0ad/source/network/FSM.cpp
phosit 6faf704731 Split the FSM-transitions and put them in an unordered_map
Comments By: @vladislavbelov
Differential Revision: https://code.wildfiregames.com/D5225
This was SVN commit r28020.
2024-01-29 18:44:14 +00:00

137 lines
2.9 KiB
C++

/* Copyright (C) 2024 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/>.
*/
#include "precompiled.h"
#include "FSM.h"
CFsmEvent::CFsmEvent(unsigned int type, void* pParam)
{
m_Type = type;
m_Param = pParam;
}
CFsmEvent::~CFsmEvent()
{
m_Param = nullptr;
}
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()
{
m_States.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);
}
void 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);
m_Transitions.insert({TransitionKey{state, eventType}, Transition{{pAction, pContext}, nextState}});
}
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 (IsFirstTime())
m_CurrState = m_FirstState;
if (!IsValidState(m_CurrState))
return false;
// Lookup transition
auto transitionIterator = m_Transitions.find({m_CurrState, eventType});
if (transitionIterator == m_Transitions.end())
return false;
CFsmEvent event{eventType, pEventParam};
// Save the default state transition (actions might call SetNextState
// to override this)
SetNextState(transitionIterator->second.nextState);
if (!transitionIterator->second.action(event))
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;
}