24 DEFINE_TACTIC_UPDATE_STRUCT_WITH_CONTROL_AND_COMMON_PARAMS
33 const Update& event, boost::sml::back::process<DribbleFSM::Update> processEvent);
53 using namespace boost::sml;
55 DEFINE_SML_STATE(StartState)
56 DEFINE_SML_STATE(KickState)
58 DEFINE_SML_EVENT(Update)
64 return make_transition_table(
66 *StartState_S + Update_E / getPossessionAndPivot_A = DribbleFSM_S,
67 DribbleFSM_S + Update_E / getPossessionAndPivot_A, DribbleFSM_S = KickState_S,
68 KickState_S + Update_E[!ballKicked_G] / kickBall_A,
69 KickState_S + Update_E[ballKicked_G] / SET_STOP_PRIMITIVE_ACTION = X,
70 X + Update_E / SET_STOP_PRIMITIVE_ACTION = X);
DEFINE_TACTIC_UPDATE_STRUCT_WITH_CONTROL_AND_COMMON_PARAMS void getPossessionAndPivot(const Update &event, boost::sml::back::process< DribbleFSM::Update > processEvent)
Definition pivot_kick_fsm.cpp:6