Rename existing activity states

This commit is contained in:
Oliver Brakmann
2016-12-06 22:24:39 +01:00
parent bd3639e81d
commit 683d3e747b
6 changed files with 94 additions and 94 deletions

View File

@@ -21,7 +21,7 @@ namespace OpenRA.Mods.Common.Activities
public abstract class Enter : Activity
{
public enum ReserveStatus { None, TooFar, Pending, Ready }
enum State { ApproachingOrEntering, Inside, Exiting, Done }
enum EnterState { ApproachingOrEntering, Inside, Exiting, Done }
readonly IMove move;
readonly int maxTries = 0;
@@ -30,7 +30,7 @@ namespace OpenRA.Mods.Common.Activities
public Target Target { get { return target; } }
Target target;
State nextState = State.ApproachingOrEntering; // Hint/starting point for next state
EnterState nextState = EnterState.ApproachingOrEntering; // Hint/starting point for next state
bool isEnteringOrInside = false; // Used to know if exiting should be used
WPos savedPos; // Position just before entering
Activity inner;
@@ -89,9 +89,9 @@ namespace OpenRA.Mods.Common.Activities
// Abort entering and/or leave if necessary
protected virtual void AbortOrExit(Actor self)
{
if (nextState == State.Done)
if (nextState == EnterState.Done)
return;
nextState = isEnteringOrInside ? State.Exiting : State.Done;
nextState = isEnteringOrInside ? EnterState.Exiting : EnterState.Done;
if (inner == this)
inner = null;
else if (inner != null)
@@ -103,9 +103,9 @@ namespace OpenRA.Mods.Common.Activities
// Cancel inner activity and mark as done unless already leaving or done
protected void Done(Actor self)
{
if (nextState == State.Done)
if (nextState == EnterState.Done)
return;
nextState = State.Done;
nextState = EnterState.Done;
if (inner == this)
inner = null;
else if (inner != null)
@@ -115,7 +115,7 @@ namespace OpenRA.Mods.Common.Activities
public override bool Cancel(Actor self)
{
AbortOrExit(self);
if (nextState < State.Exiting)
if (nextState < EnterState.Exiting)
return base.Cancel(self);
else
NextActivity = null;
@@ -156,23 +156,23 @@ namespace OpenRA.Mods.Common.Activities
}
}
State FindAndTransitionToNextState(Actor self)
EnterState FindAndTransitionToNextState(Actor self)
{
switch (nextState)
{
case State.ApproachingOrEntering:
case EnterState.ApproachingOrEntering:
// Reserve to enter or approach
isEnteringOrInside = false;
switch (TryReserveElseTryAlternateReserve(self))
{
case ReserveStatus.None:
return State.Done; // No available target -> abort to next activity
return EnterState.Done; // No available target -> abort to next activity
case ReserveStatus.TooFar:
inner = move.MoveToTarget(self, targetCenter ? Target.FromPos(target.CenterPosition) : target); // Approach
return State.ApproachingOrEntering;
return EnterState.ApproachingOrEntering;
case ReserveStatus.Pending:
return State.ApproachingOrEntering; // Retry next tick
return EnterState.ApproachingOrEntering; // Retry next tick
case ReserveStatus.Ready:
break; // Reserved target -> start entering target
}
@@ -185,38 +185,38 @@ namespace OpenRA.Mods.Common.Activities
if (inner != null)
{
nextState = State.Inside; // Should be inside once inner activity is null
return State.ApproachingOrEntering;
nextState = EnterState.Inside; // Should be inside once inner activity is null
return EnterState.ApproachingOrEntering;
}
// Can enter but there is no activity for it, so go inside without one
goto case State.Inside;
goto case EnterState.Inside;
case State.Inside:
case EnterState.Inside:
// Might as well teleport into target if there is no MoveIntoTarget activity
if (nextState == State.ApproachingOrEntering)
nextState = State.Inside;
if (nextState == EnterState.ApproachingOrEntering)
nextState = EnterState.Inside;
// Otherwise, try to recover from moving target
else if (target.CenterPosition != self.CenterPosition)
{
nextState = State.ApproachingOrEntering;
nextState = EnterState.ApproachingOrEntering;
Unreserve(self, false);
if (Reserve(self) == ReserveStatus.Ready)
{
inner = move.MoveIntoTarget(self, target); // Enter
if (inner != null)
return State.ApproachingOrEntering;
return EnterState.ApproachingOrEntering;
nextState = State.ApproachingOrEntering;
goto case State.ApproachingOrEntering;
nextState = EnterState.ApproachingOrEntering;
goto case EnterState.ApproachingOrEntering;
}
nextState = State.ApproachingOrEntering;
nextState = EnterState.ApproachingOrEntering;
isEnteringOrInside = false;
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
return State.ApproachingOrEntering;
return EnterState.ApproachingOrEntering;
}
OnInside(self);
@@ -227,29 +227,29 @@ namespace OpenRA.Mods.Common.Activities
self.Dispose();
// Return if Abort(Actor) or Done(self) was called from OnInside.
if (nextState >= State.Exiting)
return State.Inside;
if (nextState >= EnterState.Exiting)
return EnterState.Inside;
inner = this; // Start inside activity
nextState = State.Exiting; // Exit once inner activity is null (unless Done(self) is called)
return State.Inside;
nextState = EnterState.Exiting; // Exit once inner activity is null (unless Done(self) is called)
return EnterState.Inside;
// TODO: Handle target moved while inside or always call done for movable targets and use a separate exit activity
case State.Exiting:
case EnterState.Exiting:
inner = move.MoveIntoWorld(self, self.World.Map.CellContaining(savedPos));
// If not successfully exiting, retry on next tick
if (inner == null)
return State.Exiting;
return EnterState.Exiting;
isEnteringOrInside = false;
nextState = State.Done;
return State.Exiting;
nextState = EnterState.Done;
return EnterState.Exiting;
case State.Done:
return State.Done;
case EnterState.Done:
return EnterState.Done;
}
return State.Done; // dummy to quiet dumb compiler
return EnterState.Done; // dummy to quiet dumb compiler
}
Activity CanceledTick(Actor self)
@@ -267,18 +267,18 @@ namespace OpenRA.Mods.Common.Activities
return CanceledTick(self);
// Check target validity if not exiting or done
if (nextState != State.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
if (nextState != EnterState.Done && (target.Type != TargetType.Actor || !target.IsValidFor(self)))
AbortOrExit(self);
// If no current activity, tick next activity
if (inner == null && FindAndTransitionToNextState(self) == State.Done)
if (inner == null && FindAndTransitionToNextState(self) == EnterState.Done)
return CanceledTick(self);
// Run inner activity/InsideTick
inner = inner == this ? InsideTick(self) : ActivityUtils.RunActivity(self, inner);
// If we are finished, move on to next activity
if (inner == null && nextState == State.Done)
if (inner == null && nextState == EnterState.Done)
return NextActivity;
return this;