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refactored state machine to be clear about which variables and parameters are state tables, and which are name strings
breaking - changed some property and function names fixes #16
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@ -7,8 +7,8 @@
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- a table with enter, exit, update and draw callbacks (all optional)
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which each take the state table and varargs as arguments
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- a function
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which gets passed the current event name, the machine, and varargs as arguments
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- a plain function
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which gets passed the current event name, the machine table, and varargs as arguments
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on changing state, the outgoing state's exit callback is called
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then the incoming state's enter callback is called
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@ -27,11 +27,11 @@ local path = (...):gsub("state_machine", "")
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local class = require(path .. "class")
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local state_machine = class()
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function state_machine:new(states, start)
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function state_machine:new(states, start_in_state)
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self = self:init({
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states = states or {},
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current_state = "",
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start_state = start,
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current_state_name = "",
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reset_state_name = start_in_state or "",
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})
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self:reset()
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@ -39,16 +39,17 @@ function state_machine:new(states, start)
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return self
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end
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--get the current state table (or nil if it doesn't exist)
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function state_machine:current_state()
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return self.states[self.current_state_name]
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end
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-------------------------------------------------------------------------------
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--internal helpers
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function state_machine:_get_state()
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return self.states[self.current_state]
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end
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--make an internal call
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function state_machine:_call(name, ...)
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local state = self:_get_state()
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local state = self:current_state()
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if state then
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if type(state[name]) == "function" then
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return state[name](state, ...)
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@ -60,12 +61,12 @@ function state_machine:_call(name, ...)
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end
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--make an internal call
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-- return the call result if it isn't a valid state
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-- transition if the return value is a valid state - and return nil if so
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-- transition if the return value is a valid state name - and return nil if so
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-- return the call result if it isn't a valid state name
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function state_machine:_call_and_transition(name, ...)
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local r = self:_call(name, ...)
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if type(r) == "string" and self:has_state(r) then
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self:set_state(r, r == self.current_state)
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self:set_state(r, r == self.current_state_name)
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return nil
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end
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return r
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@ -75,7 +76,7 @@ end
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--various checks
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function state_machine:in_state(name)
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return self.current_state == name
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return self.current_state_name == name
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end
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function state_machine:has_state(name)
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@ -86,13 +87,13 @@ end
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--state management
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--add a state
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function state_machine:add_state(name, data)
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function state_machine:add_state(name, state)
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if self:has_state(name) then
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error("error: added duplicate state "..name)
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else
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self.states[name] = data
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self.states[name] = state
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if self:in_state(name) then
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self:_call("enter", self)
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self:_call_and_transition("enter")
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end
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end
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@ -102,7 +103,7 @@ end
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--remove a state
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function state_machine:remove_state(name)
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if not self:has_state(name) then
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error("error: removed missed state "..name)
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error("error: removed missing state "..name)
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else
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if self:in_state(name) then
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self:_call("exit")
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@ -114,15 +115,16 @@ function state_machine:remove_state(name)
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end
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--hard-replace a state table
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--if do_transitions is truthy and we're replacing the current state,
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--exit is called on the old state and enter is called on the new state
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function state_machine:replace_state(name, data, do_transitions)
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local current = self:in_state(name)
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if do_transitions and current then
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-- if we're replacing the current state,
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-- exit is called on the old state and enter is called on the new state
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-- mask_transitions can be used to prevent this if you need to
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function state_machine:replace_state(name, state, mask_transitions)
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local do_transitions = not mask_transitions and self:in_state(name)
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if do_transitions then
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self:_call("exit")
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end
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self.states[name] = data
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if do_transitions and current then
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self.states[name] = state
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if do_transitions then
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self:_call_and_transition("enter", self)
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end
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@ -131,16 +133,16 @@ end
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--ensure a state doesn't exist; transition out of it if we're currently in it
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function state_machine:clear_state(name)
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return self:replace_state(name, nil, true)
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return self:replace_state(name, nil)
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end
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-------------------------------------------------------------------------------
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--transitions and updates
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--reset the machine to whatever the start state was defined at at creation
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--reset the machine state to whatever state was specified at creation
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function state_machine:reset()
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if self.start_state then
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self:set_state(self.start_state, true)
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if self.reset_state_name then
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self:set_state(self.reset_state_name, true)
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end
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end
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@ -148,10 +150,10 @@ end
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-- if the enter callback of the target state returns a valid state name,
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-- then it is transitioned to in turn,
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-- and so on until the machine is at rest
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function state_machine:set_state(state, reset)
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if self.current_state ~= state or reset then
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function state_machine:set_state(name, reset)
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if self.current_state_name ~= name or reset then
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self:_call("exit")
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self.current_state = state
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self.current_state_name = name
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self:_call_and_transition("enter", self)
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end
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return self
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@ -172,7 +174,7 @@ function state_machine:draw()
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self:_call("draw")
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end
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--for compatibility when used as a state
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--for compatibility when a state machine is nested as a state in another machine
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function state_machine:enter(parent)
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self.parent = parent
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self:reset()
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