMachine.Example.csproj
└── Program.cs
├── FiniteStateMachine.sln
├── FiniteStateMachine
├── EventHandler
│ └── StateMachineEventHandler.cs
├── FiniteStateMachine.csproj
└── State
│ ├── FiniteStateMachine.cs
│ ├── IState.cs
│ ├── State.cs
│ ├── StateBase.cs
│ ├── StateInfo.cs
│ ├── StateMachine.cs
│ └── StateType.cs
├── LICENSE
├── README.md
└── images
└── console.png
/.gitignore:
--------------------------------------------------------------------------------
1 | ## Ignore Visual Studio temporary files, build results, and
2 | ## files generated by popular Visual Studio add-ons.
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22 | bld/
23 | [Bb]in/
24 | [Oo]bj/
25 | [Ll]og/
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30 | #wwwroot/
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34 | [Bb]uild[Ll]og.*
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166 | !**/packages/build/
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168 | #!**/packages/repositories.config
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170 | *.nuget.props
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181 | # Windows Store app package directories and files
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204 | # Since there are multiple workflows, uncomment next line to ignore bower_components
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206 | #bower_components/
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264 | .fake/
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274 | __pycache__/
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277 | # Cake - Uncomment if you are using it
278 | # tools/**
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282 | *.jmconfig
283 |
284 | # BizTalk build output
285 | *.btp.cs
286 | *.btm.cs
287 | *.odx.cs
288 | *.xsd.cs
289 |
--------------------------------------------------------------------------------
/.vscode/launch.json:
--------------------------------------------------------------------------------
1 | {
2 | // Use IntelliSense to learn about possible attributes.
3 | // Hover to view descriptions of existing attributes.
4 | // For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
5 | "version": "0.2.0",
6 | "configurations": [
7 | {
8 | "name": "Python",
9 | "type": "python",
10 | "request": "launch",
11 | "stopOnEntry": true,
12 | "pythonPath": "${config:python.pythonPath}",
13 | "program": "${file}",
14 | "cwd": "${workspaceFolder}",
15 | "env": {},
16 | "envFile": "${workspaceFolder}/.env",
17 | "debugOptions": [
18 | "RedirectOutput"
19 | ]
20 | },
21 | {
22 | "name": "Python: Attach",
23 | "type": "python",
24 | "request": "attach",
25 | "localRoot": "${workspaceFolder}",
26 | "remoteRoot": "${workspaceFolder}",
27 | "port": 3000,
28 | "secret": "my_secret",
29 | "host": "localhost"
30 | },
31 | {
32 | "name": "Python: Terminal (integrated)",
33 | "type": "python",
34 | "request": "launch",
35 | "stopOnEntry": true,
36 | "pythonPath": "${config:python.pythonPath}",
37 | "program": "${file}",
38 | "cwd": "",
39 | "console": "integratedTerminal",
40 | "env": {},
41 | "envFile": "${workspaceFolder}/.env",
42 | "debugOptions": []
43 | },
44 | {
45 | "name": "Python: Terminal (external)",
46 | "type": "python",
47 | "request": "launch",
48 | "stopOnEntry": true,
49 | "pythonPath": "${config:python.pythonPath}",
50 | "program": "${file}",
51 | "cwd": "",
52 | "console": "externalTerminal",
53 | "env": {},
54 | "envFile": "${workspaceFolder}/.env",
55 | "debugOptions": []
56 | },
57 | {
58 | "name": "Python: Django",
59 | "type": "python",
60 | "request": "launch",
61 | "stopOnEntry": true,
62 | "pythonPath": "${config:python.pythonPath}",
63 | "program": "${workspaceFolder}/manage.py",
64 | "cwd": "${workspaceFolder}",
65 | "args": [
66 | "runserver",
67 | "--noreload",
68 | "--nothreading"
69 | ],
70 | "env": {},
71 | "envFile": "${workspaceFolder}/.env",
72 | "debugOptions": [
73 | "RedirectOutput",
74 | "DjangoDebugging"
75 | ]
76 | },
77 | {
78 | "name": "Python: Flask (0.11.x or later)",
79 | "type": "python",
80 | "request": "launch",
81 | "stopOnEntry": false,
82 | "pythonPath": "${config:python.pythonPath}",
83 | "program": "fully qualified path fo 'flask' executable. Generally located along with python interpreter",
84 | "cwd": "${workspaceFolder}",
85 | "env": {
86 | "FLASK_APP": "${workspaceFolder}/quickstart/app.py"
87 | },
88 | "args": [
89 | "run",
90 | "--no-debugger",
91 | "--no-reload"
92 | ],
93 | "envFile": "${workspaceFolder}/.env",
94 | "debugOptions": [
95 | "RedirectOutput"
96 | ]
97 | },
98 | {
99 | "name": "Python: Flask (0.10.x or earlier)",
100 | "type": "python",
101 | "request": "launch",
102 | "stopOnEntry": false,
103 | "pythonPath": "${config:python.pythonPath}",
104 | "program": "${workspaceFolder}/run.py",
105 | "cwd": "${workspaceFolder}",
106 | "args": [],
107 | "env": {},
108 | "envFile": "${workspaceFolder}/.env",
109 | "debugOptions": [
110 | "RedirectOutput"
111 | ]
112 | },
113 | {
114 | "name": "Python: PySpark",
115 | "type": "python",
116 | "request": "launch",
117 | "stopOnEntry": true,
118 | "osx": {
119 | "pythonPath": "${env:SPARK_HOME}/bin/spark-submit"
120 | },
121 | "windows": {
122 | "pythonPath": "${env:SPARK_HOME}/bin/spark-submit.cmd"
123 | },
124 | "linux": {
125 | "pythonPath": "${env:SPARK_HOME}/bin/spark-submit"
126 | },
127 | "program": "${file}",
128 | "cwd": "${workspaceFolder}",
129 | "env": {},
130 | "envFile": "${workspaceFolder}/.env",
131 | "debugOptions": [
132 | "RedirectOutput"
133 | ]
134 | },
135 | {
136 | "name": "Python: Module",
137 | "type": "python",
138 | "request": "launch",
139 | "stopOnEntry": true,
140 | "pythonPath": "${config:python.pythonPath}",
141 | "module": "module.name",
142 | "cwd": "${workspaceFolder}",
143 | "env": {},
144 | "envFile": "${workspaceFolder}/.env",
145 | "debugOptions": [
146 | "RedirectOutput"
147 | ]
148 | },
149 | {
150 | "name": "Python: Pyramid",
151 | "type": "python",
152 | "request": "launch",
153 | "stopOnEntry": true,
154 | "pythonPath": "${config:python.pythonPath}",
155 | "cwd": "${workspaceFolder}",
156 | "env": {},
157 | "envFile": "${workspaceFolder}/.env",
158 | "args": [
159 | "${workspaceFolder}/development.ini"
160 | ],
161 | "debugOptions": [
162 | "RedirectOutput",
163 | "Pyramid"
164 | ]
165 | },
166 | {
167 | "name": "Python: Watson",
168 | "type": "python",
169 | "request": "launch",
170 | "stopOnEntry": true,
171 | "pythonPath": "${config:python.pythonPath}",
172 | "program": "${workspaceFolder}/console.py",
173 | "cwd": "${workspaceFolder}",
174 | "args": [
175 | "dev",
176 | "runserver",
177 | "--noreload=True"
178 | ],
179 | "env": {},
180 | "envFile": "${workspaceFolder}/.env",
181 | "debugOptions": [
182 | "RedirectOutput"
183 | ]
184 | }
185 | ]
186 | }
--------------------------------------------------------------------------------
/FiniteStateMachine.Example/FiniteStateMachine.Example.csproj:
--------------------------------------------------------------------------------
1 |
2 |
3 |
4 | Exe
5 | netcoreapp2.0
6 | Furkan Türkal
7 | FiniteStateMachine.Example
8 | FiniteStateMachine.Example
9 | FiniteStateMachine.Example
10 | FiniteStateMachine.Example
11 | FiniteStateMachine.Example
12 | FiniteStateMachine.Example
13 |
14 |
15 |
16 |
17 |
18 |
19 |
20 |
--------------------------------------------------------------------------------
/FiniteStateMachine.Example/Program.cs:
--------------------------------------------------------------------------------
1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | using System;
11 | using System.Reflection;
12 |
13 | namespace FiniteStateMachine.Example
14 | {
15 |
16 | #region States
17 |
18 | public sealed class Example1State : StateBase {
19 |
20 | public Example1State(FiniteStateMachine fsm, StateType stateKey) : base(fsm, stateKey) {
21 |
22 | }
23 |
24 | public override void Begin(FiniteStateChangeEventArgs eventArgs, StateType previousStateKey) {
25 | Console.WriteLine("[ExampleState::Begin()] -> EXAMPLE 1");
26 | }
27 |
28 | public override void End() {
29 | Console.WriteLine("[ExampleState::End()] -> EXAMPLE 1");
30 | }
31 |
32 | public override void Load() {
33 | Console.WriteLine("[ExampleState::Load()] -> EXAMPLE 1");
34 | }
35 |
36 | public override void Update(float deltaTime) {
37 | Console.WriteLine("[ExampleState::Update()] -> EXAMPLE 1");
38 | }
39 | }
40 |
41 | public sealed class Example2State : StateBase {
42 |
43 | public Example2State(FiniteStateMachine fsm, StateType stateKey) : base(fsm, stateKey) {
44 |
45 | }
46 |
47 | public override void Begin(FiniteStateChangeEventArgs eventArgs, StateType previousStateKey) {
48 | Console.WriteLine("[ExampleState::Begin()] -> EXAMPLE 2");
49 | }
50 |
51 | public override void End() {
52 | Console.WriteLine("[ExampleState::End()] -> EXAMPLE 2");
53 | }
54 |
55 | public override void Load() {
56 | Console.WriteLine("[ExampleState::Load()] -> EXAMPLE 2");
57 | }
58 |
59 | public override void Update(float deltaTime) {
60 | Console.WriteLine("[ExampleState::Update()] -> EXAMPLE 2");
61 | }
62 |
63 | }
64 |
65 | public sealed class Example3State : StateBase {
66 |
67 | public Example3State(FiniteStateMachine fsm, StateType stateKey) : base(fsm, stateKey) {
68 |
69 | }
70 |
71 | public override void Begin(FiniteStateChangeEventArgs eventArgs, StateType previousStateKey) {
72 | Console.WriteLine("[ExampleState::Begin()] -> EXAMPLE 3");
73 | }
74 |
75 | public override void End() {
76 | Console.WriteLine("[ExampleState::End()] -> EXAMPLE 3");
77 | }
78 |
79 | public override void Load() {
80 | Console.WriteLine("[ExampleState::Load()] -> EXAMPLE 3");
81 | }
82 |
83 | public override void Update(float deltaTime) {
84 | Console.WriteLine("[ExampleState::Update()] -> EXAMPLE 1");
85 | }
86 | }
87 |
88 | #endregion
89 |
90 | public sealed class ExampleStateInfo : StateInfo {
91 | public override string ToString() {
92 | return string.Format("{0}", "Test State Info");
93 | }
94 | }
95 |
96 | class Program
97 | {
98 | static void Main(string[] args)
99 | {
100 | Program.SetupConsole();
101 |
102 | Console.WriteLine("\nNon-Deterministic FiniteStateMachine Engine\n");
103 |
104 | new Program().Start();
105 |
106 | Console.Read();
107 | }
108 |
109 | public void Start() {
110 | FiniteStateMachine fsm = FiniteStateMachine.Instance;
111 | fsm.Initialize();
112 | fsm.AddState(new Example1State(fsm, StateType.EXAMPLE1));
113 | fsm.AddState(new Example2State(fsm, StateType.EXAMPLE2));
114 | fsm.AddState(new Example3State(fsm, StateType.EXAMPLE3));
115 |
116 | fsm.OnStateBegan += new Action(this.OnFiniteStateBegan);
117 | fsm.OnStateEnded += new Action(this.OnFiniteStateEnded);
118 | fsm.OnStateChange += new Action(this.OnFiniteStateChange);
119 |
120 | fsm.MoveTo(StateType.EXAMPLE1, new FiniteStateChangeEventArgs(StateType.EXAMPLE1, new ExampleStateInfo()));
121 | fsm.MoveTo(StateType.EXAMPLE2, new FiniteStateChangeEventArgs(StateType.EXAMPLE2, new ExampleStateInfo()));
122 | fsm.MoveTo(StateType.EXAMPLE3, new FiniteStateChangeEventArgs(StateType.EXAMPLE3, new ExampleStateInfo()));
123 | }
124 |
125 | public void OnFiniteStateBegan(FiniteStateBeganEventArgs e) {
126 | Console.ForegroundColor = ConsoleColor.Red;
127 | Console.WriteLine("[EventRequest::OnFiniteStateBegan()] -> " + "Began: " + e.Type);
128 | Console.ForegroundColor = ConsoleColor.White;
129 | }
130 |
131 | public void OnFiniteStateChange(FiniteStateChangeEventArgs e) {
132 | Console.ForegroundColor = ConsoleColor.Red;
133 | Console.WriteLine("[EventRequest::OnFiniteStateChange()] -> " + "RequestedType: " + e.RequestedType + " - StateInfo: " + e.StateInfo);
134 | Console.ForegroundColor = ConsoleColor.White;
135 | }
136 |
137 | public void OnFiniteStateEnded(FiniteStateEndedEventArgs e) {
138 | Console.ForegroundColor = ConsoleColor.Red;
139 | Console.WriteLine("[EventRequest::OnFiniteStateEnded()] -> " + "End: " + e.Type);
140 | Console.ForegroundColor = ConsoleColor.White;
141 | }
142 |
143 | private static void SetupConsole() {
144 |
145 | #region GetAssemblyInformation
146 |
147 | var asm = Assembly.GetExecutingAssembly();
148 | var title = asm.GetCustomAttribute()?.Title;
149 | var version = asm.GetCustomAttribute()?.Version;
150 | var configuration = asm.GetCustomAttribute()?.Configuration;
151 | var informationalVersion = asm.GetCustomAttribute()?.InformationalVersion;
152 | var copyright = asm.GetCustomAttribute()?.Copyright;
153 |
154 | //Display
155 | Console.WindowWidth = 140;
156 | Console.BufferHeight = 5000;
157 | Console.Title = string.Format("{0} {1} ({2}) [{3}] {4}",
158 | title,
159 | version,
160 | System.IO.File.GetLastWriteTime(asm.Location),
161 | string.IsNullOrEmpty(configuration) ? "Undefined" : string.Format("{0}", configuration),
162 | string.IsNullOrEmpty(informationalVersion) ? "" : string.Format("<{0}>", informationalVersion));
163 |
164 | Console.ForegroundColor = ConsoleColor.DarkRed;
165 | Console.WriteLine(string.Format("Copyright (C) {0}", copyright));
166 | Console.ForegroundColor = ConsoleColor.White;
167 |
168 | #endregion GetAssemblyInformation
169 | }
170 |
171 | }
172 | }
173 |
--------------------------------------------------------------------------------
/FiniteStateMachine.sln:
--------------------------------------------------------------------------------
1 |
2 | Microsoft Visual Studio Solution File, Format Version 12.00
3 | # Visual Studio 15
4 | VisualStudioVersion = 15.0.27130.2026
5 | MinimumVisualStudioVersion = 10.0.40219.1
6 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FiniteStateMachine", "FiniteStateMachine\FiniteStateMachine.csproj", "{CF17F740-39AE-489B-B600-523C4C894729}"
7 | EndProject
8 | Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "FiniteStateMachine.Example", "FiniteStateMachine.Example\FiniteStateMachine.Example.csproj", "{01E66BAD-7F11-4894-A086-2D6C70B72A60}"
9 | EndProject
10 | Global
11 | GlobalSection(SolutionConfigurationPlatforms) = preSolution
12 | Debug|Any CPU = Debug|Any CPU
13 | Release|Any CPU = Release|Any CPU
14 | EndGlobalSection
15 | GlobalSection(ProjectConfigurationPlatforms) = postSolution
16 | {CF17F740-39AE-489B-B600-523C4C894729}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
17 | {CF17F740-39AE-489B-B600-523C4C894729}.Debug|Any CPU.Build.0 = Debug|Any CPU
18 | {CF17F740-39AE-489B-B600-523C4C894729}.Release|Any CPU.ActiveCfg = Release|Any CPU
19 | {CF17F740-39AE-489B-B600-523C4C894729}.Release|Any CPU.Build.0 = Release|Any CPU
20 | {01E66BAD-7F11-4894-A086-2D6C70B72A60}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
21 | {01E66BAD-7F11-4894-A086-2D6C70B72A60}.Debug|Any CPU.Build.0 = Debug|Any CPU
22 | {01E66BAD-7F11-4894-A086-2D6C70B72A60}.Release|Any CPU.ActiveCfg = Release|Any CPU
23 | {01E66BAD-7F11-4894-A086-2D6C70B72A60}.Release|Any CPU.Build.0 = Release|Any CPU
24 | EndGlobalSection
25 | GlobalSection(SolutionProperties) = preSolution
26 | HideSolutionNode = FALSE
27 | EndGlobalSection
28 | GlobalSection(ExtensibilityGlobals) = postSolution
29 | SolutionGuid = {20F264AD-613D-44D8-9FFC-06E853ED86AC}
30 | EndGlobalSection
31 | EndGlobal
32 |
--------------------------------------------------------------------------------
/FiniteStateMachine/EventHandler/StateMachineEventHandler.cs:
--------------------------------------------------------------------------------
1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | using System;
11 |
12 | namespace FiniteStateMachine
13 | {
14 | public sealed class FiniteStateBeganEventArgs : EventArgs
15 | {
16 | public StateType Type { get; private set; }
17 |
18 | public FiniteStateBeganEventArgs(StateType beganState)
19 | {
20 | this.Type = beganState;
21 | }
22 | }
23 |
24 | public sealed class FiniteStateEndedEventArgs : EventArgs
25 | {
26 | public StateType Type { get; private set; }
27 |
28 | public FiniteStateEndedEventArgs(StateType endedState)
29 | {
30 | this.Type = endedState;
31 | }
32 | }
33 |
34 | public sealed class FiniteStateChangeEventArgs : EventArgs
35 | {
36 | public StateType RequestedType { get; private set; }
37 | public StateInfo StateInfo { get; private set; }
38 |
39 | public FiniteStateChangeEventArgs(StateType requestedState)
40 | {
41 | this.RequestedType = requestedState;
42 | }
43 |
44 | public FiniteStateChangeEventArgs(StateType requestedState, StateInfo stateInfo)
45 | {
46 | this.RequestedType = requestedState;
47 | this.StateInfo = stateInfo;
48 | }
49 | }
50 | }
51 |
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/FiniteStateMachine/FiniteStateMachine.csproj:
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1 |
2 |
3 |
4 | netcoreapp2.0
5 | Furkan Türkal
6 | FiniteStateMachine
7 | FiniteStateMachine
8 | FiniteStateMachine
9 | FiniteStateMachine
10 | FiniteStateMachine
11 | FiniteStateMachine
12 |
13 |
14 |
15 |
16 |
17 |
18 |
19 |
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/FiniteStateMachine/State/FiniteStateMachine.cs:
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1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | using System;
11 | using System.Collections.Generic;
12 |
13 | namespace FiniteStateMachine
14 | {
15 | public sealed class FiniteStateMachine : StateMachine
16 | {
17 | public static readonly FiniteStateMachine Instance = new FiniteStateMachine();
18 |
19 | public FiniteStateMachine() {
20 | }
21 |
22 | public override void Initialize() {
23 | base.Initialize();
24 | }
25 |
26 | public override void Update(float deltaTime) {
27 | base.Update(deltaTime);
28 | }
29 |
30 | public override StateType MoveTo(StateType targetStateKey, FiniteStateChangeEventArgs eventArgs = null) {
31 | this.OnStateChange?.Invoke(eventArgs);
32 | return base.MoveTo(targetStateKey, eventArgs);
33 | }
34 | }
35 | }
36 |
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/FiniteStateMachine/State/IState.cs:
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1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | namespace FiniteStateMachine
11 | {
12 | public interface IState {
13 |
14 | void Begin(FiniteStateChangeEventArgs eventArgs, T previousStateKey);
15 |
16 | void Update(float deltaTime);
17 |
18 | void End();
19 | }
20 | }
21 |
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/FiniteStateMachine/State/State.cs:
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1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | using System;
11 |
12 | namespace FiniteStateMachine
13 | {
14 | public abstract class State where T : struct, IConvertible
15 | {
16 | public StateMachine StateMachine { get; private set; }
17 |
18 | public T StateKey { get; private set; }
19 |
20 | public State(StateMachine fsm, T stateKey)
21 | {
22 | this.StateMachine = fsm;
23 | this.StateKey = stateKey;
24 | }
25 |
26 | public abstract void Load();
27 |
28 | public virtual void _Begin(FiniteStateChangeEventArgs eventArgs, T previousStateKey)
29 | {
30 | this.Begin(eventArgs, previousStateKey);
31 | }
32 |
33 | public abstract void Begin(FiniteStateChangeEventArgs eventArgs, T previousStateKey);
34 |
35 | public virtual void _Update(float deltaTime)
36 | {
37 | this.Update(deltaTime);
38 | }
39 |
40 | public abstract void Update(float deltaTime);
41 |
42 | public virtual void _End()
43 | {
44 | this.End();
45 | }
46 |
47 | public abstract void End();
48 | }
49 | }
50 |
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/FiniteStateMachine/State/StateBase.cs:
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1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | namespace FiniteStateMachine
11 | {
12 | public abstract class StateBase : State, IState {
13 |
14 | public StateBase(FiniteStateMachine fsm, StateType stateKey) : base(fsm, stateKey) { }
15 |
16 | public sealed override void _Begin(FiniteStateChangeEventArgs eventArgs, StateType previousStateKey) {
17 | FiniteStateMachine.Instance.OnStateBegan?.Invoke(new FiniteStateBeganEventArgs(base.StateKey));
18 | this.Begin(eventArgs, previousStateKey);
19 | }
20 |
21 | public sealed override void _Update(float dt) {
22 | this.Update(dt);
23 | }
24 |
25 | public sealed override void _End() {
26 | this.End();
27 | FiniteStateMachine.Instance.OnStateEnded?.Invoke(new FiniteStateEndedEventArgs(base.StateKey));
28 | }
29 | }
30 | }
31 |
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/FiniteStateMachine/State/StateInfo.cs:
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1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | using System;
11 | using System.Collections.Generic;
12 | using System.Text;
13 |
14 | namespace FiniteStateMachine
15 | {
16 | public abstract class StateInfo
17 | {
18 | //TODO: Your base StateInfo codes...
19 | }
20 | }
21 |
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/FiniteStateMachine/State/StateMachine.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Text;
4 |
5 | namespace FiniteStateMachine
6 | {
7 | public abstract class StateMachine where T : struct, IConvertible {
8 |
9 | public Action OnStateBegan;
10 | public Action OnStateEnded;
11 | public Action OnStateChange;
12 |
13 | private Dictionary> m_states;
14 |
15 | private State m_currentState;
16 |
17 | public T CurrentState {
18 | get { return this.m_currentState.StateKey; }
19 | }
20 |
21 | public StateMachine() {
22 | this.m_states = new Dictionary>();
23 | }
24 |
25 | public virtual void Initialize() {
26 | //TODO: Your base Initialize codes...
27 | }
28 |
29 | public virtual void Update(float deltaTime) {
30 | if (this.m_currentState != null) {
31 | this.m_currentState._Update(deltaTime);
32 | }
33 | }
34 |
35 | public void AddState(State state) {
36 | if (state.StateMachine != this) {
37 | throw new Exception("[FiniteStateMachine::AddState()] -> The State can only be added to the State Machine that was used to create it.");
38 | }
39 | this.m_states.Add(state.StateKey, state);
40 | }
41 |
42 | public virtual T MoveTo(T targetStateKey, FiniteStateChangeEventArgs eventArgs = null) {
43 | if (!this.m_states.ContainsKey(targetStateKey)) {
44 | throw new Exception("[FiniteStateMachine::MoveTo()] -> Target state did not exist. Please add the State for key: '" + targetStateKey);
45 | }
46 | T previousStateKey = targetStateKey;
47 | if (this.m_currentState != null) {
48 | previousStateKey = this.m_currentState.StateKey;
49 | this.m_currentState._End();
50 | }
51 | this.m_currentState = this.m_states[targetStateKey];
52 | this.m_currentState._Begin(eventArgs, previousStateKey);
53 | return this.m_currentState.StateKey;
54 | }
55 | }
56 | }
57 |
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/FiniteStateMachine/State/StateType.cs:
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1 | #region License
2 | // ====================================================
3 | // FiniteStateMachine Copyright(C) 2018 Furkan Türkal
4 | // This program comes with ABSOLUTELY NO WARRANTY; This is free software,
5 | // and you are welcome to redistribute it under certain conditions; See
6 | // file LICENSE, which is part of this source code package, for details.
7 | // ====================================================
8 | #endregion
9 |
10 | namespace FiniteStateMachine
11 | {
12 | public enum StateType
13 | {
14 | EXAMPLE1,
15 | EXAMPLE2,
16 | EXAMPLE3
17 | }
18 | }
19 |
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/LICENSE:
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1 | MIT License
2 |
3 | Copyright (c) 2018 Furkan Türkal
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/README.md:
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1 | Finite State Machine Public Source Repository
2 |
3 | [What It Is](#what-it-is)
4 |
5 | [How To Use](#how-to-use)
6 |
7 | [Requirements](#requirements)
8 |
9 | [About](#about)
10 |
11 | [Collaborators](#collaborators)
12 |
13 | [Branches](#branches)
14 |
15 | [Copyright & Licensing](#copyright--licensing)
16 |
17 | [Contributing](#contributing)
18 |
19 | [Contact](#contact)
20 |
21 | ## What It Is
22 |
23 | **Finite State Machine with .NET Core**
24 |
25 | Finite State Machine guide for .NET Core language is an easy and advanced way to learn how algorithms works in theory.
26 |
27 | **Uses : `.NET Core`** -> **[Official .NET Core](https://dotnet.github.io/)**
28 |
29 | **Finite State Machine**
30 |
31 | A finite-state machine, or FSM for short, is a model of computation based on a hypothetical machine made of one or more states. Only a single state can be active at the same time, so the machine must transition from one state to another in order to perform different actions.
32 |
33 | FSMs are commonly used to organize and represent an execution flow, which is useful to implement AI in games. The "brain" of an enemy, for instance, can be implemented using a FSM.
34 |
35 | 
36 |
37 | 
38 |
39 | 
40 |
41 | 
42 |
43 | Reference: https://gamedevelopment.tutsplus.com/tutorials/finite-state-machines-theory-and-implementation--gamedev-11867
44 |
45 | **Who is the target audience?**
46 |
47 | This course is meant for anyone who wants to learn Finite State Machine algorithm and theory in C#. The examples are made with C# using .NET Core.
48 |
49 | * Warning : This course assumes you have some C# knowledge, and `does not teach C# itself.`
50 |
51 | * Warning : These example tutorials are not a "How to make State Machine" or "How State Machines works" and will not teach "State Machine techniques"
52 |
53 | ## How To Use
54 |
55 | Example Usage
56 | --------------------------
57 |
58 | 
59 |
60 | `StateType` -> Main states (like Booting, Launching, Initializing, etc.)
61 |
62 | Classes
63 | --------------------------
64 |
65 | | Class | Access Modifier | Explanation |
66 | | ------------- |:-----------------:|:-------------------------------------------------------------------------:|
67 | | `StateBase` | Abstract | Main state base. When creating a new state, you need to inheritance this |
68 | | `StateInfo` | Abstract | Use this to move information between states. But not mandatory |
69 |
70 |
71 | StateBase
72 | --------------------------
73 |
74 | | Function | Access Modifier | Explanation |
75 | | --------- |:-----------------:|:-------------------------------------------------------------:|
76 | | `Begin` | Public Override | Trigger when a state is initializing |
77 | | `Load` | Public Override | Need to call manually, after state was initialized |
78 | | `Update` | Public Override | Need to call manually, if you want the update with deltaTime |
79 | | `End` | Public Override | Trigger when a state is terminating |
80 |
81 | Events
82 | --------------------------
83 |
84 | | Event | Type | Explanation |
85 | | ----------------------------- |:------:|:------------------------------------------------:|
86 | | `FiniteStateBeganEventArgs` | Action | Trigger when a state is initialized with Begin() |
87 | | `FiniteStateChangeEventArgs` | Action | Trigger when a state is changed to another |
88 | | `FiniteStateEndedEventArgs` | Action | Trigger when a state is terminated with End() |
89 |
90 | State Machine
91 | --------------------------
92 |
93 | | Function | Args | Explanation |
94 | | ------------- |:------------------:|:----------------------------------------:|
95 | | `Initialize` | - | Initialize the FSM |
96 | | `AddState` | - | Add a State to FSM |
97 | | `MoveTo` | StateType, OnEvent | Change the current State to given State |
98 |
99 | Example State
100 | --------------------------
101 |
102 | ```csharp
103 |
104 | public sealed class ExampleState : StateBase {
105 |
106 | public ExampleState(FiniteStateMachine fsm, StateType stateKey) : base(fsm, stateKey) {
107 | //Your Constructor() codes
108 | }
109 |
110 | public override void Begin(FiniteStateChangeEventArgs eventArgs, StateType previousStateKey) {
111 | //Your Begin() codes
112 | }
113 |
114 | public override void End() {
115 | //Your End() codes
116 | }
117 |
118 | public override void Load() {
119 | //Your Load() codes
120 | }
121 |
122 | public override void Update(float deltaTime) {
123 | //Your Update() codes
124 | }
125 | }
126 |
127 | ```
128 |
129 | Example StateInfo
130 | --------------------------
131 |
132 | ```csharp
133 |
134 | public sealed class ExampleStateInfo : StateInfo {
135 |
136 | //Your variables, events, functions, etc.
137 |
138 | public override string ToString() {
139 | //Example ToString()
140 | }
141 | }
142 |
143 | ```
144 |
145 | Example Usage
146 | --------------------------
147 |
148 | ```csharp
149 |
150 | FiniteStateMachine.Instance.Initialize();
151 | FiniteStateMachine.Instance.AddState(new Example1State(FiniteStateMachine.Instance, StateType.EXAMPLE1));
152 | FiniteStateMachine.Instance.AddState(new Example2State(FiniteStateMachine.Instance, StateType.EXAMPLE2));
153 | FiniteStateMachine.Instance.AddState(new Example3State(FiniteStateMachine.Instance, StateType.EXAMPLE3));
154 |
155 |
156 | FiniteStateMachine.Instance.MoveTo(StateType.EXAMPLE1, new FiniteStateChangeEventArgs(StateType.EXAMPLE1, new ExampleStateInfo()));
157 | FiniteStateMachine.Instance.MoveTo(StateType.EXAMPLE2, new FiniteStateChangeEventArgs(StateType.EXAMPLE2, new ExampleStateInfo()));
158 | FiniteStateMachine.Instance.MoveTo(StateType.EXAMPLE3, new FiniteStateChangeEventArgs(StateType.EXAMPLE3, new ExampleStateInfo()));
159 |
160 | ```
161 |
162 | Example Event Handling
163 | --------------------------
164 |
165 | ```csharp
166 |
167 | FiniteStateMachine.Instance.OnStateBegan += new Action(this.OnFiniteStateBegan);
168 | FiniteStateMachine.Instance.OnStateEnded += new Action(this.OnFiniteStateEnded);
169 | FiniteStateMachine.Instance.OnStateChange += new Action(this.OnFiniteStateChange);
170 |
171 | public void OnFiniteStateBegan(FiniteStateBeganEventArgs e) {
172 | //Trigger when OnFiniteStateBegan
173 | //Began: e.Type
174 | }
175 |
176 | public void OnFiniteStateChange(FiniteStateChangeEventArgs e) {
177 | //Trigger when OnFiniteStateChange
178 | //RequestedType: e.RequestedType
179 | //StateInfo: e.StateInfo (Returns null, if no parameters are given)
180 | }
181 |
182 | public void OnFiniteStateEnded(FiniteStateEndedEventArgs e) {
183 | //Trigger when OnFiniteStateEnded
184 | //End: e.Type
185 | }
186 |
187 | ```
188 |
189 |
190 | ## Requirements
191 |
192 | * You should be familiar with .NET Core family
193 | * You will need a text editor (like VSCode) or IDE (Visual Studio)
194 | * You will need a computer on which you have the rights to install .NET Core
195 |
196 | ## About
197 |
198 | Finite State Machine was created to serve three purposes:
199 |
200 | **Finite State Machine is a basically State Machine learning repository which base state-machine library coded in C# language**
201 |
202 | 1. To act as a guide to learn Finite State Machine with enhanced and rich content using `.NET Core`.
203 |
204 | 2. To act as a guide to exemplary and educational purpose.
205 |
206 | 3. To create an advanced State-Machine with few lines.
207 |
208 | ## Collaborators
209 |
210 | **Project Manager** - Furkan Türkal (GitHub: **[dentrax](https://github.com/dentrax)**)
211 |
212 | ## Branches
213 |
214 | We publish source for the **[Finite-State-Machine]** in single rolling branch:
215 |
216 | The **[master branch](https://github.com/dentrax/Finite-State-Machine/tree/master)** is extensively tested by our QA team and makes a great starting point for learning the algorithms. Also tracks [live changes](https://github.com/dentrax/Finite-State-Machine/commits/master) by our team.
217 |
218 | ## Copyright & Licensing
219 |
220 | The base project code is copyrighted by Furkan 'Dentrax' Türkal and is covered by single licence.
221 |
222 | All program code (i.e. C#) is licensed under MIT License unless otherwise specified. Please see the **[LICENSE.md](https://github.com/Dentrax/Finite-State-Machine/blob/master/LICENSE)** file for more information.
223 |
224 | **References**
225 |
226 | While this repository is being prepared, it may have been quoted from some sources.
227 | If there is an unspecified source, please contact me.
228 |
229 | ## Contributing
230 |
231 | Please check the [CONTRIBUTING.md](CONTRIBUTING.md) file for contribution instructions and naming guidelines.
232 |
233 | ## Contact
234 |
235 | Finite-State-Machine was created by Furkan 'Dentrax' Türkal
236 |
237 | *
238 |
239 | You can contact by URL:
240 | **[CONTACT](https://github.com/dentrax)**
241 |
242 | Best Regards
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