Files
OpenRA/OpenRA.Game/Activities/Activity.cs

322 lines
9.8 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, Done, Canceled }
/*
* 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.
*
* There are two kinds of activities, the base activity and composite activities. They differ in the way their children
* are run: while a base activity is responsible for running its children itself, a composite activity relies on the actor's
* activity-running code. Therefore, the actor's CurrentActivity stays on the base activity while it runs its children. With
* composite activities however, the CurrentActivity moves through the list of children as they 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.
* Queue a new instance instead.
* - Avoid calling actor.CancelActivity(). It is almost always a bug. Call activity.Cancel() instead.
* - A composite activity will run at least twice. The first time when it returns its children,
* the second time when its last child returns its Parent.
* - 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.
*
*
* Guide when to use which kind of activity:
*
* - The activity does not have any children -> base activity
* - The activity needs to run preparatory steps during each tick before its children can be run -> base activity
* - The activity or the actor is left in a bogus state when one of the child activities is canceled -> base activity
* - The activity's children are self-contained and can run independently of the parent -> composite activity
* - The activity does not have any or little logic of its own, but is just composed of sub-steps -> composite 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;
}
}
}
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 bool IsInterruptible { get; protected set; }
public bool IsCanceled { get { return State == ActivityState.Canceled; } }
public Activity()
{
IsInterruptible = 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, this.GetType()));
if (State == ActivityState.Queued)
{
OnFirstRun(self);
State = ActivityState.Active;
}
var ret = Tick(self);
if (ret == null || (ret != this && ret.ParentActivity != 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;
if (State != ActivityState.Canceled)
State = ActivityState.Done;
OnLastRun(self);
}
return ret;
}
public abstract Activity Tick(Actor self);
/// <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 bool Cancel(Actor self, bool keepQueue = false)
{
if (!IsInterruptible)
return false;
if (ChildActivity != null && !ChildActivity.Cancel(self))
return false;
if (!keepQueue)
NextActivity = null;
ChildActivity = null;
State = ActivityState.Canceled;
return true;
}
public virtual void Queue(Activity activity)
{
if (NextInQueue != null)
NextInQueue.Queue(activity);
else
NextInQueue = activity;
}
public virtual void QueueChild(Activity activity)
{
if (ChildActivity != null)
ChildActivity.Queue(activity);
else
ChildActivity = activity;
}
/// <summary>
/// Prints the activity tree, starting from the root 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="level">Initial level of indentation.</param>
protected void PrintActivityTree(Activity origin = null, int level = 0)
{
if (origin == null)
RootActivity.PrintActivityTree(this);
else
{
Console.Write(new string(' ', level * 2));
if (origin == this)
Console.Write("*");
Console.WriteLine(this.GetType().ToString().Split('.').Last());
if (ChildActivity != null)
ChildActivity.PrintActivityTree(origin, level + 1);
if (NextInQueue != null)
NextInQueue.PrintActivityTree(origin, level);
}
}
public virtual IEnumerable<Target> GetTargets(Actor self)
{
yield break;
}
}
/// <summary>
/// In contrast to the base activity class, which is responsible for running its children itself,
/// composite activities rely on the actor's activity-running logic for their children.
/// </summary>
public abstract class CompositeActivity : Activity
{
/// <summary>
/// The getter will return the first non-null value of either child, next or parent activity, in that order, or ultimately null.
/// </summary>
public override Activity NextActivity
{
get
{
if (ChildActivity != null)
return ChildActivity;
else if (NextInQueue != null)
return NextInQueue;
else
return ParentActivity;
}
}
}
public static class ActivityExts
{
public static IEnumerable<Target> GetTargetQueue(this Actor self)
{
return self.CurrentActivity
.Iterate(u => u.NextActivity)
.TakeWhile(u => u != null)
.SelectMany(u => u.GetTargets(self));
}
}
}