Torque3D/Engine/source/T3D/components/game/stateMachineComponent.cpp
Areloch 8eb442490a Updates to component classes -
Shift from ghosted components to entity-managed for networking
Initial implementation of Systems through the Mesh Component
2018-01-28 14:57:02 -06:00

214 lines
6.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "T3D/components/game/stateMachineComponent.h"
#include "platform/platform.h"
#include "console/consoleTypes.h"
#include "core/util/safeDelete.h"
#include "core/resourceManager.h"
#include "core/stream/fileStream.h"
#include "console/consoleTypes.h"
#include "console/consoleObject.h"
#include "ts/tsShapeInstance.h"
#include "core/stream/bitStream.h"
#include "gfx/gfxTransformSaver.h"
#include "console/engineAPI.h"
#include "lighting/lightQuery.h"
IMPLEMENT_CALLBACK( StateMachineComponent, onStateChange, void, (), (),
"@brief Called when we collide with another object.\n\n"
"@param obj The ShapeBase object\n"
"@param collObj The object we collided with\n"
"@param vec Collision impact vector\n"
"@param len Length of the impact vector\n" );
//////////////////////////////////////////////////////////////////////////
// Constructor/Destructor
//////////////////////////////////////////////////////////////////////////
StateMachineComponent::StateMachineComponent() : Component()
{
mFriendlyName = "State Machine";
mComponentType = "Game";
mDescription = getDescriptionText("A generic state machine.");
mStateMachineFile = "";
//doesn't need to be networked
mNetworked = false;
}
StateMachineComponent::~StateMachineComponent()
{
for(S32 i = 0;i < mFields.size();++i)
{
ComponentField &field = mFields[i];
SAFE_DELETE_ARRAY(field.mFieldDescription);
}
SAFE_DELETE_ARRAY(mDescription);
}
IMPLEMENT_CO_NETOBJECT_V1(StateMachineComponent);
bool StateMachineComponent::onAdd()
{
if(! Parent::onAdd())
return false;
// Register for the resource change signal.
ResourceManager::get().getChangedSignal().notify(this, &StateMachineComponent::_onResourceChanged);
mStateMachine.onStateChanged.notify(this, &StateMachineComponent::onStateChanged);
return true;
}
void StateMachineComponent::onRemove()
{
Parent::onRemove();
}
U32 StateMachineComponent::packUpdate(NetConnection *con, U32 mask, BitStream *stream)
{
U32 retMask = Parent::packUpdate(con, mask, stream);
return retMask;
}
void StateMachineComponent::unpackUpdate(NetConnection *con, BitStream *stream)
{
Parent::unpackUpdate(con, stream);
}
//This is mostly a catch for situations where the behavior is re-added to the object and the like and we may need to force an update to the behavior
void StateMachineComponent::onComponentAdd()
{
Parent::onComponentAdd();
}
void StateMachineComponent::onComponentRemove()
{
Parent::onComponentRemove();
}
void StateMachineComponent::initPersistFields()
{
Parent::initPersistFields();
addProtectedField("stateMachineFile", TypeFilename, Offset(mStateMachineFile, StateMachineComponent),
&_setSMFile, &defaultProtectedGetFn, "The sim time of when we started this state");
}
bool StateMachineComponent::_setSMFile(void *object, const char *index, const char *data)
{
StateMachineComponent* smComp = static_cast<StateMachineComponent*>(object);
if (smComp)
{
smComp->setStateMachineFile(data);
smComp->loadStateMachineFile();
return true;
}
return false;
}
void StateMachineComponent::_onResourceChanged(const Torque::Path &path)
{
if (path != Torque::Path(mStateMachineFile))
return;
loadStateMachineFile();
}
void StateMachineComponent::loadStateMachineFile()
{
if (!dStrIsEmpty(mStateMachineFile))
{
mStateMachine.mStateMachineFile = mStateMachineFile;
mStateMachine.loadStateMachineFile();
//now that it's loaded, we need to parse the SM's fields and set them as script vars on ourselves
S32 smFieldCount = mStateMachine.getFieldsCount();
for (U32 i = 0; i < smFieldCount; i++)
{
StateMachine::StateField field = mStateMachine.getField(i);
char buffer[128];
if (field.fieldType == StateMachine::StateField::BooleanType)
{
dSprintf(buffer, sizeof(buffer), "%b", field.triggerBoolVal);
setDataField(field.name, NULL, buffer);
}
else if (field.fieldType == StateMachine::StateField::NumberType)
{
dSprintf(buffer, sizeof(buffer), "%g", field.triggerNumVal);
setDataField(field.name, NULL, buffer);
}
else if (field.fieldType == StateMachine::StateField::StringType)
{
setDataField(field.name, NULL, field.triggerStringVal);
}
}
}
}
void StateMachineComponent::processTick()
{
if (!isServerObject() || !isActive())
return;
mStateMachine.update();
}
void StateMachineComponent::onDynamicModified( const char* slotName, const char* newValue )
{
Parent::onDynamicModified(slotName, newValue);
StringTableEntry fieldName = StringTable->insert(slotName);
mStateMachine.checkTransitions(fieldName, newValue);
}
void StateMachineComponent::onStaticModified( const char* slotName, const char* newValue )
{
Parent::onStaticModified(slotName, newValue);
StringTableEntry fieldName = StringTable->insert(slotName);
mStateMachine.checkTransitions(fieldName, newValue);
}
void StateMachineComponent::onStateChanged(StateMachine* sm, S32 stateIdx)
{
//do a script callback, if we have one
//check if we have a function for that, and then also check if our owner does
StringTableEntry callbackName = mStateMachine.getCurrentState().callbackName;
if (isMethod(callbackName))
Con::executef(this, callbackName);
if (mOwner->isMethod(callbackName))
Con::executef(mOwner, callbackName);
}