mirror of
https://github.com/Sneed-Group/Poodletooth-iLand
synced 2024-12-26 13:12:30 -06:00
233 lines
7.2 KiB
Python
233 lines
7.2 KiB
Python
"""State module: contains State class"""
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__all__ = ['State']
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from direct.directnotify.DirectNotifyGlobal import directNotify
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from direct.showbase.DirectObject import DirectObject
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import types
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class State(DirectObject):
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notify = directNotify.newCategory("State")
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# this 'constant' can be used to specify that the state
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# can transition to any other state
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Any = 'ANY'
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# Keep a list of State objects currently in memory for
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# Control-C-Control-V redefining. These are just weakrefs so they
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# should not cause any leaks.
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if __debug__:
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import weakref
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States = weakref.WeakKeyDictionary()
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@classmethod
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def replaceMethod(self, oldFunction, newFunction):
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import types
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count = 0
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for state in self.States:
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# Note: you can only replace methods currently
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enterFunc = state.getEnterFunc()
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exitFunc = state.getExitFunc()
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# print 'testing: ', state, enterFunc, exitFunc, oldFunction
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if type(enterFunc) == types.MethodType:
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if (enterFunc.im_func == oldFunction):
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# print 'found: ', enterFunc, oldFunction
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state.setEnterFunc(types.MethodType(newFunction,
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enterFunc.im_self,
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enterFunc.im_class))
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count += 1
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if type(exitFunc) == types.MethodType:
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if (exitFunc.im_func == oldFunction):
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# print 'found: ', exitFunc, oldFunction
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state.setExitFunc(types.MethodType(newFunction,
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exitFunc.im_self,
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exitFunc.im_class))
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count += 1
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return count
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def __init__(self, name, enterFunc=None, exitFunc=None,
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transitions=Any, inspectorPos = []):
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"""__init__(self, string, func, func, string[], inspectorPos = [])
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State constructor: takes name, enter func, exit func, and
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a list of states it can transition to (or State.Any)."""
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self.__name = name
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self.__enterFunc = enterFunc
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self.__exitFunc = exitFunc
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self.__transitions = transitions
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self.__FSMList = []
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if __debug__:
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self.setInspectorPos(inspectorPos)
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# For redefining
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self.States[self] = 1
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# setters and getters
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def getName(self):
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return(self.__name)
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def setName(self, stateName):
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self.__name = stateName
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def getEnterFunc(self):
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return(self.__enterFunc)
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def setEnterFunc(self, stateEnterFunc):
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self.__enterFunc = stateEnterFunc
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def getExitFunc(self):
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return(self.__exitFunc)
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def setExitFunc(self, stateExitFunc):
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self.__exitFunc = stateExitFunc
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def transitionsToAny(self):
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""" returns true if State defines transitions to any other state """
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return self.__transitions is State.Any
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def getTransitions(self):
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"""
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warning -- if the state transitions to any other state,
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returns an empty list (falsely implying that the state
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has no transitions)
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see State.transitionsToAny()
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"""
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if self.transitionsToAny():
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return []
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return self.__transitions
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def isTransitionDefined(self, otherState):
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if self.transitionsToAny():
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return 1
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# if we're given a state object, get its name instead
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if type(otherState) != type(''):
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otherState = otherState.getName()
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return (otherState in self.__transitions)
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def setTransitions(self, stateTransitions):
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"""setTransitions(self, string[])"""
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self.__transitions = stateTransitions
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def addTransition(self, transition):
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"""addTransitions(self, string)"""
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if not self.transitionsToAny():
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self.__transitions.append(transition)
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else:
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State.notify.warning(
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'attempted to add transition %s to state that '
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'transitions to any state')
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if __debug__:
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def getInspectorPos(self):
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"""getInspectorPos(self)"""
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return(self.__inspectorPos)
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def setInspectorPos(self, inspectorPos):
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"""setInspectorPos(self, [x, y])"""
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self.__inspectorPos = inspectorPos
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# support for HFSMs
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def getChildren(self):
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"""
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Return the list of child FSMs
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"""
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return(self.__FSMList)
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def setChildren(self, FSMList):
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"""setChildren(self, ClassicFSM[])
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Set the children to given list of FSMs
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"""
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self.__FSMList = FSMList
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def addChild(self, ClassicFSM):
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"""
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Add the given ClassicFSM to list of child FSMs
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"""
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self.__FSMList.append(ClassicFSM)
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def removeChild(self, ClassicFSM):
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"""
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Remove the given ClassicFSM from list of child FSMs
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"""
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if ClassicFSM in self.__FSMList:
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self.__FSMList.remove(ClassicFSM)
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def hasChildren(self):
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"""
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Return true if state has child FSMs
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"""
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return len(self.__FSMList) > 0
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def __enterChildren(self, argList):
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"""
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Enter all child FSMs
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"""
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for fsm in self.__FSMList:
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# Check to see if the child fsm is already in a state
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# if it is, politely request the initial state
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if fsm.getCurrentState():
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# made this 'conditional_request()' instead of 'request()' to avoid warning when
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# loading minigames where rules->frameworkInit transition doesnt exist and you
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# don't want to add it since it results in hanging the game
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fsm.conditional_request((fsm.getInitialState()).getName())
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# If it has no current state, I assume this means it
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# has never entered the initial state, so enter it
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# explicitly
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else:
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fsm.enterInitialState()
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def __exitChildren(self, argList):
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"""
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Exit all child FSMs
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"""
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for fsm in self.__FSMList:
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fsm.request((fsm.getFinalState()).getName())
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# basic State functionality
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def enter(self, argList=[]):
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"""
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Call the enter function for this state
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"""
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# enter child FSMs first. It is assumed these have a start
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# state that is safe to enter
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self.__enterChildren(argList)
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if (self.__enterFunc != None):
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apply(self.__enterFunc, argList)
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def exit(self, argList=[]):
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"""
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Call the exit function for this state
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"""
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# first exit child FSMs
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self.__exitChildren(argList)
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# call exit function if it exists
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if (self.__exitFunc != None):
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apply(self.__exitFunc, argList)
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def __str__(self):
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return "State: name = %s, enter = %s, exit = %s, trans = %s, children = %s" %\
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(self.__name, self.__enterFunc, self.__exitFunc, self.__transitions, self.__FSMList)
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