/* 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 . */ #include "precompiled.h" #include "FSM.h" CFsmEvent::CFsmEvent(unsigned int type) { m_Type = type; m_Param = nullptr; } CFsmEvent::~CFsmEvent() { m_Param = nullptr; } void CFsmEvent::SetParamRef(void* pParam) { m_Param = pParam; } CFsmTransition::CFsmTransition(const unsigned int state, const CallbackFunction action) : m_CurrState{state}, m_Action{action} {} void CFsmTransition::SetEvent(CFsmEvent* pEvent) { m_Event = pEvent; } void CFsmTransition::SetNextState(unsigned int nextState) { m_NextState = nextState; } bool CFsmTransition::RunAction() const { return !m_Action.pFunction || m_Action.pFunction(m_Action.pContext, m_Event); } CFsm::CFsm() { m_Done = false; m_FirstState = FSM_INVALID_STATE; m_CurrState = FSM_INVALID_STATE; m_NextState = FSM_INVALID_STATE; } CFsm::~CFsm() { Shutdown(); } void CFsm::Setup() { // Does nothing by default } 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; } void CFsm::AddState(unsigned int state) { m_States.insert(state); } 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; } CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState, Action* pAction /* = nullptr */, void* pContext /* = nullptr*/) { // 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, {pAction, pContext}); // Setup new transition pNewTransition->SetEvent(pEvent); pNewTransition->SetNextState(nextState); // Store new transition m_Transitions.push_back(pNewTransition); return pNewTransition; } CFsmTransition* CFsm::GetTransition(unsigned int state, unsigned int eventType) const { if (!IsValidState(state)) return nullptr; if (!IsValidEvent(eventType)) return nullptr; 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; } void CFsm::SetFirstState(unsigned int firstState) { m_FirstState = firstState; } void CFsm::SetCurrState(unsigned int state) { m_CurrState = state; } bool CFsm::IsFirstTime() const { return (m_CurrState == FSM_INVALID_STATE); } bool CFsm::Update(unsigned int eventType, void* pEventParam) { if (!IsValidEvent(eventType)) return false; 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); } // Save the default state transition (actions might call SetNextState // to override this) SetNextState(pTransition->GetNextState()); if (!pTransition->RunAction()) return false; SetCurrState(GetNextState()); // Reset the next state since it's no longer valid SetNextState(FSM_INVALID_STATE); return true; } bool CFsm::IsDone() const { // By default the internal flag m_Done is tested return m_Done; } bool CFsm::IsValidState(unsigned int state) const { StateSet::const_iterator it = m_States.find(state); if (it == m_States.end()) return false; return true; } bool CFsm::IsValidEvent(unsigned int eventType) const { EventMap::const_iterator it = m_Events.find(eventType); if (it == m_Events.end()) return false; return true; }