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0ad/binaries/data/mods/public/simulation/helpers/FSM.js

389 lines
10 KiB
JavaScript

// Hierarchical finite state machine implementation.
//
// FSMs are specified as a JS data structure;
// see e.g. UnitAI.js for an example of the syntax.
//
// FSMs are implicitly linked with an external object.
// That object stores all FSM-related state.
// (This means we can serialise FSM-based components as
// plain old JS objects, with no need to serialise the complex
// FSM structure itself or to add custom serialisation code.)
/**
FSM API:
Users define the FSM behaviour like:
var FsmSpec = {
// Define some default message handlers:
"MessageName1": function(msg) {
// This function will be called in response to calls to
// Fsm.ProcessMessage(this, { "type": "MessageName1", "data": msg });
//
// In this function, 'this' is the component object passed into
// ProcessMessage, so you can access 'this.propertyName'
// and 'this.methodName()' etc.
},
"MessageName2": function(msg) {
// Another message handler.
},
// Define the behaviour for the 'STATENAME' state:
// Names of states may only contain the characters A-Z
"STATENAME": {
"MessageName1": function(msg) {
// This overrides the previous MessageName1 that was
// defined earlier, and will be called instead of it
// in response to ProcessMessage.
},
// We don't override MessageName2, so the default one
// will be called instead.
// Define the 'STATENAME.SUBSTATENAME' state:
// (we support arbitrarily-nested hierarchies of states)
"SUBSTATENAME": {
"MessageName2": function(msg) {
// Override the default MessageName2.
// But we don't override MessageName1, so the one from
// STATENAME will be used instead.
},
"enter": function() {
// This is a special function called when transitioning
// into this state, or into a substate of this state.
//
// If it returns true, the transition will be aborted:
// do this if you've called SetNextState inside this enter
// handler, because otherwise the new state transition
// will get mixed up with the previous ongoing one.
// In normal cases, you can return false or nothing.
},
"leave": function() {
// Called when transitioning out of this state.
},
},
// Define a new state which is an exact copy of another
// state that is defined elsewhere in this FSM:
"OTHERSUBSTATENAME": "STATENAME.SUBSTATENAME",
}
}
Objects can then make themselves act as an instance of the FSM by running
FsmSpec.Init(this, "STATENAME");
which will define a few properties on 'this' (with names prefixed "fsm"),
and then they can call the FSM functions on the object like
FsmSpec.SetNextState(this, "STATENAME.SUBSTATENAME");
These objects must also define a function property that can be called as
this.FsmStateNameChanged(name);
(This design aims to avoid storing any per-instance state that cannot be
easily serialized - it only stores state-name strings.)
*/
function FSM(spec)
{
// The (relatively) human-readable FSM specification needs to get
// compiled into a more-efficient-to-execute version.
//
// In particular, message handling should require minimal
// property lookups in the common case (even when the FSM has
// a deeply nested hierarchy), and there should never be any
// string manipulation at run-time.
this.decompose = { "": [] };
/* 'decompose' will store:
{
"": [],
"A": ["A"],
"A.B": ["A", "A.B"],
"A.B.C": ["A", "A.B", "A.B.C"],
"A.B.D": ["A", "A.B", "A.B.D"],
...
};
This is used when switching between states in different branches
of the hierarchy, to determine the list of sub-states to leave/enter
*/
this.states = { };
/* 'states' will store:
{
...
"A": {
"_name": "A",
"_parent": "",
"_refs": { // local -> global name lookups (for SetNextState)
"B": "A.B",
"B.C": "A.B.C",
"B.D": "A.B.D",
},
},
"A.B": {
"_name": "A.B",
"_parent": "A",
"_refs": {
"C": "A.B.C",
"D": "A.B.D",
},
"MessageType": function(msg) { ... },
},
"A.B.C": {
"_name": "A.B.C",
"_parent": "A.B",
"_refs": {},
"enter": function() { ... },
"MessageType": function(msg) { ... },
},
"A.B.D": {
"_name": "A.B.D",
"_parent": "A.B",
"_refs": {},
"enter": function() { ... },
"leave": function() { ... },
"MessageType": function(msg) { ... },
},
...
}
*/
function process(fsm, node, path, handlers)
{
// Handle string references to nodes defined elsewhere in the FSM spec
if (typeof node === "string")
{
var refpath = node.split(".");
var refd = spec;
for each (var p in refpath)
{
refd = refd[p];
if (!refd)
{
error("FSM node "+path.join(".")+" referred to non-defined node "+node);
return {};
}
}
node = refd;
}
var state = {};
fsm.states[path.join(".")] = state;
var newhandlers = {};
for (var e in handlers)
newhandlers[e] = handlers[e];
state._name = path.join(".");
state._parent = path.slice(0, -1).join(".");
state._refs = {};
for (var key in node)
{
if (key === "enter" || key === "leave")
{
state[key] = node[key];
}
else if (key.match(/^[A-Z]+$/))
{
state._refs[key] = (state._name ? state._name + "." : "") + key;
// (the rest of this will be handled later once we've grabbed
// all the event handlers)
}
else
{
newhandlers[key] = node[key];
}
}
for (var e in newhandlers)
state[e] = newhandlers[e];
for (var key in node)
{
if (key.match(/^[A-Z]+$/))
{
var newpath = path.concat([key]);
var decomposed = [newpath[0]];
for (var i = 1; i < newpath.length; ++i)
decomposed.push(decomposed[i-1] + "." + newpath[i]);
fsm.decompose[newpath.join(".")] = decomposed;
var childstate = process(fsm, node[key], newpath, newhandlers);
for (var r in childstate._refs)
{
var cname = key + "." + r;
state._refs[cname] = childstate._refs[r];
}
}
}
return state;
}
process(this, spec, [], {});
}
FSM.prototype.Init = function(obj, initialState)
{
this.deferFromState = undefined;
obj.fsmStateName = "";
obj.fsmNextState = undefined;
this.SwitchToNextState(obj, initialState);
};
FSM.prototype.SetNextState = function(obj, state)
{
obj.fsmNextState = state;
obj.fsmReenter = false;
};
FSM.prototype.SetNextStateAlwaysEntering = function(obj, state)
{
obj.fsmNextState = state;
// If reenter is true then the state will always be entered even if this means exiting it to re-enter
obj.fsmReenter = true;
};
FSM.prototype.ProcessMessage = function(obj, msg)
{
// warn("ProcessMessage(obj, "+uneval(msg)+")");
var func = this.states[obj.fsmStateName][msg.type];
if (!func)
{
error("Tried to process unhandled event '" + msg.type + "' in state '" + obj.fsmStateName + "'");
return undefined;
}
var ret = func.apply(obj, [msg]);
// If func called SetNextState then switch into the new state,
// and continue switching if the new state's 'enter' called SetNextState again
while (obj.fsmNextState)
{
var nextStateName = this.LookupState(obj.fsmStateName, obj.fsmNextState);
obj.fsmNextState = undefined;
if (nextStateName != obj.fsmStateName || obj.fsmReenter)
this.SwitchToNextState(obj, nextStateName);
}
return ret;
};
FSM.prototype.DeferMessage = function(obj, msg)
{
// We need to work out which sub-state we were running the message handler from,
// and then try again in its parent state.
var old = this.deferFromState;
var from;
if (old) // if we're recursively deferring and saved the last used state, use that
from = old;
else // if this is the first defer then we must have last processed the message in the current FSM state
from = obj.fsmStateName;
// Find and save the parent, for use in recursive defers
this.deferFromState = this.states[from]._parent;
// Run the function from the parent state
var state = this.states[this.deferFromState];
var func = state[msg.type];
if (!func)
error("Failed to defer event '" + msg.type + "' from state '" + obj.fsmStateName + "'");
func.apply(obj, [msg]);
// Restore the changes we made
this.deferFromState = old;
// TODO: if an inherited handler defers, it calls exactly the same handler
// on the parent state, which is probably useless and inefficient
// NOTE: this will break if two units try to execute AI at the same time;
// as long as AI messages are queue and processed asynchronously it should be fine
};
FSM.prototype.LookupState = function(currentStateName, stateName)
{
// print("LookupState("+currentStateName+", "+stateName+")\n");
for (var s = currentStateName; s; s = this.states[s]._parent)
if (stateName in this.states[s]._refs)
return this.states[s]._refs[stateName];
return stateName;
};
FSM.prototype.GetCurrentState = function(obj)
{
return obj.fsmStateName;
};
FSM.prototype.SwitchToNextState = function(obj, nextStateName)
{
var fromState = this.decompose[obj.fsmStateName];
var toState = this.decompose[nextStateName];
if (!toState)
error("Tried to change to non-existent state '" + nextStateName + "'");
// Find the set of states in the hierarchy tree to leave then enter,
// to traverse from the old state to the new one.
// If any enter/leave function returns true then abort the process
// (this lets them intercept the transition and start a new transition)
for (var equalPrefix = 0; fromState[equalPrefix] && fromState[equalPrefix] === toState[equalPrefix]; ++equalPrefix)
{
}
// Check if we should exit and enter the current state due to the reenter parameter. If so we go up 1 level
if (obj.fsmReenter && equalPrefix === toState.length)
--equalPrefix;
for (var i = fromState.length-1; i >= equalPrefix; --i)
{
var leave = this.states[fromState[i]].leave;
if (leave)
{
obj.fsmStateName = fromState[i];
if (leave.apply(obj))
{
obj.FsmStateNameChanged(obj.fsmStateName);
return;
}
}
}
for (var i = equalPrefix; i < toState.length; ++i)
{
var enter = this.states[toState[i]].enter;
if (enter)
{
obj.fsmStateName = toState[i];
if (enter.apply(obj))
{
obj.FsmStateNameChanged(obj.fsmStateName);
return;
}
}
}
obj.fsmStateName = nextStateName;
obj.FsmStateNameChanged(obj.fsmStateName);
};
Engine.RegisterGlobal("FSM", FSM);