mirror of
https://gitea.wildfiregames.com/0ad/0ad
synced 2026-06-16 21:34:08 -07:00
Comments By: @vladislavbelov Differential Revision: https://code.wildfiregames.com/D5089 This was SVN commit r27987.
190 lines
4.1 KiB
C++
190 lines
4.1 KiB
C++
/* Copyright (C) 2023 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "FSM.h"
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CFsmEvent::CFsmEvent(unsigned int type, void* pParam)
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{
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m_Type = type;
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m_Param = pParam;
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}
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CFsmEvent::~CFsmEvent()
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{
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m_Param = nullptr;
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}
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CFsmTransition::CFsmTransition(const unsigned int state, const CallbackFunction action)
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: m_CurrState{state},
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m_Action{action}
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{}
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void CFsmTransition::SetEventType(const unsigned int eventType)
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{
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m_EventType = eventType;
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}
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void CFsmTransition::SetNextState(unsigned int nextState)
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{
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m_NextState = nextState;
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}
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bool CFsmTransition::RunAction(CFsmEvent& event) const
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{
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return !m_Action.pFunction || m_Action.pFunction(m_Action.pContext, &event);
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}
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CFsm::CFsm()
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{
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m_Done = false;
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m_FirstState = FSM_INVALID_STATE;
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m_CurrState = FSM_INVALID_STATE;
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m_NextState = FSM_INVALID_STATE;
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}
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CFsm::~CFsm()
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{
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Shutdown();
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}
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void CFsm::Setup()
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{
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// Does nothing by default
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}
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void CFsm::Shutdown()
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{
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// Release transitions
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TransitionList::iterator itTransition = m_Transitions.begin();
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for (; itTransition < m_Transitions.end(); ++itTransition)
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delete *itTransition;
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m_States.clear();
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m_Transitions.clear();
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m_Done = false;
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m_FirstState = FSM_INVALID_STATE;
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m_CurrState = FSM_INVALID_STATE;
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m_NextState = FSM_INVALID_STATE;
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}
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void CFsm::AddState(unsigned int state)
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{
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m_States.insert(state);
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}
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CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
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Action* pAction /* = nullptr */, void* pContext /* = nullptr*/)
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{
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// Make sure we store the current state
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AddState(state);
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// Make sure we store the next state
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AddState(nextState);
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// Create new transition
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CFsmTransition* pNewTransition = new CFsmTransition(state, {pAction, pContext});
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// Setup new transition
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pNewTransition->SetEventType(eventType);
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pNewTransition->SetNextState(nextState);
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// Store new transition
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m_Transitions.push_back(pNewTransition);
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return pNewTransition;
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}
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CFsmTransition* CFsm::GetTransition(unsigned int state, unsigned int eventType) const
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{
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if (!IsValidState(state))
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return nullptr;
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TransitionList::const_iterator it = m_Transitions.begin();
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for (; it != m_Transitions.end(); ++it)
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{
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CFsmTransition* pCurrTransition = *it;
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if (!pCurrTransition)
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continue;
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// Is it our transition?
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if (pCurrTransition->GetCurrState() == state && pCurrTransition->GetEventType() == eventType)
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return pCurrTransition;
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}
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// No transition found
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return nullptr;
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}
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void CFsm::SetFirstState(unsigned int firstState)
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{
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m_FirstState = firstState;
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}
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void CFsm::SetCurrState(unsigned int state)
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{
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m_CurrState = state;
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}
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bool CFsm::IsFirstTime() const
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{
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return (m_CurrState == FSM_INVALID_STATE);
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}
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bool CFsm::Update(unsigned int eventType, void* pEventParam)
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{
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if (IsFirstTime())
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m_CurrState = m_FirstState;
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// Lookup transition
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CFsmTransition* pTransition = GetTransition(m_CurrState, eventType);
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if (!pTransition)
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return false;
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CFsmEvent event{eventType, pEventParam};
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// Save the default state transition (actions might call SetNextState
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// to override this)
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SetNextState(pTransition->GetNextState());
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if (!pTransition->RunAction(event))
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return false;
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SetCurrState(GetNextState());
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// Reset the next state since it's no longer valid
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SetNextState(FSM_INVALID_STATE);
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return true;
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}
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bool CFsm::IsDone() const
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{
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// By default the internal flag m_Done is tested
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return m_Done;
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}
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bool CFsm::IsValidState(unsigned int state) const
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{
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StateSet::const_iterator it = m_States.find(state);
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if (it == m_States.end())
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return false;
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return true;
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}
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