2025-04-21 21:14:23 +08:00

506 lines
16 KiB
C#

using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
internal sealed class Fsm<T> : FsmBase, IMemory, IFsm<T> where T : class
{
private T _owner;
private readonly Dictionary<Type, FsmState<T>> _states;
private Dictionary<string, object> _dataMap;
private FsmState<T> _currentState;
private float _currentStateTime;
private bool _isDestroyed;
/// <summary>
/// 初始化有限状态机的新实例。
/// </summary>
public Fsm()
{
_owner = null;
_states = new Dictionary<Type, FsmState<T>>();
_dataMap = null;
_currentState = null;
_currentStateTime = 0f;
_isDestroyed = true;
}
/// <summary>
/// 获取有限状态机持有者。
/// </summary>
public T Owner => _owner;
/// <summary>
/// 获取有限状态机持有者类型。
/// </summary>
public override Type OwnerType => typeof(T);
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
public override int FsmStateCount => _states.Count;
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
public override bool IsRunning => _currentState != null;
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
public override bool IsDestroyed => _isDestroyed;
/// <summary>
/// 获取当前有限状态机状态。
/// </summary>
public FsmState<T> CurrentState => _currentState;
/// <summary>
/// 获取当前有限状态机状态名称。
/// </summary>
public override string CurrentStateName => _currentState?.GetType().FullName;
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
public override float CurrentStateTime => _currentStateTime;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>创建的有限状态机。</returns>
public static Fsm<T> Create(string name, T owner, params FsmState<T>[] states)
{
if (owner == null)
{
throw new GameFrameworkException("FSM owner is invalid.");
}
if (states == null || states.Length < 1)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Fsm<T> fsm = MemoryPool.Acquire<Fsm<T>>();
fsm.Name = name;
fsm._owner = owner;
fsm._isDestroyed = false;
foreach (FsmState<T> state in states)
{
if (state == null)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Type stateType = state.GetType();
if (fsm._states.ContainsKey(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
}
fsm._states.Add(stateType, state);
state.OnInit(fsm);
}
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>创建的有限状态机。</returns>
public static Fsm<T> Create(string name, T owner, List<FsmState<T>> states)
{
if (owner == null)
{
throw new GameFrameworkException("FSM owner is invalid.");
}
if (states == null || states.Count < 1)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Fsm<T> fsm = MemoryPool.Acquire<Fsm<T>>();
fsm.Name = name;
fsm._owner = owner;
fsm._isDestroyed = false;
foreach (FsmState<T> state in states)
{
if (state == null)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Type stateType = state.GetType();
if (fsm._states.ContainsKey(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
}
fsm._states.Add(stateType, state);
state.OnInit(fsm);
}
return fsm;
}
/// <summary>
/// 清理有限状态机。
/// </summary>
public void Clear()
{
if (_currentState != null)
{
_currentState.OnLeave(this, true);
}
foreach (KeyValuePair<Type, FsmState<T>> state in _states)
{
state.Value.OnDestroy(this);
}
Name = null;
_owner = null;
_states?.Clear();
_dataMap?.Clear();
_currentState = null;
_currentStateTime = 0f;
_isDestroyed = true;
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <typeparam name="TState">要开始的有限状态机状态类型。</typeparam>
public void Start<TState>() where TState : FsmState<T>
{
if (IsRunning)
{
throw new GameFrameworkException("FSM is running, can not start again.");
}
FsmState<T> state = GetState<TState>();
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), typeof(TState).FullName));
}
_currentStateTime = 0f;
_currentState = state;
_currentState.OnEnter(this);
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <param name="stateType">要开始的有限状态机状态类型。</param>
public void Start(Type stateType)
{
if (IsRunning)
{
throw new GameFrameworkException("FSM is running, can not start again.");
}
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
FsmState<T> state = GetState(stateType);
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
}
_currentStateTime = 0f;
_currentState = state;
_currentState.OnEnter(this);
}
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <typeparam name="TState">要检查的有限状态机状态类型。</typeparam>
/// <returns>是否存在有限状态机状态。</returns>
public bool HasState<TState>() where TState : FsmState<T>
{
return _states.ContainsKey(typeof(TState));
}
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <param name="stateType">要检查的有限状态机状态类型。</param>
/// <returns>是否存在有限状态机状态。</returns>
public bool HasState(Type stateType)
{
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
return _states.ContainsKey(stateType);
}
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <typeparam name="TState">要获取的有限状态机状态类型。</typeparam>
/// <returns>要获取的有限状态机状态。</returns>
public TState GetState<TState>() where TState : FsmState<T>
{
FsmState<T> state = null;
if (_states.TryGetValue(typeof(TState), out state))
{
return (TState)state;
}
return null;
}
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <param name="stateType">要获取的有限状态机状态类型。</param>
/// <returns>要获取的有限状态机状态。</returns>
public FsmState<T> GetState(Type stateType)
{
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
FsmState<T> state = null;
if (_states.TryGetValue(stateType, out state))
{
return state;
}
return null;
}
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <returns>有限状态机的所有状态。</returns>
public FsmState<T>[] GetAllStates()
{
int index = 0;
FsmState<T>[] results = new FsmState<T>[_states.Count];
foreach (KeyValuePair<Type, FsmState<T>> state in _states)
{
results[index++] = state.Value;
}
return results;
}
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <param name="results">有限状态机的所有状态。</param>
public void GetAllStates(List<FsmState<T>> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<Type, FsmState<T>> state in _states)
{
results.Add(state.Value);
}
}
/// <summary>
/// 是否存在有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>有限状态机数据是否存在。</returns>
public bool HasData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (_dataMap == null)
{
return false;
}
return _dataMap.ContainsKey(name);
}
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <typeparam name="TData">要获取的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
public TData GetData<TData>(string name)
{
return (TData)GetData(name);
}
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
public object GetData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (_dataMap == null)
{
return null;
}
if (_dataMap.TryGetValue(name, out var data))
{
return data;
}
return null;
}
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <typeparam name="TData">要设置的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
public void SetData<TData>(string name, TData data)
{
SetData(name, (object)data);
}
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
public void SetData(string name, object data)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (_dataMap == null)
{
_dataMap = new Dictionary<string, object>(StringComparer.Ordinal);
}
_dataMap[name] = data;
}
/// <summary>
/// 移除有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>是否移除有限状态机数据成功。</returns>
public bool RemoveData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (_dataMap == null)
{
return false;
}
return _dataMap.Remove(name);
}
/// <summary>
/// 有限状态机轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
if (_currentState == null)
{
return;
}
_currentStateTime += elapseSeconds;
_currentState.OnUpdate(this, elapseSeconds, realElapseSeconds);
}
/// <summary>
/// 关闭并清理有限状态机。
/// </summary>
internal override void Shutdown()
{
MemoryPool.Release(this);
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
internal void ChangeState<TState>() where TState : FsmState<T>
{
ChangeState(typeof(TState));
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <param name="stateType">要切换到的有限状态机状态类型。</param>
internal void ChangeState(Type stateType)
{
if (_currentState == null)
{
throw new GameFrameworkException("Current state is invalid.");
}
FsmState<T> state = GetState(stateType);
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not change state to '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
}
_currentState.OnLeave(this, false);
_currentStateTime = 0f;
_currentState = state;
_currentState.OnEnter(this);
}
}
}