cirnogodot/Scripts/Components/FSM/Enemy/3D/InitState.cs

72 lines
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2.9 KiB
C#

using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Enums;
using Godot;
namespace Cirno.Scripts.Components.FSM.Enemy._3D;
public partial class InitState : EnemyStateBase3D
{
public override EnemyState StateId => EnemyState.Init;
private EnemyStorage3D Storage { get; set; }
private PlayerDetection3D DetectionProvider { get; set; }
private ActorResourceProvider HealthProvider { get; set; }
private int _initRetryCount = 0;
private const int MaxInitRetries = 20;
private const float InitRetryDelaySeconds = 0.05f;
public override void Init(IStateMachine<EnemyState, CharacterBody3D> machine)
{
base.Init(machine);
// Try an initial resolve; EnterState will retry if necessary
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
}
public override void EnterState()
{
// Attempt to complete initialization; if modules are missing, retry with a timer
TryCompleteInit();
}
private void TryCompleteInit()
{
// Attempt to resolve modules again in case they were attached after Init
Storage ??= StateMachine.GetModule<EnemyStorage3D>();
DetectionProvider ??= StateMachine.GetModule<PlayerDetection3D>();
HealthProvider ??= StateMachine.GetModule<ActorResourceProvider>();
if (Storage is null || DetectionProvider is null || HealthProvider is null)
{
_initRetryCount++;
if (_initRetryCount <= MaxInitRetries)
{
// Schedule a retry shortly to wait for other nodes to finish _Ready
var timer = GetTree().CreateTimer(InitRetryDelaySeconds);
timer.Timeout += TryCompleteInit;
return;
}
// Final failure: log detailed error and bail out to avoid throws
var actorName = MainObject?.Name ?? "<unknown>";
GD.PrintErr($"[InitState] Failed to resolve required modules on actor '{actorName}' after {_initRetryCount} attempts.\n" +
$" Storage: {(Storage is null ? "MISSING" : "OK")},\n" +
$" DetectionProvider: {(DetectionProvider is null ? "MISSING" : "OK")},\n" +
$" HealthProvider: {(HealthProvider is null ? "MISSING" : "OK")}");
return;
}
// All modules present, proceed with initialization
DetectionProvider.Initialize(MainObject);
Storage.AiState = Storage.Root.StartingAiState;
Storage.HomePosition = MainObject.GlobalPosition;
HealthProvider.MaxResource = Storage.Root.EnemyResource.MaxHealth;
HealthProvider.FillResource();
// Transition to the Idle state now that initialization is complete
StateMachine.SetState(EnemyState.Idle);
}
}