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Babushka/scripts/CSharp/Common/Fight/FightHappening.cs

320 lines
9.0 KiB

using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using System.Runtime.ExceptionServices;
using System.Threading.Tasks;
using Babushka.scripts.CSharp.Common.Util;
using Godot;
namespace Babushka.scripts.CSharp.Common.Fight;
public class FightHappening
{
/*
To get a visual overview of the FightHappening state machine, refer to the graph on miro:
https://miro.com/app/board/uXjVK8YEprM=/?moveToWidget=3458764640805655262&cot=14
*/
#region Internal Types
public enum FightState
{
None,
FightStartAnim,
FightersEnter,
FightersEnterAnim,
NextFighter,
StateCheck,
InputActionSelect,
ActionCheckDetails,
InputActionDetail,
ActionExecute,
ActionAnim,
EnemyActionSelect,
PlayerWin,
EnemyWin,
}
private class FightersEnterStaging
{
public required List<FightWorld.Fighter> enteringAllyFighters;
public required List<FightWorld.Fighter> enteringEnemyFighters;
public bool HasAnyToExecute()
{
return enteringAllyFighters.Count != 0 || enteringEnemyFighters.Count != 0;
}
}
#endregion
#region Settings
private const float StartAnimationTime = 1;
private const float FightersEnterAnimationTime = 1;
#endregion
#region ShortCuts
private static FightWorld.FightHappeningData HappeningData =>
FightWorld.Instance.fightHappeningData ?? throw new NoFightHappeningException();
private static FightWorld.Fighter CurrentFighter => HappeningData.fighterStack.Current;
#endregion
#region Events
public event Action<FightState>? transitionFromState;
public event Action<FightState, FightState>? transitionState;
public event Action<FightState>? transitionToState;
#endregion
#region Staging
private FightersEnterStaging? _fightersEnterStaging;
private FighterAction? _actionStaging;
#endregion
#region Public Methods
public void StartFight()
{
RequireState(FightState.None);
ChangeState(FightState.FightStartAnim);
}
#endregion
#region State Machine
private void ChangeState(FightState nextState)
{
TransitionFromState();
var lastState = HappeningData.fightState;
HappeningData.fightState = nextState;
TransitionFromToState(nextState, lastState);
TransitionToState(nextState);
}
private void TransitionFromState()
{
// fixed behaviour
switch (HappeningData.fightState)
{
default: break;
}
// notify everyone else
transitionFromState?.Invoke(HappeningData.fightState);
}
private void TransitionFromToState(FightState nextState, FightState lastState)
{
transitionState?.Invoke(lastState, nextState);
}
private void TransitionToState(FightState nextState)
{
// notify everyone else
transitionToState?.Invoke(nextState);
// fixed behaviour
switch (HappeningData.fightState)
{
case FightState.FightStartAnim:
AdvanceToStateInSeconds(FightState.FightersEnter, StartAnimationTime);
break;
case FightState.FightersEnter:
_fightersEnterStaging = StageFightersEnter();
if (_fightersEnterStaging.HasAnyToExecute())
{
ExecuteFightersEnter();
ChangeState(FightState.FightersEnterAnim);
}
else
{
ChangeState(FightState.NextFighter);
}
break;
case FightState.FightersEnterAnim:
AdvanceToStateInSeconds(FightState.NextFighter, FightersEnterAnimationTime);
break;
case FightState.NextFighter:
ExecuteNextFighter();
ChangeState(FightState.StateCheck);
break;
case FightState.StateCheck:
// restest action staging
_actionStaging = null;
if ( /*TODO: are all allys dead*/ false)
{
ChangeState(FightState.EnemyWin);
}
else if (HappeningData.enemyGroup.AreAllDead())
{
ChangeState(FightState.PlayerWin);
}
else if (CurrentFighter.actionsLeft <= 0)
{
ChangeState(FightState.FightersEnter);
}
else if (CurrentFighter.isEnemy)
{
ChangeState(FightState.EnemyActionSelect);
}
else
{
ChangeState(FightState.InputActionSelect);
}
break;
case FightState.InputActionSelect:
// wait for player input
break;
case FightState.ActionCheckDetails:
if (ActionAbort())
ChangeState(FightState.InputActionSelect);
else if (ActionNeededDetail() != null)
ChangeState(FightState.InputActionDetail);
else
ChangeState(FightState.ActionExecute);
break;
case FightState.InputActionDetail:
// wait for player input
break;
case FightState.EnemyActionSelect:
_actionStaging = CurrentFighter.AutoSelectAction();
ChangeState(FightState.ActionExecute);
break;
case FightState.ActionExecute:
ExecuteAction();
ChangeState(FightState.ActionAnim);
break;
case FightState.ActionAnim:
var actionTime = GetActionAnimationEnd();
if (actionTime.IsType<float>())
{
AdvanceToStateInSeconds(FightState.StateCheck, actionTime);
}
else
{
_ = AdvanceToStateWhenDone(FightState.StateCheck, actionTime);
}
break;
default: break;
}
}
#endregion
#region Game Logic
private FightersEnterStaging StageFightersEnter()
{
// ally
var enteringAllyFighters = new List<FightWorld.Fighter>();
//TODO
// enemy
const int totalEnemySpace = 3;
var enemySpaceLeft = totalEnemySpace - HappeningData.enemyGroup.GetEnteredAmount();
var enterEnemyFighters = new List<FightWorld.Fighter>();
for (var i = 0; i < enemySpaceLeft; i++)
{
if (HappeningData.enemyGroup.TryGetFirstUnenteredFighter(out var fighter))
{
enterEnemyFighters.Add(fighter);
}
}
return new FightersEnterStaging
{
enteringAllyFighters = enteringAllyFighters,
enteringEnemyFighters = enterEnemyFighters
};
}
private void ExecuteFightersEnter()
{
Debug.Assert(_fightersEnterStaging != null);
foreach (var fighter in _fightersEnterStaging.enteringAllyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
}
foreach (var fighter in _fightersEnterStaging.enteringEnemyFighters)
{
fighter.entered = true;
HappeningData.fighterStack.AddAsLast(fighter);
}
}
private void ExecuteNextFighter()
{
HappeningData.fighterStack.Next();
}
private void ExecuteAction()
{
Debug.Assert(_actionStaging != null);
_actionStaging.ExecuteAction();
}
private Variant<float, Func<bool>> GetActionAnimationEnd()
{
Debug.Assert(_actionStaging != null);
return _actionStaging.GetAnimationEnd();
}
private bool ActionAbort()
{
Debug.Assert(_actionStaging != null);
return _actionStaging.MarkedForAbort();
}
private FighterAction.FighterActionDetail? ActionNeededDetail()
{
Debug.Assert(_actionStaging != null);
return _actionStaging.NeededDetail();
}
#endregion // Game Logic
#region Utility
private void RequireState(params FightState[] states)
{
if (states.Contains(HappeningData.fightState))
return;
throw new Exception(
$"Can not call this Method while in state {HappeningData.fightState}. Only available in {string.Join(" ,", states)}");
}
private void AdvanceToStateInSeconds(FightState nextState, float seconds)
{
FightWorld.Instance.GetTree().CreateTimer(seconds).Timeout += () => ChangeState(nextState);
}
private async Task AdvanceToStateWhenDone(FightState nextState, Func<bool> isDone)
{
while (!isDone())
{
await FightWorld.Instance.ToSignal(FightWorld.Instance.GetTree(), SceneTree.SignalName.ProcessFrame);
}
ChangeState(nextState);
}
#endregion
}