Implemented the transition system
Transitions being a way to allow for automatic state change and allow for a way to allow or forbbid a transition between two states
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include/state-machine_pool.hpp
Normal file → Executable file
54
include/state-machine_pool.hpp
Normal file → Executable file
@ -1,7 +1,12 @@
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#ifndef STATEMACHINE_POOL_HPP
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#define STATEMACHINE_POOL_HPP
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#include "state.hpp"
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#include "state_machine.hpp"
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#include <functional>
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#include <iostream>
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#include <ostream>
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#include <unordered_map>
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template<typename StateOwnerType>
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class StateMachinePool {
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@ -15,16 +20,46 @@ class StateMachinePool {
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machines.erase(id);
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}
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void AddTransition(Transition<StateOwnerType> &transition) {
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std::string from = transition.from;
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std::string to = transition.target_state;
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std::function <bool (const StateOwnerType&)> condition;
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transitions[from].push_back(transition);
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}
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void UpdateAll() {
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for (const auto &[id, machine] : machines)
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for (const auto &[id, machine] : machines) {
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auto &owner = machine->GetOwner();
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const std::string ¤t = machine->GetCurrentStateId();
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auto it = transitions.find(current);
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if (it != transitions.end() && auto_transition == true)
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for (const auto &transition : it->second)
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if (transition.condition(owner)) {
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machine->ChangeState(transition.target_state);
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break;
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}
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machine->Update();
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}
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}
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void ChangeState(const std::string &id, const std::string &stateId) {
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auto it = machines.find(id);
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const std::string current = it->second->GetCurrentStateId();
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auto &owner = it->second->GetOwner();
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if (it != machines.end())
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bool allowed = true;
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auto transitions_it = transitions.find(current);
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if (strict_transition && (transitions_it != transitions.end())) {
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for (const auto &transition : transitions_it->second)
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if (!transition.condition(owner))
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allowed = false;
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}
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if (it != machines.end() && allowed) {
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it->second->ChangeState(stateId);
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}
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}
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void RevertState(const std::string &id) {
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@ -88,17 +123,19 @@ class StateMachinePool {
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}
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void SetStrictTransitions(bool enabled) {
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strict_transition = enabled;
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this->strict_transition = enabled;
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}
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for (auto &[_, machine] : machines)
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machine->SetStrictTransitions(enabled);
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bool GetStrictTransitions() const {
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return strict_transition;
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}
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void SetAutoTransitions(bool enabled) {
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auto_transition = enabled;
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this->auto_transition = enabled;
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}
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for (const auto &[_, machine] : machines)
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machine->SetAutoTransitions(enabled);
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bool GetAutoTransitions() const {
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return auto_transition;
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}
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private:
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@ -106,6 +143,7 @@ class StateMachinePool {
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std::unordered_map<std::string, std::unique_ptr<StateMachine<StateOwnerType>>> machines;
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bool auto_transition = false;
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bool strict_transition = false;
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std::unordered_map<std::string, std::vector<Transition<StateOwnerType>>> transitions;
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};
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#endif // STATEMACHINE_POOL_HPP
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@ -7,6 +7,7 @@
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template <typename Type>
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struct Transition {
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const std::string from;
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const std::string target_state;
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const std::function<bool (const Type&)> condition;
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};
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@ -20,10 +21,6 @@ class State {
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virtual void OnUpdate(OwnerType &owner) = 0;
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virtual void OnExit(OwnerType &owner) = 0;
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virtual void AddTransition(const std::string &to,
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std::function<bool (const OwnerType&)> condition) = 0;
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virtual std::vector<Transition<OwnerType>> GetTransitions() = 0;
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virtual std::string Id() const = 0;
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};
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@ -32,20 +29,11 @@ class AState : public State<OwnerType> {
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public:
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AState(const std::string &id) : entity_id(id) {};
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void AddTransition(const std::string &to,
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std::function<bool (const OwnerType&)> condition) override {
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transitions.push_back({ to, condition });
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}
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std::vector<Transition<OwnerType>> GetTransitions() override {
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return transitions;
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}
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std::string Id() const override {
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return entity_id;
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}
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private:
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std::vector<Transition<OwnerType>> transitions;
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std::string entity_id;
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};
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@ -3,10 +3,12 @@
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#include <string>
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#include <memory>
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#include <unordered_map>
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#include <vector>
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#include <nlohmann/json.hpp>
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#include "state.hpp"
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#include "state_factory.hpp"
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using json = nlohmann::json;
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@ -21,19 +23,6 @@ class StateMachine {
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if (!new_state)
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return;
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if (strict_transition && current_state) {
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bool allowed = false;
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for (const auto &transition : current_state->GetTransitions()) {
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if (transition.target_state == id &&
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(!transition.condition || transition.condition(owner))) {
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allowed = true;
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break;
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}
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}
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if (!allowed)
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return;
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}
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if (current_state) {
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current_state->OnExit(owner);
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history.push_back(current_state->Id());
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@ -68,12 +57,6 @@ class StateMachine {
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if (!current_state)
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return;
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for (const auto &transition : current_state->GetTransitions())
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if (auto_transition && transition.condition(owner)) {
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ChangeState(transition.target_state);
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return;
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}
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current_state->OnUpdate(owner);
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}
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@ -91,32 +74,18 @@ class StateMachine {
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}
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const std::string GetCurrentStateId() const {
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static const std::string nullState = "null";
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static const std::string nullState = "nullstate";
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return current_state ? current_state->Id() : nullState;
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}
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void SetStrictTransitions(bool enabled) {
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this->strict_transition = enabled;
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}
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bool GetStrictTransitions() const {
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return strict_transition;
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}
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void SetAutoTransitions(bool enabled) {
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this->auto_transition = enabled;
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}
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bool GetAutoTransitions() const {
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return auto_transition;
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T &GetOwner() {
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return owner;
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}
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private:
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T &owner;
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const StateFactory<T> &factory;
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std::shared_ptr<State<T>> current_state;
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bool strict_transition = false;
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bool auto_transition = false;
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std::vector<std::string> history;
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};
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@ -1,6 +1,7 @@
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#ifndef STATE_SYSTEM_HPP
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#define STATE_SYSTEM_HPP
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#include "state.hpp"
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#include "state_machine.hpp"
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#include "state-machine_pool.hpp"
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@ -16,11 +17,6 @@ class StateSystem {
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GetPool<T>().UnregisterEntity(id);
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}
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template <typename T>
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void UpdateAll() {
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GetPool<T>().UpdateAll();
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}
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template <typename T>
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void ChangeState(const std::string &id, const std::string &stateId) {
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GetPool<T>().ChangeState(id, stateId);
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@ -37,6 +33,16 @@ class StateSystem {
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GetPool<T>().RegisterState(id, std::move(state));
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}
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template <typename T>
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void AddTransition(Transition<T> &transition) {
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GetPool<T>().AddTransition(transition);
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}
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template <typename T>
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void UpdateAll() {
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GetPool<T>().UpdateAll();
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}
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template <typename T>
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json Serialize() const {
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StateMachinePool<T> &pool = GetPool<T>();
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