--[[ state machine a finite state machine implementation; each state is a table with optional enter, exit, update and draw callbacks which each optionally take the machine, and the state table as arguments on changing state, the outgoing state's exit callback is called, then the incoming state's enter callback is called. on update, the current state's update callback is called on draw, the current state's draw callback is called TODO: consider coroutine friendliness depends on oo.lua supplying class() ]] local state_machine = class() function state_machine:new(states, start) local ret = self:init({ states = states or {}, current_state = "" }) if start then ret:set_state(start) end return ret end ------------------------------------------------------------------------------- --internal helpers function state_machine:_get_state() return self.states[self.current_state] end --make an internal call, with up to 4 arguments function state_machine:_call(name, a, b, c, d) local state = self:_get_state() if state and type(state[name]) == "function" then return state[name](self, state, a, b, c, d) end return nil end ------------------------------------------------------------------------------- --various checks function state_machine:in_state(name) return self.current_state == name end function state_machine:has_state(name) return self.states[name] ~= nil end ------------------------------------------------------------------------------- --state adding/removing --add a state function state_machine:add_state(name, data) if self.has_state(name) then error("error: added duplicate state "..name) else self.states[name] = data if self:in_state(name) then self:_call("enter") end end return self end --remove a state function state_machine:remove_state(name) if not self.has_state(name) then error("error: removed missed state "..name) else if self:in_state(name) then self:_call("exit") end self.states[name] = nil end return self end --hard-replace a state table --if do_transitions is truthy and we're replacing the current state, --exit is called on the old state and enter is called on the new state function state_machine:replace_state(name, data, do_transitions) local current = self:in_state(name) if do_transitions and current then self:_call("exit") end self.states[name] = data if do_transitions and current then self:_call("enter") end return self end --ensure a state doesn't exist function state_machine:clear_state(name) return self:replace_state(name, nil, true) end ------------------------------------------------------------------------------- --transitions and updates function state_machine:set_state(state, reset) if self.current_state ~= state or reset then self:_call("exit") self.current_state = state self:_call("enter") end return self end --perform an update --pass in an optional delta time which is passed as an arg to the state functions function state_machine:update(dt) return self:_call("update", dt) end function state_machine:draw() self:_call("draw") end return state_machine