cz.cuni.amis.fsm
Interface IFSMState<SYMBOL,CONTEXT>
- All Known Implementing Classes:
- AbstractBotFSMState, AbstractObserverFSMState, AbstractServerFSMState, BotAliveState, BotDeadState, BotListState, BotMessageExpectedState, CommunicationTerminatedState, CommunicationTerminatedState, CommunicationTerminatedState, ConfigureMessageExpectedState, FirstSpawnExpectedState, FSM.StateWrapper, FSMNested, FSMOriginalState, GameInfoExpectedState, GameInfoExpectedState, GameInfoExpectedState, HandshakeControllerState, HelloBotExpectedState, HelloControlServerExpectedState, HelloObserverExpectedState, InitedMessageExpectedState, ItemCategoryState, ItemCategoryState, ItemCategoryState, ItemListState, ItemListState, ItemListState, MapListState, MapListState, MoverListState, MutatorListState, MutatorListState, MutatorListState, NavPointListState, NavPointListState, NavPointListState, NavPointNeighboursState, NavPointNeighboursState, NavPointNeighboursState, ObserverListState, ObserverMessageExpectedState, ObserverRunningState, PasswordState, PasswordState, PasswordState, PathAcceptState, PathAcceptState, PathAcceptState, PlayerListState, PlayerListState, PlayerListState, ReadyState, ReadyState, ReadyState, ServerListState, ServerMessageExpectedState, ServerRunningState
public interface IFSMState<SYMBOL,CONTEXT>
stateEntering
void stateEntering(CONTEXT context,
IFSMState<SYMBOL,CONTEXT> fromState,
SYMBOL symbol)
stateSymbol
void stateSymbol(CONTEXT context,
SYMBOL symbol)
stateLeaving
void stateLeaving(CONTEXT context,
IFSMState<SYMBOL,CONTEXT> toState,
SYMBOL symbol)
init
void init(CONTEXT context)
restart
void restart(CONTEXT context)