1
0
forked from 0ad/0ad
0ad/source/network/FSM.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

254 lines
5.2 KiB
C++

/* 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/>.
*/
#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;
}