sonic-radiance/sonic-radiance.love/birb/classes/states/init.lua

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-- classes/states :: a finite state machine for objects
--[[
Copyright © 2022 Kazhnuz
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local StateMachine = Object:extend()
function StateMachine.addState(self, name, state, isDefault)
if (self.states == nil) then
self.states = {}
self.states.list = {}
end
self.states.list[name] = state
if (isDefault == true) then
self.states.default = name
end
end
function StateMachine.addStates(self, statesPath, default)
local states = require(statesPath)
for i, stateName in ipairs(states) do
local state = require(statesPath .. "." .. stateName)
self:addState(stateName, state)
end
self.states.default = default
end
function StateMachine:initStates()
if (self.states == nil) then
self.states = {}
self.states.list = {}
end
self.currentState = self.states.default or "none"
end
function StateMachine:updateState(dt)
self:playStateFunc("update", dt)
end
function StateMachine:haveState(state)
return (self.states.list[state] ~= nil)
end
function StateMachine:setState(state)
if (not self:haveState(state)) then
return self.currentState
end
self:playStateFunc("stop", state)
local currentState = self.currentState
self.currentState = state
self:playStateFunc("start", currentState)
return state
end
function StateMachine:getState()
return self.states.list[self.currentState]
end
function StateMachine:getStateVar(varName, default)
local state = self:getState()
if (state == nil) then
return nil
end
local var = state[varName]
if (var == nil) then
return default
end
return var
end
function StateMachine:playStateFunc(funcName, ...)
local state = self:getState()
if (state == nil) then
return
end
local func = state[funcName]
if (func ~= nil) then
func(self, ...)
end
end
return StateMachine