phosit
8480cfc35f
FSM conditions aren't used. So this removes dead code. Accepted By: @wraitii Differential Revision: https://code.wildfiregames.com/D4959 This was SVN commit r27702.
296 lines
6.0 KiB
C++
296 lines
6.0 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)
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{
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m_Type = type;
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m_Param = nullptr;
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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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void CFsmEvent::SetParamRef(void* pParam)
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{
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m_Param = pParam;
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}
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CFsmTransition::CFsmTransition(unsigned int state)
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{
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m_CurrState = state;
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}
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CFsmTransition::~CFsmTransition()
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{
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m_Actions.clear();
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}
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void CFsmTransition::RegisterAction(void* pAction, void* pContext)
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{
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CallbackFunction callback;
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// Add action at the end of actions list
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callback.pFunction = pAction;
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callback.pContext = pContext;
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m_Actions.push_back(callback);
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}
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void CFsmTransition::SetEvent(CFsmEvent* pEvent)
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{
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m_Event = pEvent;
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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::RunActions() const
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{
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bool result = true;
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CallbackList::const_iterator it = m_Actions.begin();
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for (; it != m_Actions.end(); ++it)
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{
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if (it->pFunction)
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{
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// Run action
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Action* action = reinterpret_cast<Action*>(it->pFunction);
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result &= action(it->pContext, m_Event);
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}
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}
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return result;
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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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// Release events
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EventMap::iterator itEvent = m_Events.begin();
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for (; itEvent != m_Events.end(); ++itEvent)
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delete itEvent->second;
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m_States.clear();
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m_Events.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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CFsmEvent* CFsm::AddEvent(unsigned int eventType)
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{
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CFsmEvent* pEvent = nullptr;
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// Lookup event by type
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EventMap::iterator it = m_Events.find(eventType);
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if (it != m_Events.end())
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{
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pEvent = it->second;
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}
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else
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{
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pEvent = new CFsmEvent(eventType);
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// Store new event into internal map
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m_Events[eventType] = pEvent;
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}
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return pEvent;
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}
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CFsmTransition* CFsm::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState )
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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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// Make sure we store the event
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CFsmEvent* pEvent = AddEvent(eventType);
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if (!pEvent)
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return nullptr;
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// Create new transition
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CFsmTransition* pNewTransition = new CFsmTransition(state);
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// Setup new transition
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pNewTransition->SetEvent(pEvent);
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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::AddTransition(unsigned int state, unsigned int eventType, unsigned int nextState,
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void* pAction, void* pContext)
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{
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CFsmTransition* pTransition = AddTransition(state, eventType, nextState);
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if (!pTransition)
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return nullptr;
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// If action specified, register it
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if (pAction)
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pTransition->RegisterAction(pAction, pContext);
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return pTransition;
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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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if (!IsValidEvent(eventType))
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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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CFsmEvent* pCurrEvent = pCurrTransition->GetEvent();
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if (!pCurrEvent)
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continue;
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// Is it our transition?
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if (pCurrTransition->GetCurrState() == state && pCurrEvent->GetType() == 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 (!IsValidEvent(eventType))
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return false;
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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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// Setup event parameter
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EventMap::iterator it = m_Events.find(eventType);
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if (it != m_Events.end())
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{
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CFsmEvent* pEvent = it->second;
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if (pEvent)
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pEvent->SetParamRef(pEventParam);
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}
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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->RunActions())
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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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bool CFsm::IsValidEvent(unsigned int eventType) const
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{
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EventMap::const_iterator it = m_Events.find(eventType);
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if (it == m_Events.end())
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return false;
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return true;
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}
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