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