285 lines
8.8 KiB
C#
285 lines
8.8 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Activities
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{
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public enum ActivityState { Queued, Active, Canceling, Done }
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public class TargetLineNode
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{
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public readonly Target Target;
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public readonly Color Color;
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public readonly Sprite Tile;
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public TargetLineNode(Target target, Color color, Sprite tile = null)
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{
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// Note: Not all activities are drawable. In that case, pass Target.Invalid as target,
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// if "yield break" in TargetLineNode(Actor self) is not feasible.
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Target = target;
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Color = color;
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Tile = tile;
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}
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}
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/*
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* Things to be aware of when writing activities:
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*
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* - Use "return true" at least once somewhere in the tick method.
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* - Do not "reuse" activity objects (by queuing them as next or child, for example) that have already started running.
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* Queue a new instance instead.
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* - Avoid calling actor.CancelActivity(). It is almost always a bug. Call activity.Cancel() instead.
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* - Do not evaluate dynamic state (an actor's location, health, conditions, etc.) in the activity's constructor,
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* as that might change before the activity gets to tick for the first time. Use the OnFirstRun() method instead.
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*/
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public abstract class Activity : IActivityInterface
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{
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public ActivityState State { get; private set; }
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Activity childActivity;
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protected Activity ChildActivity
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{
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get { return SkipDoneActivities(childActivity); }
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private set { childActivity = value; }
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}
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Activity nextActivity;
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public Activity NextActivity
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{
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get { return SkipDoneActivities(nextActivity); }
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private set { nextActivity = value; }
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}
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internal static Activity SkipDoneActivities(Activity first)
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{
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// If first.Cancel() was called while it was queued (i.e. before it first ticked), its state will be Done
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// rather than Queued (the activity system guarantees that it cannot be Active or Canceling).
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// An unknown number of ticks may have elapsed between the Cancel() call and now,
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// so we cannot make any assumptions on the value of first.NextActivity.
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// We must not return first (ticking it would be bogus), but returning null would potentially
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// drop valid activities queued after it. Walk the queue until we find a valid activity or
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// (more likely) run out of activities.
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while (first != null && first.State == ActivityState.Done)
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first = first.NextActivity;
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return first;
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}
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public bool IsInterruptible { get; protected set; }
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public bool ChildHasPriority { get; protected set; }
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public bool IsCanceling { get { return State == ActivityState.Canceling; } }
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bool finishing;
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bool firstRunCompleted;
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bool lastRun;
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public Activity()
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{
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IsInterruptible = true;
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ChildHasPriority = true;
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}
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public Activity TickOuter(Actor self)
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{
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if (State == ActivityState.Done)
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throw new InvalidOperationException("Actor {0} attempted to tick activity {1} after it had already completed.".F(self, GetType()));
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if (State == ActivityState.Queued)
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{
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OnFirstRun(self);
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firstRunCompleted = true;
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State = ActivityState.Active;
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}
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if (!firstRunCompleted)
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throw new InvalidOperationException("Actor {0} attempted to tick activity {1} before running its OnFirstRun method.".F(self, GetType()));
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// Only run the parent tick when the child is done.
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// We must always let the child finish on its own before continuing.
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if (ChildHasPriority)
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{
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lastRun = TickChild(self) && (finishing || Tick(self));
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finishing |= lastRun;
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}
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// The parent determines whether the child gets a chance at ticking.
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else
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lastRun = Tick(self);
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// Avoid a single tick delay if the childactivity was just queued.
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if (ChildActivity != null && ChildActivity.State == ActivityState.Queued)
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{
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if (ChildHasPriority)
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lastRun = TickChild(self) && finishing;
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else
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TickChild(self);
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}
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if (lastRun)
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{
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State = ActivityState.Done;
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OnLastRun(self);
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return NextActivity;
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}
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return this;
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}
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protected bool TickChild(Actor self)
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{
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ChildActivity = ActivityUtils.RunActivity(self, ChildActivity);
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return ChildActivity == null;
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}
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/// <summary>
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/// Called every tick to run activity logic. Returns false if the activity should
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/// remain active, or true if it is complete. Cancelled activities must ensure they
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/// return the actor to a consistent state before returning true.
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///
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/// Child activities can be queued using QueueChild, and these will be ticked
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/// instead of the parent while they are active. Activities that need to run logic
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/// in parallel with child activities should set ChildHasPriority to false and
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/// manually call TickChildren.
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///
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/// Queuing one or more child activities and returning true is valid, and causes
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/// the activity to be completed immediately (without ticking again) once the
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/// children have completed.
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/// </summary>
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public virtual bool Tick(Actor self)
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{
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return true;
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}
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/// <summary>
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/// Runs once immediately before the first Tick() execution.
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/// </summary>
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protected virtual void OnFirstRun(Actor self) { }
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/// <summary>
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/// Runs once immediately after the last Tick() execution.
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/// </summary>
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protected virtual void OnLastRun(Actor self) { }
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/// <summary>
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/// Runs once on Actor.Dispose() (through OnActorDisposeOuter) and can be used to perform activity clean-up on actor death/disposal,
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/// for example by force-triggering OnLastRun (which would otherwise be skipped).
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/// </summary>
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protected virtual void OnActorDispose(Actor self) { }
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/// <summary>
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/// Runs once on Actor.Dispose().
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/// Main purpose is to ensure ChildActivity.OnActorDispose runs as well (which isn't otherwise accessible due to protection level).
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/// </summary>
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internal void OnActorDisposeOuter(Actor self)
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{
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ChildActivity?.OnActorDisposeOuter(self);
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OnActorDispose(self);
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}
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public virtual void Cancel(Actor self, bool keepQueue = false)
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{
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if (!keepQueue)
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NextActivity = null;
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if (!IsInterruptible)
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return;
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ChildActivity?.Cancel(self);
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// Directly mark activities that are queued and therefore didn't run yet as done
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State = State == ActivityState.Queued ? ActivityState.Done : ActivityState.Canceling;
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}
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public void Queue(Activity activity)
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{
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if (NextActivity != null)
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NextActivity.Queue(activity);
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else
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NextActivity = activity;
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}
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public void QueueChild(Activity activity)
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{
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if (ChildActivity != null)
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ChildActivity.Queue(activity);
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else
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ChildActivity = activity;
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}
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/// <summary>
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/// Prints the activity tree, starting from the top or optionally from a given origin.
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///
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/// Call this method from any place that's called during a tick, such as the Tick() method itself or
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/// the Before(First|Last)Run() methods. The origin activity will be marked in the output.
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/// </summary>
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/// <param name="self">The actor performing this activity.</param>
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/// <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>
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/// <param name="level">Initial level of indentation.</param>
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protected void PrintActivityTree(Actor self, Activity origin = null, int level = 0)
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{
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if (origin == null)
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self.CurrentActivity.PrintActivityTree(self, this);
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else
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{
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Console.Write(new string(' ', level * 2));
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if (origin == this)
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Console.Write("*");
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Console.WriteLine(GetType().ToString().Split('.').Last());
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ChildActivity?.PrintActivityTree(self, origin, level + 1);
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NextActivity?.PrintActivityTree(self, origin, level);
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}
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}
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public virtual IEnumerable<Target> GetTargets(Actor self)
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{
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yield break;
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}
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public virtual IEnumerable<TargetLineNode> TargetLineNodes(Actor self)
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{
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yield break;
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}
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public IEnumerable<string> DebugLabelComponents()
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{
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var act = this;
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while (act != null)
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{
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yield return act.GetType().Name;
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act = act.ChildActivity;
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}
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}
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public IEnumerable<T> ActivitiesImplementing<T>(bool includeChildren = true) where T : IActivityInterface
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{
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if (includeChildren && ChildActivity != null)
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foreach (var a in ChildActivity.ActivitiesImplementing<T>())
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yield return a;
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if (this is T)
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yield return (T)(object)this;
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if (NextActivity != null)
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foreach (var a in NextActivity.ActivitiesImplementing<T>())
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yield return a;
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}
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}
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}
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