Simplify Activity class
After the removal of the CompositeActivity class, all the supporting code that made it work can be removed as well.
This commit is contained in:
committed by
Paul Chote
parent
19977bb7da
commit
b4fd7331b2
@@ -19,122 +19,26 @@ namespace OpenRA.Activities
|
||||
public enum ActivityState { Queued, Active, Canceling, Done }
|
||||
|
||||
/*
|
||||
* Activities are actions carried out by actors during each tick.
|
||||
*
|
||||
* Activities exist in a graph data structure built up amongst themselves. Each activity has a parent activity,
|
||||
* optionally child activities, and usually a next activity. An actor's CurrentActivity is a pointer into that graph
|
||||
* and moves through it as activities run.
|
||||
*
|
||||
*
|
||||
* Things to be aware of when writing activities:
|
||||
*
|
||||
* - Use "return NextActivity" at least once somewhere in the tick method.
|
||||
* - Do not use "return new SomeActivity()" as that will break the graph. Queue the new activity and use "return NextActivity" instead.
|
||||
* - Do not "reuse" (with "SequenceActivities", for example) activity objects that have already finished running.
|
||||
* - Do not use "return new SomeActivity()" as that will break the queue. Queue the new activity and use "return NextActivity" instead.
|
||||
* - Do not "reuse" (with "SequenceActivities", for example) activity objects that have already started running.
|
||||
* Queue a new instance instead.
|
||||
* - Avoid calling actor.CancelActivity(). It is almost always a bug. Call activity.Cancel() instead.
|
||||
* - Do not return the Parent explicitly unless you have an extremly good reason. "return NextActivity"
|
||||
* will do the right thing in all circumstances.
|
||||
* - You do not need to care about the ChildActivity pointer advancing through the list of children,
|
||||
* the activity code already takes care of that.
|
||||
* - If you want to check whether there are any follow-up activities queued, check against "NextInQueue"
|
||||
* in favour of "NextActivity" to avoid checking against the Parent activity.
|
||||
*/
|
||||
public abstract class Activity
|
||||
{
|
||||
public ActivityState State { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Returns the top-most activity *from the point of view of the calling activity*. Note that the root activity
|
||||
/// can and likely will have next activities of its own, which would in turn be the root for their children.
|
||||
/// </summary>
|
||||
public Activity RootActivity
|
||||
{
|
||||
get
|
||||
{
|
||||
var p = this;
|
||||
while (p.ParentActivity != null)
|
||||
p = p.ParentActivity;
|
||||
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
Activity parentActivity;
|
||||
public Activity ParentActivity
|
||||
{
|
||||
get
|
||||
{
|
||||
return parentActivity;
|
||||
}
|
||||
|
||||
protected set
|
||||
{
|
||||
parentActivity = value;
|
||||
|
||||
var next = NextInQueue;
|
||||
if (next != null)
|
||||
next.ParentActivity = parentActivity;
|
||||
}
|
||||
}
|
||||
|
||||
Activity childActivity;
|
||||
protected Activity ChildActivity
|
||||
{
|
||||
get
|
||||
{
|
||||
return childActivity != null && childActivity.State < ActivityState.Done ? childActivity : null;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (value == this || value == ParentActivity || value == NextInQueue)
|
||||
childActivity = null;
|
||||
else
|
||||
{
|
||||
childActivity = value;
|
||||
|
||||
if (childActivity != null)
|
||||
childActivity.ParentActivity = this;
|
||||
}
|
||||
}
|
||||
get { return childActivity != null && childActivity.State < ActivityState.Done ? childActivity : null; }
|
||||
set { childActivity = value; }
|
||||
}
|
||||
|
||||
Activity nextActivity;
|
||||
|
||||
/// <summary>
|
||||
/// The getter will return either the next activity or, if there is none, the parent one.
|
||||
/// </summary>
|
||||
public virtual Activity NextActivity
|
||||
{
|
||||
get
|
||||
{
|
||||
return nextActivity != null ? nextActivity : ParentActivity;
|
||||
}
|
||||
|
||||
set
|
||||
{
|
||||
if (value == this || value == ParentActivity || (value != null && value.ParentActivity == this))
|
||||
nextActivity = null;
|
||||
else
|
||||
{
|
||||
nextActivity = value;
|
||||
|
||||
if (nextActivity != null)
|
||||
nextActivity.ParentActivity = ParentActivity;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The getter will return the next activity on the same level _only_, in contrast to NextActivity.
|
||||
/// Use this to check whether there are any follow-up activities queued.
|
||||
/// </summary>
|
||||
public Activity NextInQueue
|
||||
{
|
||||
get { return nextActivity; }
|
||||
set { NextActivity = value; }
|
||||
}
|
||||
public Activity NextActivity { get; protected set; }
|
||||
|
||||
public bool IsInterruptible { get; protected set; }
|
||||
public bool IsCanceling { get { return State == ActivityState.Canceling; } }
|
||||
@@ -156,15 +60,9 @@ namespace OpenRA.Activities
|
||||
}
|
||||
|
||||
var ret = Tick(self);
|
||||
if (ret == null || (ret != this && ret.ParentActivity != this))
|
||||
if (ret != this)
|
||||
{
|
||||
// Make sure that the Parent's ChildActivity pointer is moved forwards as the child queue advances.
|
||||
// The Child's ParentActivity will be set automatically during assignment.
|
||||
if (ParentActivity != null && ParentActivity != ret)
|
||||
ParentActivity.ChildActivity = ret;
|
||||
|
||||
State = ActivityState.Done;
|
||||
|
||||
OnLastRun(self);
|
||||
}
|
||||
|
||||
@@ -204,7 +102,7 @@ namespace OpenRA.Activities
|
||||
public virtual void Cancel(Actor self, bool keepQueue = false)
|
||||
{
|
||||
if (!keepQueue)
|
||||
NextInQueue = null;
|
||||
NextActivity = null;
|
||||
|
||||
if (!IsInterruptible)
|
||||
return;
|
||||
@@ -217,10 +115,10 @@ namespace OpenRA.Activities
|
||||
|
||||
public virtual void Queue(Actor self, Activity activity)
|
||||
{
|
||||
if (NextInQueue != null)
|
||||
NextInQueue.Queue(self, activity);
|
||||
if (NextActivity != null)
|
||||
NextActivity.Queue(self, activity);
|
||||
else
|
||||
NextInQueue = activity;
|
||||
NextActivity = activity;
|
||||
}
|
||||
|
||||
public virtual void QueueChild(Actor self, Activity activity, bool pretick = false)
|
||||
@@ -232,17 +130,17 @@ namespace OpenRA.Activities
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Prints the activity tree, starting from the root or optionally from a given origin.
|
||||
/// Prints the activity tree, starting from the top or optionally from a given origin.
|
||||
///
|
||||
/// Call this method from any place that's called during a tick, such as the Tick() method itself or
|
||||
/// the Before(First|Last)Run() methods. The origin activity will be marked in the output.
|
||||
/// </summary>
|
||||
/// <param name="origin">Activity from which to start traversing, and which to mark. If null, mark the calling activity, and start traversal from the root.</param>
|
||||
/// <param name="origin">Activity from which to start traversing, and which to mark. If null, mark the calling activity, and start traversal from the top.</param>
|
||||
/// <param name="level">Initial level of indentation.</param>
|
||||
protected void PrintActivityTree(Actor self, Activity origin = null, int level = 0)
|
||||
{
|
||||
if (origin == null)
|
||||
RootActivity.PrintActivityTree(self, this);
|
||||
self.CurrentActivity.PrintActivityTree(self, this);
|
||||
else
|
||||
{
|
||||
Console.Write(new string(' ', level * 2));
|
||||
@@ -254,8 +152,8 @@ namespace OpenRA.Activities
|
||||
if (ChildActivity != null)
|
||||
ChildActivity.PrintActivityTree(self, origin, level + 1);
|
||||
|
||||
if (NextInQueue != null)
|
||||
NextInQueue.PrintActivityTree(self, origin, level);
|
||||
if (NextActivity != null)
|
||||
NextActivity.PrintActivityTree(self, origin, level);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user