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using System;
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using Sirenix.Utilities;
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using UnityEngine;
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using VOID.Generic.Objects.Unit.Actions.Exceptions;
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namespace VOID.Generic.Objects.Unit.Actions
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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 AbstractAction
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{
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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 AbstractAction runAfterAction;
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/// <summary>Simple check if unit is in range to execute this action.</summary>
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public abstract bool IsInRange();
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/// <summary>Determines whether this action CAN be executed INSTANTLY outside the queue.</summary>
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public virtual bool CanSkipQueue() => false;
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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>Action's checks if action can be executed. <see cref="Check"/> have to be used here.</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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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 (UnitActionErrorException)
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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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public void DoIt()
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{
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Check(
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runAfterAction == null || runAfterAction.state == ActionState.Finished,
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UnitActionErrorType.PreviousActionNotFinished);
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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($"{GetType().GetNiceName()} can't be ended. 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, UnitActionErrorType elseError)
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{
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if (!condition) Throw(elseError);
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}
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/// <summary>
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/// Cancels this Action and then throw <see cref="UnitActionErrorException"/>
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/// </summary>
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protected void Throw(UnitActionErrorType errorType)
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{
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CancelIt();
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throw new UnitActionErrorException(this, errorType);
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}
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}
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}
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