Attempt2/lib/classes/state_machine.gd

157 lines
5.7 KiB
GDScript

class_name StateMachine extends Node
export var debug_state_machine: bool = false
signal state_changed(old_state_name, new_state)
signal modifiers_updated(modifier_type, modifier_eventid, _merged_modifier)
var current_state: State
var state_modifiers: Array
var merged_modifiers : Dictionary
#onready var merged_animation_state_modifiers :StateModifierAnimatedActor = StateModifierAnimatedActor.new()
export var starting_state_name = 'default'
export(Array,Resource) var states
var states_index :Dictionary
func _ready():
if debug_state_machine:
print (get_path(), " - ready state machine.")
for s in states:
var this_state = s
if this_state is State:
if debug_state_machine:
print("Adding state ", this_state.name)
#check for empty state name
if this_state.name != '':
#check for unique state name
if !(states_index.has(this_state.name)):
# call setup
var dupe_state = this_state.duplicate()
dupe_state.setup()
if debug_state_machine:
print("Initializing State Node: ", s)
dupe_state.debug_state = true
if dupe_state.state_timeout != null:
add_child(dupe_state.state_timeout)
# Add to state index
states_index[dupe_state.name] = dupe_state
else:
push_error("Multiple states with same name in: ")
else:
push_error("State missing name in: " + str(get_path()) )
if states_index.has(starting_state_name):
change_state(states_index[starting_state_name])
else:
push_error("State machine cannot find starting state: " + starting_state_name)
#func _physics_process(delta):
# if(state_modifiers.size() > 0):
# merged_animation_state_modifiers.reset()
# merged_animation_state_modifiers.animation_name = 'floopy doo,'
# #merge_modifiers()
func merge_modifiers():
#merged_animation_state_modifiers.reset()
for modgroup in merged_modifiers.keys():
merged_modifiers[modgroup].reset()
for m in state_modifiers:
if m is StateModifierAnimatedActor:
if merged_modifiers.has("StateModifierAnimatedActor") == false:
merged_modifiers["StateModifierAnimatedActor"] = StateModifierAnimatedActor.new()
#print(m.name)
var this_mod_type :StateModifierAnimatedActor = merged_modifiers["StateModifierAnimatedActor"]
if m.is_active:
#merged_animation_state_modifiers.merge(m)
this_mod_type.merge(m)
if m is StateModifierMovement:
if merged_modifiers.has("StateModifierMovement") == false:
merged_modifiers["StateModifierMovement"] = StateModifierMovement.new()
#print(m.name)
var this_mod_type :StateModifierMovement = merged_modifiers["StateModifierMovement"]
if m.is_active:
this_mod_type.merge(m)
## When trying to get multiple modifiers
func get_modifiers_of_type(_modifier_type :String,
_only_active: bool = false,
_first_condition :bool = true,
_second_condition :bool = true) -> Array:
var mod_array :Array = []
for m in state_modifiers:
if m.to_string() == _modifier_type:
if (_only_active and m.is_active) or _only_active == false:
## invoke additional status checks if they're implemented for this modifier
if m.status_check_1(_first_condition) and m.status_check_2(_first_condition):
mod_array.append(m)
return mod_array
# Change to the new state by first calling any exit logic on the current state.
func change_state(new_state: State) -> void:
var current_state_name :String
if current_state:
current_state.exit()
current_state_name = current_state.name
current_state = new_state
current_state.enter()
emit_signal("state_changed",current_state_name,current_state)
puppet func puppet_change_to_known_state(new_state_name: String) -> void:
if new_state_name.empty() == false:
if states_index.has(new_state_name):
change_state(states_index[new_state_name])
else:
push_warning(get_parent().name + ": Attempt to switch state to unknown: " + new_state_name)
change_state(states_index["default"])
func change_to_known_state(new_state_name: String) -> void:
if is_network_master():
if new_state_name.empty() == false:
if states_index.has(new_state_name):
change_state(states_index[new_state_name])
else:
push_warning(get_parent().name + ": Attempt to switch state to unknown: " + new_state_name)
change_state(states_index["default"])
rpc("puppet_change_to_known_state", new_state_name)
#func check_parent_before_state_change(new_state_name: String) -> bool:
# ##CANCELLED: Make this a verifiable funcref or something
# if get_parent().has_method("check_state_change"):
# var _check_result = get_parent().check_state_change(new_state_name)
# if _check_result:
# change_to_known_state(new_state_name)
# return true
# return false
func get_state_reference(state_name: String) -> State:
if states_index.has(state_name):
return states_index[state_name]
return null
func push_state_modifier(_state_modifier: StateModifier) -> void:
if state_modifiers.has(_state_modifier) == false:
state_modifiers.push_front(_state_modifier)
_state_modifier.connect("modifier_event",self,"handle_modifier_events")
if debug_state_machine:
print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
func handle_modifier_events(eventID :int, modifier_class_name :String):
##TODO: why did I care about the events? they both do the same thing
if eventID == StateModifier.EVENT_ID.ACTIVATED:
if debug_state_machine:
print ("A mod activated! Which one though?", modifier_class_name)
merge_modifiers()
emit_signal("modifiers_updated",merged_modifiers[modifier_class_name].modifier_type,
eventID,
merged_modifiers[modifier_class_name] )
elif eventID == StateModifier.EVENT_ID.DEACTIVATED:
merge_modifiers()
emit_signal("modifiers_updated",merged_modifiers[modifier_class_name].modifier_type, eventID, merged_modifiers[modifier_class_name])