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using System;
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using RPGCore.Core.Objects;
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using UnityEditor;
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using UnityEngine;
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namespace RPGCore.ObjectModules.ActionObjectModule
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{
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public enum ActionState
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{
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Ready,
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Running,
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Finished,
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Cancelled
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}
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/// <summary>
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/// Action for <see cref="UnitObject"/>.<br/>
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///
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/// Executing order when <see cref="DoIt"/> used:<br/>
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/// <ul>
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/// <li><see cref="CanDoIt"/></li>
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/// <li><see cref="OnDo"/></li>
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/// <li><see cref="OnDoIt"/></li>
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/// <li>Inside OnDoIt: <see cref="OnBeforePerform"/></li>
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/// <li>Inside OnDoIt: Action's logic here</li>
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/// <li>Inside OnDoIt: <see cref="OnAfterPerform"/> - obligatory if action ends immediately</li>
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/// </ul>
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///
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/// Executing order when <see cref="EndIt"/> used:<br/>
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/// <ul>
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/// <li><see cref="OnEndIt"/></li>
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/// <li>Inside OnEndIt: <see cref="OnAfterPerform"/> - obligatory if not used in OnDoIt</li>
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/// <li><see cref="OnEnd"/></li>
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/// </ul>
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///
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/// Executing order when <see cref="CancelIt"/> used:<br/>
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/// <ul>
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/// <li><see cref="OnCancelIt"/></li>
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/// <li>Inside OnCancelIt: <see cref="OnAfterPerform"/> - obligatory if not used in OnDoIt</li>
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/// <li><see cref="OnCancel"/></li>
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/// </ul>
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/// </summary>
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[Serializable]
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public abstract class BaseAction
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{
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public const string ActionNotReadyMessage = "This action is not ready to execute.";
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public const string PreviousActionNotFinishedMessage = "Previous required action not finished successfully.";
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public const string NotInRangeMessage = "Target is out of range.";
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public const string UnitIsBusyMessage = "Unit is busy.";
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public const string ItemNotMovableMessage = "Item is not on ground.";
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public const string ItemNotOnGroundMessage = "Item is not on ground.";
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public const string ActionWasPreventedMessage = "{0} action was prevented.";
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/// <summary>
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/// <see cref="UnitObject"/> that started executing this action.<br/>
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/// Filled automatically in <see cref="ActionModule.Execute"/>/<see cref="ActionModule.AddToQueue(BaseAction)"/>.<br/>
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/// If you want to use it before <b>executing action</b> you need to <b>fill <see cref="unit"/> yourself!</b>
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/// </summary>
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public UnitObject unit;
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/// <summary>Run after checking and before executing action.</summary>
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public event Action OnDo;
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/// <summary>Defined by referenced action. Usually right *before* main point of that action.</summary>
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public event Action OnBeforePerform;
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/// <summary>Defined by referenced action. Usually right *after* main point of that action.</summary>
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public event Action OnAfterPerform;
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/// <summary>Run after action ended.</summary>
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public event Action OnEnd;
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/// <summary>Run after action ended forcefully.</summary>
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public event Action OnCancel;
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/// <summary>Current state of action.</summary>
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public ActionState state { get; protected set; } = ActionState.Ready;
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/// <summary>If given, current action will be executed only if given one is finished successfully</summary>
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public BaseAction runAfterAction;
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/// <summary>Simple check if unit is in range to execute this action.</summary>
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public virtual bool IsInRange() => true;
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/// <summary>Determines whether this action CAN be stopped early, by something else besides itself.</summary>
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public virtual bool CanBeStopped() => true;
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/// <summary>
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/// Action's checks if action can be executed. <see cref="Check"/> have to be used here.<br/>
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/// Field <see cref="unit">this.unit</see> may not be available here when called manually not via <see cref="ActionModule"/>.<br/>
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/// </summary>
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public abstract void CanDoIt();
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/// <summary>Action's logic.</summary>
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protected abstract void OnDoIt();
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/// <summary>Action's logic when whole action ends successfully.</summary>
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protected abstract void OnEndIt();
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/// <summary>Action's logic when whole action is forced to end.</summary>
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protected abstract void OnCancelIt();
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/// <inheritdoc cref="CanBeStopped()"/>
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public bool CanDoItBoolean()
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{
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try
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{
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CanDoIt();
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return true;
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}
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catch (ActionErrorException)
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{
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return false;
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}
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}
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/// <summary>
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/// 1. Checking if action can be done by function in child: <see cref="CanDoIt"/><br/>
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/// 2. Executing main login of this action
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/// </summary>
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internal void DoIt()
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{
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Check(
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state == ActionState.Ready,
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ActionNotReadyMessage);
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Check(
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runAfterAction == null || runAfterAction.state == ActionState.Finished,
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PreviousActionNotFinishedMessage);
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Check(
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IsInRange(),
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NotInRangeMessage);
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CanDoIt();
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state = ActionState.Running;
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OnDo?.Invoke();
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OnDoIt();
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}
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/// <summary>
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/// Executed by action itself when everything is done correctly.
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/// </summary>
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protected void EndIt()
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{
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if (state is ActionState.Finished or ActionState.Cancelled)
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{
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Debug.LogWarning($"{ObjectNames.NicifyVariableName(GetType().Name)} is already finished. State: '{state}'");
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return;
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}
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OnEndIt();
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state = ActionState.Finished;
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OnEnd?.Invoke();
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}
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/// <summary>
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/// Executed by external source. Stopping this action forcefully.
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/// </summary>
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public void CancelIt()
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{
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// Cancel events only when action really started otherwise there will be nothing to cancel
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if (state == ActionState.Running)
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{
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OnCancelIt();
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OnCancel?.Invoke();
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}
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state = ActionState.Cancelled;
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}
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/// <summary>
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/// Should be executed from child right before main logic is started, usually in <see cref="OnDoIt"/>
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/// </summary>
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protected void BeforePerform()
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{
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OnBeforePerform?.Invoke();
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}
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/// <summary>
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/// Should be executed from child right after main logic is done, usually in <see cref="OnDoIt"/>
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/// </summary>
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protected void AfterPerform()
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{
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OnAfterPerform?.Invoke();
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}
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/// <summary>
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/// Execute <see cref="Throw"/> if check is false
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/// </summary>
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protected void Check(bool condition, string elseErrorMessage)
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{
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if (!condition) Throw(elseErrorMessage);
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}
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/// <summary>
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/// Cancels this Action and then throw <see cref="ActionErrorException"/>
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/// </summary>
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protected void Throw(string errorMessage)
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{
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CancelIt();
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throw new ActionErrorException(this, errorMessage);
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}
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}
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}
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