feat: defined state and state machine concepts
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7c0b338f68
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7c4c75d193
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@ -6,6 +6,8 @@
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#include "wave_survival/player_body.h"
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#include "wave_survival/player_camera.h"
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#include "wave_survival/player_input.h"
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#include "wave_survival/state.h"
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#include "wave_survival/state_machine.h"
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#include "wave_survival/weapon_base.h"
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#include "wave_survival/weapon_inventory.h"
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#include "wave_survival/weapons/rifle.h"
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@ -22,6 +24,8 @@ void initialize_wave_survival_module(ModuleInitializationLevel p_level) {
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GDREGISTER_CLASS(WeaponInventory);
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GDREGISTER_CLASS(HitscanMuzzle);
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GDREGISTER_CLASS(HealthStatus);
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GDREGISTER_CLASS(StateMachine);
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GDREGISTER_CLASS(State);
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}
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void uninitialize_wave_survival_module(ModuleInitializationLevel p_level) {
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16
modules/wave_survival/state.cpp
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16
modules/wave_survival/state.cpp
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@ -0,0 +1,16 @@
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#include "state.h"
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void State::_bind_methods() {
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}
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String State::get_next_state() const {
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return this->get_class();
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}
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void State::set_state_machine(StateMachine *machine) {
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this->state_machine = machine;
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}
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StateMachine *State::get_state_machine() const {
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return this->state_machine;
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}
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26
modules/wave_survival/state.h
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26
modules/wave_survival/state.h
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@ -0,0 +1,26 @@
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#ifndef STATE_H
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#define STATE_H
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#include "core/object/class_db.h"
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#include "core/object/object.h"
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class StateMachine;
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class Node;
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class State : public Object {
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GDCLASS(State, Object);
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static void _bind_methods();
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public:
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virtual void set_target(Node *target) {}
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virtual void enter_state() {}
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virtual void exit_state() {}
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virtual void process(double delta) {}
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virtual String get_next_state() const;
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void set_state_machine(StateMachine *machine);
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StateMachine *get_state_machine() const;
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private:
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StateMachine *state_machine{ nullptr };
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};
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#endif // !STATE_H
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55
modules/wave_survival/state_machine.cpp
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55
modules/wave_survival/state_machine.cpp
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@ -0,0 +1,55 @@
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#include "state_machine.h"
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#include "state.h"
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void StateMachine::_bind_methods() {}
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void StateMachine::add_state(State *state) {
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state->set_state_machine(this);
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state->set_target(this->get_parent());
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this->states.insert(state->get_class(), state);
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if (this->current_state == nullptr) {
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this->switch_to_state(state);
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}
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}
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void StateMachine::switch_to_state(State *state) {
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if (this->current_state) {
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this->current_state->exit_state();
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}
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this->current_state = state;
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if (this->current_state) {
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this->current_state->enter_state();
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} else {
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print_error("StateMachine::switch_to_state: New state is nullptr, StateMachine will now stop working");
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}
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}
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void StateMachine::ready() {
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}
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void StateMachine::process(double delta) {
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if (this->current_state) {
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this->current_state->process(delta);
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String new_state{ this->current_state->get_next_state() };
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if (new_state != this->current_state->get_class()) {
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this->switch_to_state(this->states[new_state]);
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}
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}
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}
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void StateMachine::_notification(int what) {
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if (Engine::get_singleton()->is_editor_hint()) {
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return;
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}
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switch (what) {
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default:
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return;
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case NOTIFICATION_READY:
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set_process(true);
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ready();
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return;
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case NOTIFICATION_PROCESS:
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process(get_process_delta_time());
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return;
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}
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}
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23
modules/wave_survival/state_machine.h
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23
modules/wave_survival/state_machine.h
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#ifndef STATE_MACHINE_H
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#define STATE_MACHINE_H
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#include "scene/main/node.h"
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class State;
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class StateMachine : public Node {
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GDCLASS(StateMachine, Node);
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static void _bind_methods();
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void add_state(State *state);
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void switch_to_state(State *state);
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void ready();
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void process(double delta);
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protected:
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void _notification(int what);
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private:
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State *current_state{ nullptr };
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HashMap<StringName, State *> states{};
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};
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#endif // !STATE_MACHINE_H
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