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479 lines
19 KiB
C#
479 lines
19 KiB
C#
1 week ago
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using System.Collections.Generic;
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using Unity.BossRoom.Gameplay.GameplayObjects;
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using Unity.BossRoom.Gameplay.GameplayObjects.Character;
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using UnityEngine;
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using UnityEngine.Pool;
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namespace Unity.BossRoom.Gameplay.Actions
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{
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/// <summary>
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/// Class responsible for playing back action inputs from user.
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/// </summary>
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public class ServerActionPlayer
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{
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private ServerCharacter m_ServerCharacter;
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private ServerCharacterMovement m_Movement;
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private List<Action> m_Queue;
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private List<Action> m_NonBlockingActions;
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private Dictionary<ActionID, float> m_LastUsedTimestamps;
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/// <summary>
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/// To prevent the action queue from growing without bound, we cap its play time to this number of seconds. We can only ever estimate
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/// the time-length of the queue, since actions are allowed to block indefinitely. But this is still a useful estimate that prevents
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/// us from piling up a large number of small actions.
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/// </summary>
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private const float k_MaxQueueTimeDepth = 1.6f;
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private ActionRequestData m_PendingSynthesizedAction = new ActionRequestData();
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private bool m_HasPendingSynthesizedAction;
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public ServerActionPlayer(ServerCharacter serverCharacter)
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{
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m_ServerCharacter = serverCharacter;
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m_Movement = serverCharacter.Movement;
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m_Queue = new List<Action>();
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m_NonBlockingActions = new List<Action>();
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m_LastUsedTimestamps = new Dictionary<ActionID, float>();
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}
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/// <summary>
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/// Perform a sequence of actions.
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/// </summary>
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public void PlayAction(ref ActionRequestData action)
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{
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if (!action.ShouldQueue && m_Queue.Count > 0 &&
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(m_Queue[0].Config.ActionInterruptible ||
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m_Queue[0].Config.CanBeInterruptedBy(action.ActionID)))
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{
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ClearActions(false);
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}
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if (GetQueueTimeDepth() >= k_MaxQueueTimeDepth)
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{
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//the queue is too big (in execution seconds) to accommodate any more actions, so this action must be discarded.
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return;
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}
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var newAction = ActionFactory.CreateActionFromData(ref action);
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m_Queue.Add(newAction);
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if (m_Queue.Count == 1) { StartAction(); }
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}
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public void ClearActions(bool cancelNonBlocking)
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{
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if (m_Queue.Count > 0)
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{
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// Since this action was canceled, we don't want the player to have to wait Description.ReuseTimeSeconds
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// to be able to start it again. It should be restartable immediately!
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m_LastUsedTimestamps.Remove(m_Queue[0].ActionID);
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m_Queue[0].Cancel(m_ServerCharacter);
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}
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//clear the action queue
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{
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var removedActions = ListPool<Action>.Get();
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foreach (var action in m_Queue)
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{
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removedActions.Add(action);
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}
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m_Queue.Clear();
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foreach (var action in removedActions)
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{
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TryReturnAction(action);
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}
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ListPool<Action>.Release(removedActions);
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}
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if (cancelNonBlocking)
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{
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var removedActions = ListPool<Action>.Get();
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foreach (var action in m_NonBlockingActions)
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{
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action.Cancel(m_ServerCharacter);
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removedActions.Add(action);
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}
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m_NonBlockingActions.Clear();
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foreach (var action in removedActions)
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{
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TryReturnAction(action);
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}
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ListPool<Action>.Release(removedActions);
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}
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}
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/// <summary>
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/// If an Action is active, fills out 'data' param and returns true. If no Action is active, returns false.
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/// This only refers to the blocking action! (multiple non-blocking actions can be running in the background, and
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/// this will still return false).
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/// </summary>
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public bool GetActiveActionInfo(out ActionRequestData data)
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{
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if (m_Queue.Count > 0)
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{
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data = m_Queue[0].Data;
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return true;
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}
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else
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{
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data = new ActionRequestData();
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return false;
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}
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}
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/// <summary>
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/// Figures out if an action can be played now, or if it would automatically fail because it was
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/// used too recently. (Meaning that its ReuseTimeSeconds hasn't elapsed since the last use.)
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/// </summary>
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/// <param name="actionID">the action we want to run</param>
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/// <returns>true if the action can be run now, false if more time must elapse before this action can be run</returns>
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public bool IsReuseTimeElapsed(ActionID actionID)
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{
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if (m_LastUsedTimestamps.TryGetValue(actionID, out float lastTimeUsed))
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{
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var abilityConfig = GameDataSource.Instance.GetActionPrototypeByID(actionID).Config;
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float reuseTime = abilityConfig.ReuseTimeSeconds;
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if (reuseTime > 0 && Time.time - lastTimeUsed < reuseTime)
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{
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// still needs more time!
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Returns how many actions are actively running. This includes all non-blocking actions,
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/// and the one blocking action at the head of the queue (if present).
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/// </summary>
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public int RunningActionCount
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{
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get
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{
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return m_NonBlockingActions.Count + (m_Queue.Count > 0 ? 1 : 0);
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}
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}
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/// <summary>
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/// Starts the action at the head of the queue, if any.
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/// </summary>
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private void StartAction()
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{
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if (m_Queue.Count > 0)
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{
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float reuseTime = m_Queue[0].Config.ReuseTimeSeconds;
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if (reuseTime > 0
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&& m_LastUsedTimestamps.TryGetValue(m_Queue[0].ActionID, out float lastTimeUsed)
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&& Time.time - lastTimeUsed < reuseTime)
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{
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// we've already started one of these too recently
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AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ...
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return; // ... so it's important not to try to do anything more here
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}
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int index = SynthesizeTargetIfNecessary(0);
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SynthesizeChaseIfNecessary(index);
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m_Queue[0].TimeStarted = Time.time;
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bool play = m_Queue[0].OnStart(m_ServerCharacter);
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if (!play)
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{
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//actions that exited out in the "Start" method will not have their End method called, by design.
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AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ...
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return; // ... so it's important not to try to do anything more here
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}
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// if this Action is interruptible, that means movement should interrupt it... character needs to be stationary for this!
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// So stop any movement that's already happening before we begin
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if (m_Queue[0].Config.ActionInterruptible && !m_Movement.IsPerformingForcedMovement())
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{
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m_Movement.CancelMove();
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}
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// remember the moment when we successfully used this Action!
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m_LastUsedTimestamps[m_Queue[0].ActionID] = Time.time;
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if (m_Queue[0].Config.ExecTimeSeconds == 0 && m_Queue[0].Config.BlockingMode == BlockingModeType.OnlyDuringExecTime)
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{
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//this is a non-blocking action with no exec time. It should never be hanging out at the front of the queue (not even for a frame),
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//because it could get cleared if a new Action came in in that interval.
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m_NonBlockingActions.Add(m_Queue[0]);
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AdvanceQueue(false); // note: this will call StartAction() recursively if there's more stuff in the queue ...
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return; // ... so it's important not to try to do anything more here
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}
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}
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}
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/// <summary>
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/// Synthesizes a Chase Action for the action at the Head of the queue, if necessary (the base action must have a target,
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/// and must have the ShouldClose flag set). This method must not be called when the queue is empty.
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/// </summary>
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/// <returns>The new index of the Action being operated on.</returns>
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private int SynthesizeChaseIfNecessary(int baseIndex)
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{
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Action baseAction = m_Queue[baseIndex];
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if (baseAction.Data.ShouldClose && baseAction.Data.TargetIds != null)
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{
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ActionRequestData data = new ActionRequestData
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{
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ActionID = GameDataSource.Instance.GeneralChaseActionPrototype.ActionID,
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TargetIds = baseAction.Data.TargetIds,
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Amount = baseAction.Config.Range
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};
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baseAction.Data.ShouldClose = false; //you only get to do this once!
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Action chaseAction = ActionFactory.CreateActionFromData(ref data);
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m_Queue.Insert(baseIndex, chaseAction);
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return baseIndex + 1;
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}
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return baseIndex;
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}
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/// <summary>
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/// Targeted skills should implicitly set the active target of the character, if not already set.
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/// </summary>
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/// <param name="baseIndex">The new index of the base action in m_Queue</param>
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/// <returns></returns>
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private int SynthesizeTargetIfNecessary(int baseIndex)
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{
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Action baseAction = m_Queue[baseIndex];
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var targets = baseAction.Data.TargetIds;
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if (targets != null &&
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targets.Length == 1 &&
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targets[0] != m_ServerCharacter.TargetId.Value)
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{
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//if this is a targeted skill (with a single requested target), and it is different from our
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//active target, then we synthesize a TargetAction to change our target over.
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ActionRequestData data = new ActionRequestData
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{
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ActionID = GameDataSource.Instance.GeneralTargetActionPrototype.ActionID,
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TargetIds = baseAction.Data.TargetIds
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};
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//this shouldn't run redundantly, because the next time the base Action comes up to play, its Target
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//and the active target in our NetState should match.
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Action targetAction = ActionFactory.CreateActionFromData(ref data);
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m_Queue.Insert(baseIndex, targetAction);
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return baseIndex + 1;
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}
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return baseIndex;
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}
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/// <summary>
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/// Optionally end the currently playing action, and advance to the next Action that wants to play.
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/// </summary>
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/// <param name="endRemoved">if true we call End on the removed element.</param>
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private void AdvanceQueue(bool endRemoved)
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{
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if (m_Queue.Count > 0)
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{
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if (endRemoved)
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{
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m_Queue[0].End(m_ServerCharacter);
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if (m_Queue[0].ChainIntoNewAction(ref m_PendingSynthesizedAction))
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{
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m_HasPendingSynthesizedAction = true;
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}
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}
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var action = m_Queue[0];
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m_Queue.RemoveAt(0);
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TryReturnAction(action);
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}
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// now start the new Action! ... unless we now have a pending Action that will supercede it
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if (!m_HasPendingSynthesizedAction || m_PendingSynthesizedAction.ShouldQueue)
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{
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StartAction();
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}
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}
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private void TryReturnAction(Action action)
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{
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if (m_Queue.Contains(action))
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{
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return;
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}
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if (m_NonBlockingActions.Contains(action))
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{
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return;
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}
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ActionFactory.ReturnAction(action);
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}
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public void OnUpdate()
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{
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if (m_HasPendingSynthesizedAction)
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{
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m_HasPendingSynthesizedAction = false;
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PlayAction(ref m_PendingSynthesizedAction);
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}
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if (m_Queue.Count > 0 && m_Queue[0].ShouldBecomeNonBlocking())
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{
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// the active action is no longer blocking, meaning it should be moved out of the blocking queue and into the
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// non-blocking one. (We use this for e.g. projectile attacks, so the projectiles can keep flying, but
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// the player can enqueue other actions in the meantime.)
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m_NonBlockingActions.Add(m_Queue[0]);
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AdvanceQueue(false);
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}
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// if there's a blocking action, update it
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if (m_Queue.Count > 0)
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{
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if (!UpdateAction(m_Queue[0]))
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{
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AdvanceQueue(true);
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}
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}
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// if there's non-blocking actions, update them! We do this in reverse-order so we can easily remove expired actions.
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for (int i = m_NonBlockingActions.Count - 1; i >= 0; --i)
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{
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Action runningAction = m_NonBlockingActions[i];
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if (!UpdateAction(runningAction))
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{
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// it's dead!
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runningAction.End(m_ServerCharacter);
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m_NonBlockingActions.RemoveAt(i);
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TryReturnAction(runningAction);
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}
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}
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}
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/// <summary>
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/// Calls a given Action's Update() and decides if the action is still alive.
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/// </summary>
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/// <returns>true if the action is still active, false if it's dead</returns>
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private bool UpdateAction(Action action)
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{
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bool keepGoing = action.OnUpdate(m_ServerCharacter);
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bool expirable = action.Config.DurationSeconds > 0f; //non-positive value is a sentinel indicating the duration is indefinite.
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var timeElapsed = Time.time - action.TimeStarted;
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bool timeExpired = expirable && timeElapsed >= action.Config.DurationSeconds;
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return keepGoing && !timeExpired;
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}
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/// <summary>
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/// How much time will it take all remaining Actions in the queue to play out? This sums up all the time each Action is blocking,
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/// which is different from each Action's duration. Note that this is an ESTIMATE. An action may block the queue indefinitely if it wishes.
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/// </summary>
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/// <returns>The total "time depth" of the queue, or how long it would take to play in seconds, if no more actions were added. </returns>
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private float GetQueueTimeDepth()
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{
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if (m_Queue.Count == 0) { return 0; }
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float totalTime = 0;
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foreach (var action in m_Queue)
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{
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var info = action.Config;
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float actionTime = info.BlockingMode == BlockingModeType.OnlyDuringExecTime ? info.ExecTimeSeconds :
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info.BlockingMode == BlockingModeType.EntireDuration ? info.DurationSeconds :
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throw new System.Exception($"Unrecognized blocking mode: {info.BlockingMode}");
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totalTime += actionTime;
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}
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return totalTime - m_Queue[0].TimeRunning;
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}
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public void CollisionEntered(Collision collision)
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{
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if (m_Queue.Count > 0)
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{
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m_Queue[0].CollisionEntered(m_ServerCharacter, collision);
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}
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}
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/// <summary>
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/// Gives all active Actions a chance to alter a gameplay variable.
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/// </summary>
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/// <remarks>
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/// Note that this handles both positive alterations (commonly called "buffs")
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/// AND negative ones ("debuffs").
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/// </remarks>
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/// <param name="buffType">Which gameplay variable is being calculated</param>
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/// <returns>The final ("buffed") value of the variable</returns>
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public float GetBuffedValue(Action.BuffableValue buffType)
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{
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float buffedValue = Action.GetUnbuffedValue(buffType);
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if (m_Queue.Count > 0)
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{
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m_Queue[0].BuffValue(buffType, ref buffedValue);
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}
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foreach (var action in m_NonBlockingActions)
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{
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action.BuffValue(buffType, ref buffedValue);
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}
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return buffedValue;
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}
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/// <summary>
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/// Tells all active Actions that a particular gameplay event happened, such as being hit,
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/// getting healed, dying, etc. Actions can change their behavior as a result.
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/// </summary>
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/// <param name="activityThatOccurred">The type of event that has occurred</param>
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public virtual void OnGameplayActivity(Action.GameplayActivity activityThatOccurred)
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{
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if (m_Queue.Count > 0)
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{
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m_Queue[0].OnGameplayActivity(m_ServerCharacter, activityThatOccurred);
|
||
|
}
|
||
|
foreach (var action in m_NonBlockingActions)
|
||
|
{
|
||
|
action.OnGameplayActivity(m_ServerCharacter, activityThatOccurred);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
|
||
|
/// <summary>
|
||
|
/// Cancels the first instance of the given ActionLogic that is currently running, or all instances if cancelAll is set to true.
|
||
|
/// Searches actively running actions first, then looks at the head action in the queue.
|
||
|
/// </summary>
|
||
|
/// <param name="logic">The ActionLogic to cancel</param>
|
||
|
/// <param name="cancelAll">If true will cancel all instances; if false will just cancel the first running instance.</param>
|
||
|
/// <param name="exceptThis">If set, will skip this action (useful for actions canceling other instances of themselves).</param>
|
||
|
public void CancelRunningActionsByLogic(ActionLogic logic, bool cancelAll, Action exceptThis = null)
|
||
|
{
|
||
|
for (int i = m_NonBlockingActions.Count - 1; i >= 0; --i)
|
||
|
{
|
||
|
var action = m_NonBlockingActions[i];
|
||
|
if (action.Config.Logic == logic && action != exceptThis)
|
||
|
{
|
||
|
action.Cancel(m_ServerCharacter);
|
||
|
m_NonBlockingActions.RemoveAt(i);
|
||
|
TryReturnAction(action);
|
||
|
if (!cancelAll) { return; }
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (m_Queue.Count > 0)
|
||
|
{
|
||
|
var action = m_Queue[0];
|
||
|
if (action.Config.Logic == logic && action != exceptThis)
|
||
|
{
|
||
|
action.Cancel(m_ServerCharacter);
|
||
|
m_Queue.RemoveAt(0);
|
||
|
TryReturnAction(action);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|