mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-10 02:31:48 +00:00
184 lines
4.7 KiB
Lua
184 lines
4.7 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, the state table, and varargs 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, true)
|
|
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
|