SupaLidlGame/State/StateMachine.cs

135 lines
4.2 KiB
C#

using Godot;
using SupaLidlGame.Extensions;
using System.Collections.Generic;
namespace SupaLidlGame.State;
public abstract partial class StateMachine<T> : Node where T : Node, IState<T>
{
[Signal]
public delegate void StateChangedEventHandler(Node state);
public T CurrentState { get; protected set; }
public abstract T InitialState { get; set; }
public override void _Ready()
{
ChangeState(InitialState);
}
/// <summary>
/// Changes the state of the <c>StateMachine</c>.
/// </summary>
/// <param name="nextState">The next state to transition to.</param>
/// <returns>
/// <see langword="true" /> if <paramref name="nextState" /> is a
/// valid state, otherwise <see langword="false" />
/// </returns>
public virtual bool ChangeState(T nextState)
{
return ChangeState(nextState, out Stack<T> _);
}
/// <summary>
/// Changes the state of the <c>StateMachine</c>.
/// </summary>
/// <param name="nextState">The next state to transition to.</param>
/// <param name="finalState">The actual state.</param>
/// <returns>
/// <see langword="true" /> if <paramref name="nextState" /> is a
/// valid state, otherwise <see langword="false" />
/// </returns>
public bool ChangeState(T nextState, out T finalState)
{
var status = ChangeState(nextState, out Stack<T> states);
finalState = states.Peek();
return status;
}
/// <summary>
/// Changes the state of the <c>StateMachine</c>.
/// </summary>
/// <param name="nextState">The next state to transition to.</param>
/// <param name="states">Stack of all states that transitioned/proxied.</param>
/// <returns>
/// <see langword="true" /> if <paramref name="nextState" /> is a
/// valid state, otherwise <see langword="false" />
/// </returns>
public bool ChangeState(T nextState, out Stack<T> states)
{
states = new Stack<T>();
states.Push(CurrentState);
var result = ChangeStateRecursive(nextState, states);
EmitSignal(SignalName.StateChanged, states.Peek());
return result;
}
protected virtual bool ChangeStateRecursive(
T nextState,
Stack<T> states)
{
if (nextState is null)
{
return false;
}
// NOTE: proxied states can call Exit() more than once
if (CurrentState is not null)
{
CurrentState.Exit(nextState);
}
var previousState = CurrentState;
CurrentState = nextState;
states.Push(nextState);
// if the next state decides it should enter a different state,
// then we enter that different state instead
var nextNextState = nextState.Enter(previousState);
if (nextNextState is T t)
{
return ChangeStateRecursive(t, states);
}
return true;
}
/// <summary>
/// Changes the state of the <c>StateMachine</c> of type
/// <typeparamref name="U" /> which must inherit from
/// <typeparamref name="T" />.
/// </summary>
/// <typeparam name="U">The type of the state to transition to.</typeparam>
/// <param name="state">The resulting state to be transitioned to.</param>
/// <returns>
/// <see langword="true" /> if <paramref name="nextState" /> is a
/// valid state, otherwise <see langword="false" />
/// </returns>
public bool ChangeState<U>(out U state) where U : T
{
state = this.FindChildOfType<U>();
return ChangeState(state);
}
/// <summary>
/// Changes the state of the <c>StateMachine</c> with node name
/// <paramref name="name" />.
/// </summary>
/// <typeparam name="U">The type of the state to transition to.</typeparam>
/// <param name="name">
/// The name of the <typeparamref name="T" /> node.
/// </param>
/// <param name="state">The resulting state to be transitioned to.</param>
/// <returns>
/// <see langword="true" /> if <paramref name="nextState" /> is a
/// valid state, otherwise <see langword="false" />
/// </returns>
public bool ChangeState(string name, out T state)
{
state = GetNode<T>(name);
return ChangeState(state);
}
}