Files
OpenRA/OpenRA.Game/Activities/Activity.cs
2019-07-03 20:42:19 +02:00

210 lines
6.0 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2019 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Traits;
namespace OpenRA.Activities
{
public enum ActivityState { Queued, Active, Canceling, Done }
/*
* 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 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.
*/
public abstract class Activity : IActivityInterface
{
public ActivityState State { get; private set; }
Activity childActivity;
protected Activity ChildActivity
{
get { return childActivity != null && childActivity.State < ActivityState.Done ? childActivity : null; }
set { childActivity = value; }
}
public Activity NextActivity { get; protected set; }
public bool IsInterruptible { get; protected set; }
public bool ChildHasPriority { get; protected set; }
public bool IsCanceling { get { return State == ActivityState.Canceling; } }
public Activity()
{
IsInterruptible = true;
ChildHasPriority = true;
}
public Activity TickOuter(Actor self)
{
if (State == ActivityState.Done && Game.Settings.Debug.StrictActivityChecking)
throw new InvalidOperationException("Actor {0} attempted to tick activity {1} after it had already completed.".F(self, GetType()));
if (State == ActivityState.Queued)
{
OnFirstRun(self);
State = ActivityState.Active;
}
if (ChildHasPriority)
{
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
if (ChildActivity != null)
return this;
}
var ret = Tick(self);
if (ChildActivity != null && ChildActivity.State == ActivityState.Queued)
ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
if (ret != this)
{
State = ActivityState.Done;
OnLastRun(self);
}
return ret;
}
/// <summary>
/// Runs every timestep as long as this activity is active.
/// </summary>
public virtual Activity Tick(Actor self)
{
return NextActivity;
}
/// <summary>
/// Runs once immediately before the first Tick() execution.
/// </summary>
protected virtual void OnFirstRun(Actor self) { }
/// <summary>
/// Runs once immediately after the last Tick() execution.
/// </summary>
protected virtual void OnLastRun(Actor self) { }
/// <summary>
/// Runs once on Actor.Dispose() (through OnActorDisposeOuter) and can be used to perform activity clean-up on actor death/disposal,
/// for example by force-triggering OnLastRun (which would otherwise be skipped).
/// </summary>
protected virtual void OnActorDispose(Actor self) { }
/// <summary>
/// Runs once on Actor.Dispose().
/// Main purpose is to ensure ChildActivity.OnActorDispose runs as well (which isn't otherwise accessible due to protection level).
/// </summary>
internal void OnActorDisposeOuter(Actor self)
{
if (ChildActivity != null)
ChildActivity.OnActorDisposeOuter(self);
OnActorDispose(self);
}
public virtual void Cancel(Actor self, bool keepQueue = false)
{
if (!keepQueue)
NextActivity = null;
if (!IsInterruptible)
return;
if (ChildActivity != null)
ChildActivity.Cancel(self);
State = ActivityState.Canceling;
}
public void Queue(Activity activity)
{
if (NextActivity != null)
NextActivity.Queue(activity);
else
NextActivity = activity;
}
public void QueueChild(Activity activity)
{
if (ChildActivity != null)
ChildActivity.Queue(activity);
else
ChildActivity = activity;
}
/// <summary>
/// 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="self">The actor performing this activity.</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)
self.CurrentActivity.PrintActivityTree(self, this);
else
{
Console.Write(new string(' ', level * 2));
if (origin == this)
Console.Write("*");
Console.WriteLine(GetType().ToString().Split('.').Last());
if (ChildActivity != null)
ChildActivity.PrintActivityTree(self, origin, level + 1);
if (NextActivity != null)
NextActivity.PrintActivityTree(self, origin, level);
}
}
public virtual IEnumerable<Target> GetTargets(Actor self)
{
yield break;
}
public IEnumerable<string> DebugLabelComponents()
{
var act = this;
while (act != null)
{
yield return act.GetType().Name;
act = act.childActivity;
}
}
public IEnumerable<T> ActivitiesImplementing<T>(bool includeChildren = true) where T : IActivityInterface
{
if (includeChildren && childActivity != null)
foreach (var a in childActivity.ActivitiesImplementing<T>())
yield return a;
if (this is T)
yield return (T)(object)this;
if (NextActivity != null)
foreach (var a in NextActivity.ActivitiesImplementing<T>())
yield return a;
}
}
}