open_toontown_panda3d/direct/src/fsm/State.py

284 lines
8.7 KiB
Python

"""State module: contains State class"""
from direct.showbase.DirectObject import *
import types
# This gets set by a dconfig variable in ShowBase.py
# We cannot put a dconfig in here because ClassicFSM is not
# dependent on Panda
FsmRedefine = 0
# Map function pointers back into states so the Finder
# can find a function and swap a newly redefined function
# back into the original state
# The map is keyed off function pointers which map to
# a list of states that have that function pointer defined
# as their enter function (or exit function as the case may be)
EnterFuncRedefineMap = {}
ExitFuncRedefineMap = {}
def redefineEnterFunc(oldMethod, newFunction):
import new
if not FsmRedefine:
return
for method in EnterFuncRedefineMap.keys():
if (type(method) == types.MethodType):
function = method.im_func
else:
function = method
#print ('function: ' + `function` + '\n' +
# 'method: ' + `method` + '\n' +
# 'oldMethod: ' + `oldMethod` + '\n' +
# 'newFunction: ' + `newFunction` + '\n')
if (function == oldMethod):
newMethod = new.instancemethod(newFunction,
method.im_self,
method.im_class)
stateList = EnterFuncRedefineMap[method]
for state in stateList:
state.setEnterFunc(newMethod)
return 1
return 0
def redefineExitFunc(oldMethod, newFunction):
import new
if not FsmRedefine:
return
for method in ExitFuncRedefineMap.keys():
if (type(method) == types.MethodType):
function = method.im_func
else:
function = method
#print ('function: ' + `function` + '\n' +
# 'method: ' + `method` + '\n' +
# 'oldMethod: ' + `oldMethod` + '\n' +
# 'newFunction: ' + `newFunction` + '\n')
if (function == oldMethod):
newMethod = new.instancemethod(newFunction,
method.im_self,
method.im_class)
stateList = ExitFuncRedefineMap[method]
for state in stateList:
state.setExitFunc(newMethod)
return 1
return 0
class State(DirectObject):
notify = directNotify.newCategory("State")
# this 'constant' can be used to specify that the state
# can transition to any other state
Any = 'ANY'
def __init__(self, name, enterFunc=None, exitFunc=None,
transitions=Any, inspectorPos = []):
"""__init__(self, string, func, func, string[], inspectorPos = [])
State constructor: takes name, enter func, exit func, and
a list of states it can transition to (or State.Any)."""
self.__name = name
self.__enterFunc = enterFunc
self.__exitFunc = exitFunc
self.__transitions = transitions
self.__FSMList = []
if __debug__:
self.setInspectorPos(inspectorPos)
# setters and getters
def getName(self):
return(self.__name)
def setName(self, stateName):
self.__name = stateName
def getEnterFunc(self):
return(self.__enterFunc)
if __debug__:
def redefineFunc(self, oldMethod, newMethod, map):
if not FsmRedefine:
return
# Methods are allowed to be None
if oldMethod is None:
return
if map.has_key(oldMethod):
# Get the list of states for the old function
stateList = map[oldMethod]
# Remove this state from that list of states
stateList.remove(self)
# If the stateList is now empty, remove this entry altogether
if not stateList:
del(map[oldMethod])
# Now add the new function, creating a starter state list
# if there is not one already
stateList = map.get(newMethod, [])
stateList.append(self)
map[newMethod] = stateList
def setEnterFunc(self, stateEnterFunc):
if __debug__:
self.redefineFunc(self.__enterFunc, stateEnterFunc, EnterFuncRedefineMap)
self.__enterFunc = stateEnterFunc
def getExitFunc(self):
return(self.__exitFunc)
def setExitFunc(self, stateExitFunc):
if __debug__:
self.redefineFunc(self.__exitFunc, stateExitFunc, ExitFuncRedefineMap)
self.__exitFunc = stateExitFunc
def transitionsToAny(self):
""" returns true if State defines transitions to any other state """
return self.__transitions is State.Any
def getTransitions(self):
"""
warning -- if the state transitions to any other state,
returns an empty list (falsely implying that the state
has no transitions)
see State.transitionsToAny()
"""
if self.transitionsToAny():
return []
return self.__transitions
def isTransitionDefined(self, otherState):
if self.transitionsToAny():
return 1
# if we're given a state object, get its name instead
if type(otherState) != type(''):
otherState = otherState.getName()
return (otherState in self.__transitions)
def setTransitions(self, stateTransitions):
"""setTransitions(self, string[])"""
self.__transitions = stateTransitions
def addTransition(self, transition):
"""addTransitions(self, string)"""
if not self.transitionsToAny():
self.__transitions.append(transition)
else:
State.notify.warning(
'attempted to add transition %s to state that '
'transitions to any state')
if __debug__:
def getInspectorPos(self):
"""getInspectorPos(self)"""
return(self.__inspectorPos)
def setInspectorPos(self, inspectorPos):
"""setInspectorPos(self, [x, y])"""
self.__inspectorPos = inspectorPos
# support for HFSMs
def getChildren(self):
"""
Return the list of child FSMs
"""
return(self.__FSMList)
def setChildren(self, FSMList):
"""setChildren(self, ClassicFSM[])
Set the children to given list of FSMs
"""
self.__FSMList = FSMList
def addChild(self, ClassicFSM):
"""
Add the given ClassicFSM to list of child FSMs
"""
self.__FSMList.append(ClassicFSM)
def removeChild(self, ClassicFSM):
"""
Remove the given ClassicFSM from list of child FSMs
"""
if ClassicFSM in self.__FSMList:
self.__FSMList.remove(ClassicFSM)
def hasChildren(self):
"""
Return true if state has child FSMs
"""
return len(self.__FSMList) > 0
def __enterChildren(self, argList):
"""
Enter all child FSMs
"""
for fsm in self.__FSMList:
# Check to see if the child fsm is already in a state
# if it is, politely request the initial state
if fsm.getCurrentState():
# made this 'conditional_request()' instead of 'request()' to avoid warning when
# loading minigames where rules->frameworkInit transition doesnt exist and you
# dont want to add it since it results in hanging the game
fsm.conditional_request((fsm.getInitialState()).getName())
# If it has no current state, I assume this means it
# has never entered the initial state, so enter it
# explicitly
else:
fsm.enterInitialState()
def __exitChildren(self, argList):
"""
Exit all child FSMs
"""
for fsm in self.__FSMList:
fsm.request((fsm.getFinalState()).getName())
# basic State functionality
def enter(self, argList=[]):
"""
Call the enter function for this state
"""
# enter child FSMs first. It is assumed these have a start
# state that is safe to enter
self.__enterChildren(argList)
if (self.__enterFunc != None):
apply(self.__enterFunc, argList)
def exit(self, argList=[]):
"""
Call the exit function for this state
"""
# first exit child FSMs
self.__exitChildren(argList)
# call exit function if it exists
if (self.__exitFunc != None):
apply(self.__exitFunc, argList)
def __str__(self):
return "State: name = %s, enter = %s, exit = %s, trans = %s, children = %s" %\
(self.__name, self.__enterFunc, self.__exitFunc, self.__transitions, self.__FSMList)