Game Development Reference
In-Depth Information
Finite state machine structure
The FSM consists of ever logical state the agent can execute on, as well as a two-dimen-
sional table of every possible state transition. The transition_ variable is keyed by the
state name and consists of transition objects:
FiniteStateMachine.lua :
require "Action";
require "FiniteState";
require "FiniteStateTransition";
function FiniteStateMachine.new(userData)
local fsm = {};
-- The FiniteStateMachine's data members.
fsm.currentState_ = nil;
fsm.states_ = {};
fsm.transitions_ = {};
fsm.userData_ = userData;
end
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