init
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Sirenix.OdinInspector;
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using Sirenix.Utilities;
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using UnityEngine;
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using VOID.Generic.Objects.Unit.Actions;
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using VOID.Generic.Objects.Unit.Actions.Exceptions;
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using VOID.Generic.Objects.Unit.Events;
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namespace VOID.Generic.Objects.Unit
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{
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[Serializable]
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public class UnitObjectActionQueue : ObjectComponent<UnitObject>
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{
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#region Initialize
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protected override void SelfInitialize()
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{
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parent.basicEvents.onFixedUpdate.AddListener(CheckRunningAction);
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}
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#endregion
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// Getters
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public List<AbstractAction> actionQueue => _actionQueue;
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public AbstractAction actionCurrent => _actionCurrent;
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[ShowInInspector, ReadOnly] private readonly List<AbstractAction> _actionQueue = new();
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[ShowInInspector, ReadOnly] private AbstractAction _actionCurrent;
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/// <summary>
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/// 1. Checks if the action can be executed outside the queue.
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/// 2. If allowed, executes the action and handles potential errors.
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/// </summary>
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public void ExecuteInstantly(AbstractAction action)
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{
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if (!action.CanSkipQueue())
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{
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Debug.LogError($"Action: {action.GetType().Name} cannot be executed via {nameof(ExecuteInstantly)}");
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return;
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}
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try
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{
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action.DoIt();
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}
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catch (UnitActionErrorException e)
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{
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parent.unitEvents.onActionError.Invoke(new ActionErrorEvent
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{
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unit = parent,
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action = e.action,
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cause = e.unitActionErrorType
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});
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}
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}
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/// <summary>
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/// 1. Adds given action to queue
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/// 2. Starts it if queue is empty
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/// </summary>
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public void AddAction(AbstractAction action) => AddActionChain(new List<AbstractAction> { action });
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/// <summary>
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/// 1. Adds given actions to queue
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/// 2. Runs only when previous action is finished successfully
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/// 3. Starts it if queue is empty
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/// </summary>
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public void AddActionChain(List<AbstractAction> actions)
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{
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// Unit is currently not controllable (stunned? doing something unstoppable? magically frozen by dev?)
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if (!parent.unitState.isControllable)
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{
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parent.unitEvents.onActionError.Invoke(new ActionErrorEvent
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{
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unit = parent,
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action = actions.First(),
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cause = UnitActionErrorType.UnitStateIsNotControllable
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});
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return;
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}
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actions.ForEach((action, actionIndex) =>
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{
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if (actionIndex != 0) action.runAfterAction = actions[actionIndex - 1];
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_actionQueue.Add(action);
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});
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if (_actionCurrent == null) NextAction();
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}
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/// <summary>
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/// 1. Clear whole action queue
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/// 2. Cancel current action IF specified by argument
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/// 3. Some actions cant be stopped once fired by normal means, BUT we can force stopping it
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/// </summary>
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public void StopQueue(bool stopCurrent = true, bool stopForced = false)
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{
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_actionQueue.Clear();
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if (!stopCurrent) return;
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if (!stopForced && _actionCurrent != null && !_actionCurrent.CanBeStopped()) return;
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_actionCurrent?.CancelIt();
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_actionCurrent = null;
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}
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/// <summary>
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/// 1. Gets next action to do
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/// 2. If there is no more actions - do nothing
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/// 3. Proceed to execute it
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/// </summary>
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private void NextAction()
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{
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_actionCurrent = _actionQueue.FirstOrDefault();
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_actionQueue.Remove(_actionCurrent);
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if (_actionCurrent == null) return;
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try
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{
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_actionCurrent.DoIt();
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}
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catch (UnitActionErrorException e)
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{
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parent.unitEvents.onActionError.Invoke(new ActionErrorEvent
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{
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unit = parent,
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action = e.action,
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cause = e.unitActionErrorType
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});
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}
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if (_actionCurrent.state is ActionState.Ready) Debug.LogWarning($"Action {_actionCurrent.GetType().Name} is still ready after starting. Skipping.");
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if (_actionCurrent.state is not ActionState.Running) NextAction();
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}
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private void CheckRunningAction()
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{
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if (_actionCurrent?.state is ActionState.Running) return;
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NextAction();
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}
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}
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}
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