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SPAR/AIModule/SparAIModule/DecisionMaking/Layer1Reactive/FSM/Behavior.h File Reference
#include "../../../Utils/FSM/FSM.h"
#include "../../../Utils/Functors.hpp"
#include "../../../Common.h"
#include "../../../PerceptualState/PerceptualState.h"
#include "../../../PerceptualState/Locations/Common.h"
#include "Actions/AttackMoveAction.h"
#include "Actions/BuildAction.h"
#include "Actions/AttackUnitAction.h"
#include "Actions/MoveAction.h"
#include "Actions/StopAction.h"
#include "Actions/LoadUnit.h"
#include "Actions/UnloadAllUnitsAtPosition.h"
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Classes

class  IBehavior
 A behavior controls the execution of some aspect of the system. It corresponds to a finite state machine producing actions and switching states according to the transitions activated by external events. More...
class  Behavior< DerivedBehavior >
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