Attempt2/lib/classes/state_machine.gd

146 lines
4.8 KiB
GDScript

class_name StateMachine extends Node
#export (NodePath) var starting_state
export var debug_state_machine: bool = false
# I guess I would declare a number of states here
#export (Reference) var states # Doesn't work
#var starting_state: State
signal state_changed(old_state_name, new_state)
signal modifiers_updated(modifier_type, modifier_eventid)
var current_state: State
var state_modifiers: Array
onready var merged_animation_state_modifiers :StateModifierAnimatedActor = StateModifierAnimatedActor.new()
export var starting_state_name = 'default'
export(Array,Resource) var states
var states_index :Dictionary
# Initialize the state machine by giving each child state a reference to the
# parent object it belongs to and enter the default starting_state.
#func _init() -> void:
# print ("init state machine.")
func _ready():
print ("ready state machine.")
for s in states:
print ("sname: ", s.name)
var this_state = s
if this_state is State:
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
this_state.setup()
if debug_state_machine:
print("Initializing State Node: ", s)
this_state.debug_state = true
if this_state.state_timeout != null:
add_child(this_state.state_timeout)
# Add to state index
states_index[this_state.name] = this_state
else:
push_error("Multiple states with same name in: ")
else:
print("State missing name in: " )
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 m in state_modifiers:
if m is StateModifierAnimatedActor:
#print(m.name)
if m.is_active:
merged_animation_state_modifiers.merge_StateModifierAnimatedActor(m)
# 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()
# Seems like I don't have to do this every state change!
# if(state_modifiers.size() > 0):
# print("Active Modifiers:")
# for mods in state_modifiers:
# if mods is StateModifierAnimatedActor:
# print(mods.name, " <- asm")
emit_signal("state_changed",current_state_name,current_state)
func 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 check_parent_before_state_change(new_state_name: String) -> bool:
# ##TODO: 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:
print ("what you want? ", state_name)
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")
print("Add State Modifier: ", _state_modifier.name, " now size ", state_modifiers.size())
func handle_modifier_events(eventID :int):
if eventID == StateModifier.EVENT_ID.ACTIVATED:
print ("A mod activated! Which one though?")
merge_modifiers()
emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
elif eventID == StateModifier.EVENT_ID.DEACTIVATED:
merge_modifiers()
emit_signal("modifiers_updated",merged_animation_state_modifiers.modifier_type, eventID)
# Disable to test whether actually needed.
## Pass through functions for the Player to call,
## handling state changes as needed.
#func process_physics(delta: float) -> void:
# change_to_known_state( current_state.process_physics(delta) )
#
#func process_input(event: InputEvent) -> void:
# var new_state = current_state.process_input(event)
# if new_state:
# change_state(new_state)
#
#func process_frame(delta: float) -> void:
# var new_state = current_state.process_frame(delta)
# if new_state:
# change_state(new_state)