batteries/state_machine.lua

184 lines
4.6 KiB
Lua

--[[
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
TODO: consider refactoring the callback signatures to allow using objects with methods
like update(dt)/draw() directly
current pattern means they need to be wrapped (as in :as_state())
]]
local path = (...):gsub("state_machine", "")
local class = require(path .. "class")
local state_machine = class()
function state_machine:new(states, start)
self = self:init({
states = states or {},
current_state = ""
})
if start then
self:set_state(start)
end
return self
end
-------------------------------------------------------------------------------
--internal helpers
function state_machine:_get_state()
return self.states[self.current_state]
end
--make an internal call
function state_machine:_call(name, ...)
local state = self:_get_state()
if state then
if type(state[name]) == "function" then
return state[name](self, state, ...)
elseif type(state) == "function" then
return state(self, name, ...)
end
end
return nil
end
--make an internal call and transition if the return value is a valid state
--return the value if it isn't a valid state
function state_machine:_call_and_transition(name, ...)
local r = self:_call(name, ...)
if self:has_state(r) then
self:set_state(r, r == self.current_state)
return nil
end
return r
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_and_transition("enter")
end
return self
end
--ensure a state doesn't exist; transition out of it if we're currently in it
function state_machine:clear_state(name)
return self:replace_state(name, nil, true)
end
-------------------------------------------------------------------------------
--transitions and updates
--set the current state
--if the enter callback of the target state returns a valid state name, then
-- it is transitioned to in turn, and so on until the machine is at rest
function state_machine:set_state(state, reset)
if self.current_state ~= state or reset then
self:_call("exit")
self.current_state = state
self:_call_and_transition("enter")
end
return self
end
--perform an update
--pass in an optional delta time which is passed as an arg to the state functions
--if the state update returns a string, and we have that state
-- then we change state (reset if it's the current state)
-- and return nil
--otherwise, the result is returned
function state_machine:update(dt)
return self:_call_and_transition("update", dt)
end
--draw the current state
function state_machine:draw()
self:_call("draw")
end
--wrap a state machine in a table suitable for use directly as a state in another state_machine
--upon entry, this machine will be forced into enter_state
--the parent will be accessible under m.parent
function state_machine:as_state(enter_state)
if not self._as_state then
self._as_state = {
enter = function(m, s)
self.parent = m
self:set_state(enter_state)
end,
update = function(m, s, dt)
return self:update(dt)
end,
draw = function(m, s)
return self:draw()
end,
}
end
return self._as_state
end
return state_machine