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using FSM.States;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace FSM.Machines
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{
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public class EquipmentEventHandler
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{
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public IEquipmentState CurrentState { get; private set; }
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public EquipmentEvent EquipmentEvent { get; private set; }
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public string Message { get; private set; }
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public EquipmentEventHandler(IEquipmentState currentState, EquipmentEvent equipmentEvent, string message)
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{
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CurrentState = currentState;
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EquipmentEvent = equipmentEvent;
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Message = message;
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}
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}
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public class EquipmentStateMachine
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{
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private IEquipmentState _currentState;
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public event EventHandler<EquipmentEventHandler> OnHandleEvent;
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public EquipmentStateMachine(IEquipmentState initialState)
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{
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_currentState = initialState;
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_currentState.Enter();
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}
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public void SetState(IEquipmentState newState)
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{
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_currentState.Exit();
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_currentState = newState;
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_currentState.Enter();
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}
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public void HandleEvent(EquipmentEvent equipmentEvent)
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{
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if (OnHandleEvent != null)
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OnHandleEvent(this, new EquipmentEventHandler(_currentState, equipmentEvent, "HandleEvent called"));
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bool handleResult = _currentState.HandleEvent(equipmentEvent, this);
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if (OnHandleEvent != null)
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{
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string message;
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if (handleResult)
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message = "Success to handle the event";
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else
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message = "Fail to handle the event";
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OnHandleEvent(this, new EquipmentEventHandler(_currentState, equipmentEvent, message));
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}
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}
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}
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}
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