0ad/source/network/FSM.cpp

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/* Copyright (C) 2023 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// INCLUDES
#include "precompiled.h"
#include "FSM.h"
// DECLARATIONS
//-----------------------------------------------------------------------------
// Name: CFsmEvent()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmEvent::CFsmEvent(unsigned int type)
{
m_Type = type;
m_Param = nullptr;
}
//-----------------------------------------------------------------------------
// Name; ~CFsmEvent()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmEvent::~CFsmEvent()
{
m_Param = nullptr;
}
//-----------------------------------------------------------------------------
// Name: SetParamRef()
// Desc: Sets the parameter for the event
//-----------------------------------------------------------------------------
void CFsmEvent::SetParamRef(void* pParam)
{
m_Param = pParam;
}
//-----------------------------------------------------------------------------
// Name: CFsmTransition()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsmTransition::CFsmTransition(unsigned int state)
{
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: ~CFsmTransition()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsmTransition::~CFsmTransition()
{
m_Actions.clear();
m_Conditions.clear();
}
//-----------------------------------------------------------------------------
// Name: RegisterAction()
// Desc: Adds action that will be executed when the transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterAction(void* pAction, void* pContext)
{
CallbackFunction callback;
// Add action at the end of actions list
callback.pFunction = pAction;
callback.pContext = pContext;
m_Actions.push_back(callback);
}
//-----------------------------------------------------------------------------
// Name: AddCondition()
// Desc: Adds condition which will be evaluated when the transition will occurs
//-----------------------------------------------------------------------------
void CFsmTransition::RegisterCondition(void* pCondition, void* pContext)
{
CallbackFunction callback;
// Add condition at the end of conditions list
callback.pFunction = pCondition;
callback.pContext = pContext;
m_Conditions.push_back(callback);
}
//-----------------------------------------------------------------------------
// Name: SetEvent()
// Desc: Set event for which transition will occur
//-----------------------------------------------------------------------------
void CFsmTransition::SetEvent(CFsmEvent* pEvent)
{
m_Event = pEvent;
}
//-----------------------------------------------------------------------------
// Name: SetNextState()
// Desc: Set next state the transition will switch the system to
//-----------------------------------------------------------------------------
void CFsmTransition::SetNextState(unsigned int nextState)
{
m_NextState = nextState;
}
//-----------------------------------------------------------------------------
// Name: ApplyConditions()
// Desc: Evaluate conditions for the transition
// Note: If there are no conditions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::ApplyConditions() const
{
bool eval = true;
CallbackList::const_iterator it = m_Conditions.begin();
for (; it != m_Conditions.end(); ++it)
{
if (it->pFunction)
{
// Evaluate condition
CONDITION Condition = (CONDITION)it->pFunction;
eval &= Condition(it->pContext);
}
}
return eval;
}
//-----------------------------------------------------------------------------
// Name: RunActions()
// Desc: Execute actions for the transition
// Note: If there are no actions, assume true
//-----------------------------------------------------------------------------
bool CFsmTransition::RunActions() const
{
bool result = true;
CallbackList::const_iterator it = m_Actions.begin();
for (; it != m_Actions.end(); ++it)
{
if (it->pFunction)
{
// Run action
ACTION Action = (ACTION)it->pFunction;
result &= Action(it->pContext, m_Event);
}
}
return result;
}
//-----------------------------------------------------------------------------
// Name: CFsm()
// Desc: Constructor
//-----------------------------------------------------------------------------
CFsm::CFsm()
{
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: ~CFsm()
// Desc: Destructor
//-----------------------------------------------------------------------------
CFsm::~CFsm()
{
Shutdown();
}
//-----------------------------------------------------------------------------
// Name: Setup()
// Desc: Setup events, actions and state transitions
//-----------------------------------------------------------------------------
void CFsm::Setup()
{
// Does nothing by default
}
//-----------------------------------------------------------------------------
// Name: Reset()
// Desc: Shuts down the state machine and releases any resources
//-----------------------------------------------------------------------------
void CFsm::Shutdown()
{
// Release transitions
TransitionList::iterator itTransition = m_Transitions.begin();
for (; itTransition < m_Transitions.end(); ++itTransition)
delete *itTransition;
// Release events
EventMap::iterator itEvent = m_Events.begin();
for (; itEvent != m_Events.end(); ++itEvent)
delete itEvent->second;
m_States.clear();
m_Events.clear();
m_Transitions.clear();
m_Done = false;
m_FirstState = FSM_INVALID_STATE;
m_CurrState = FSM_INVALID_STATE;
m_NextState = FSM_INVALID_STATE;
}
//-----------------------------------------------------------------------------
// Name: AddState()
// Desc: Adds the specified state to the internal list of states
// Note: If a state with the specified ID exists, the state is not added
//-----------------------------------------------------------------------------
void CFsm::AddState(unsigned int state)
{
m_States.insert(state);
}
//-----------------------------------------------------------------------------
// Name: AddEvent()
// Desc: Adds the specified event to the internal list of events
// Note: If an eveny with the specified ID exists, the event is not added
//-----------------------------------------------------------------------------
CFsmEvent* CFsm::AddEvent(unsigned int eventType)
{
CFsmEvent* pEvent = nullptr;
// Lookup event by type
EventMap::iterator it = m_Events.find(eventType);
if (it != m_Events.end())
{
pEvent = it->second;
}
else
{
pEvent = new CFsmEvent(eventType);
// Store new event into internal map
m_Events[eventType] = pEvent;
}
return pEvent;
}
//-----------------------------------------------------------------------------
// Name: AddTransition()
// Desc: Adds a new transistion to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState )
{
// Make sure we store the current state
AddState(state);
// Make sure we store the next state
AddState(nextState);
// Make sure we store the event
CFsmEvent* pEvent = AddEvent(eventType);
if (!pEvent)
return nullptr;
// Create new transition
CFsmTransition* pNewTransition = new CFsmTransition(state);
// Setup new transition
pNewTransition->SetEvent(pEvent);
pNewTransition->SetNextState(nextState);
// Store new transition
m_Transitions.push_back(pNewTransition);
return pNewTransition;
}
//-----------------------------------------------------------------------------
// Name: AddTransition()
// Desc: Adds a new transition to the state machine
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
void* pAction, void* pContext)
{
CFsmTransition* pTransition = AddTransition(state, eventType, nextState);
if (!pTransition)
return nullptr;
// If action specified, register it
if (pAction)
pTransition->RegisterAction(pAction, pContext);
return pTransition;
}
//-----------------------------------------------------------------------------
// Name: GetTransition()
// Desc: Lookup transition given the state, event and next state to transition
//-----------------------------------------------------------------------------
CFsmTransition* CFsm::GetTransition(unsigned int state, unsigned int eventType) const
{
// Valid state?
if (!IsValidState(state))
return nullptr;
// Valid event?
if (!IsValidEvent(eventType))
return nullptr;
// Loop through the list of transitions
TransitionList::const_iterator it = m_Transitions.begin();
for (; it != m_Transitions.end(); ++it)
{
CFsmTransition* pCurrTransition = *it;
if (!pCurrTransition)
continue;
CFsmEvent* pCurrEvent = pCurrTransition->GetEvent();
if (!pCurrEvent)
continue;
// Is it our transition?
if (pCurrTransition->GetCurrState() == state && pCurrEvent->GetType() == eventType)
return pCurrTransition;
}
// No transition found
return nullptr;
}
//-----------------------------------------------------------------------------
// Name: SetFirstState()
// Desc: Set initial state for FSM
//-----------------------------------------------------------------------------
void CFsm::SetFirstState(unsigned int firstState)
{
m_FirstState = firstState;
}
//-----------------------------------------------------------------------------
// Name: SetCurrState()
// Desc: Set current state and update last state to current state
//-----------------------------------------------------------------------------
void CFsm::SetCurrState(unsigned int state)
{
m_CurrState = state;
}
//-----------------------------------------------------------------------------
// Name: IsFirstTime()
// Desc: Verifies if the state machine has been already updated
//-----------------------------------------------------------------------------
bool CFsm::IsFirstTime() const
{
return (m_CurrState == FSM_INVALID_STATE);
}
//-----------------------------------------------------------------------------
// Name: Update()
// Desc: Updates state machine and retrieves next state
//-----------------------------------------------------------------------------
bool CFsm::Update(unsigned int eventType, void* pEventParam)
{
// Valid event?
if (!IsValidEvent(eventType))
return false;
// First time update?
if (IsFirstTime())
m_CurrState = m_FirstState;
// Lookup transition
CFsmTransition* pTransition = GetTransition(m_CurrState, eventType);
if (!pTransition)
return false;
// Setup event parameter
EventMap::iterator it = m_Events.find(eventType);
if (it != m_Events.end())
{
CFsmEvent* pEvent = it->second;
if (pEvent)
pEvent->SetParamRef(pEventParam);
}
// Valid transition?
if (!pTransition->ApplyConditions())
return false;
// Save the default state transition (actions might call SetNextState
// to override this)
SetNextState(pTransition->GetNextState());
// Run transition actions
if (!pTransition->RunActions())
return false;
// Switch state
SetCurrState(GetNextState());
// Reset the next state since it's no longer valid
SetNextState(FSM_INVALID_STATE);
return true;
}
//-----------------------------------------------------------------------------
// Name: IsDone()
// Desc: Tests whether the state machine has finished its work
// Note: This is state machine specific
//-----------------------------------------------------------------------------
bool CFsm::IsDone() const
{
// By default the internal flag m_Done is tested
return m_Done;
}
//-----------------------------------------------------------------------------
// Name: IsValidState()
// Desc: Verifies whether the specified state is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidState(unsigned int state) const
{
StateSet::const_iterator it = m_States.find(state);
if (it == m_States.end())
return false;
return true;
}
//-----------------------------------------------------------------------------
// Name: IsValidEvent()
// Desc: Verifies whether the specified event is managed by FSM
//-----------------------------------------------------------------------------
bool CFsm::IsValidEvent(unsigned int eventType) const
{
EventMap::const_iterator it = m_Events.find(eventType);
if (it == m_Events.end())
return false;
return true;
}