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📄 fieldplayerstates.h

📁 用人工智能实现的足球机器人人仿真比赛的程序
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#ifndef FIELDPLAYERSTATES_H
#define FIELDPLAYERSTATES_H
//------------------------------------------------------------------------
//
//  Name: FieldPlayerStates.h
//
//  Desc: States for the field players of Simple Soccer. See my book
//        for detailed descriptions
//
//  Author: Mat Buckland 2003 (fup@ai-junkie.com)
//
//------------------------------------------------------------------------

#include <string>

#include "FSM/State.h"
#include "Messaging/Telegram.h"
#include "constants.h"


class FieldPlayer;
class SoccerPitch;


//------------------------------------------------------------------------
class GlobalPlayerState : public State<FieldPlayer>
{
private:
  
  GlobalPlayerState(){}

public:

  //this is a singleton
  static GlobalPlayerState* Instance();

  void Enter(FieldPlayer* player){}

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player){}

  bool OnMessage(FieldPlayer*, const Telegram&);
};

//------------------------------------------------------------------------
class ChaseBall : public State<FieldPlayer>
{
private:
  
  ChaseBall(){}

public:

  //this is a singleton
  static ChaseBall* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player);

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};

//------------------------------------------------------------------------
class Dribble : public State<FieldPlayer>
{
private:
  
  Dribble(){}

public:

  //this is a singleton
  static Dribble* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player){}

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};


//------------------------------------------------------------------------
class ReturnToHomeRegion: public State<FieldPlayer>
{
private:
  
  ReturnToHomeRegion(){}

public:

  //this is a singleton
  static ReturnToHomeRegion* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player);

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};

//------------------------------------------------------------------------
class Wait: public State<FieldPlayer>
{
private:
  
  Wait(){}

public:

  //this is a singleton
  static Wait* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player);

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};

//------------------------------------------------------------------------
class KickBall: public State<FieldPlayer>
{
private:
  
  KickBall(){}

public:

  //this is a singleton
  static KickBall* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player){}

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};

//------------------------------------------------------------------------
class ReceiveBall: public State<FieldPlayer>
{
private:
  
  ReceiveBall(){}

public:

  //this is a singleton
  static ReceiveBall* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player);

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};


//------------------------------------------------------------------------
class SupportAttacker: public State<FieldPlayer>
{
private:
  
  SupportAttacker(){}

public:

  //this is a singleton
  static SupportAttacker* Instance();

  void Enter(FieldPlayer* player);

  void Execute(FieldPlayer* player);

  void Exit(FieldPlayer* player);

  bool OnMessage(FieldPlayer*, const Telegram&){return false;}
};




  
#endif

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