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