Added initial version of MindState.lua

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kikito 2009-12-27 22:16:41 +00:00
parent 226121bb49
commit 395e2d7498

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MindState.lua Normal file
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-----------------------------------------------------------------------------------
-- MindState.lua
-- Enrique García ( enrique.garcia.cota [AT] gmail [DOT] com ) - 19 Oct 2009
-- Based on Unrealscript's stateful objects
-----------------------------------------------------------------------------------
require 'MiddleClass.lua'
--[[ StatefulObject declaration
* Stateful classes have a list of states (accesible through class.states).
* When a method is invoked on an instance of such classes, it is first looked up on the class current state (accesible through class.currentState)
* If a method is not found on the current state, or if current state is nil, the method is looked up on the class itself
* It is possible to change states by doing class:gotoState(stateName)
]]
StatefulObject = class('StatefulObject')
StatefulObject.states = {} -- the root state list
-- Instance methods
--[[ constructor
If your states need initialization, they can receive parameters via the initParameters parameter
initParameters is a table with parameters used for initializing the states. These are needed mostly if
your states have a custom superclass that needs parameters on their initialize() function.
]]
function StatefulObject:initialize(initParameters)
super(self)
initParameters = initParameters or {} --initialize to empty table if nil
self.states = {}
for stateName,stateClass in pairs(self.class.states) do
local state = stateClass:new(unpack(initParameters[stateName] or {}))
state.name = stateName
self.states[stateName] = state
end
end
--[[ Changes the current state.
If the current state has a method called onExitState, it will be called, with the instance as a parameter.
If the "next" state exists and has a method called onExitState, it will be called, with the instance as a parameter.
use gotoState(nil) for setting states to nothing
This method invokes the exitState and enterState functions if they exist on the current state
]]
function StatefulObject:gotoState(stateName)
assert(self.states~=nil, "Attribute 'states' not detected. check that you called instance:gotoState and not instance.gotoState, and that you invoked super(self) in the constructor.")
local nextState = self.states[stateName]
assert(type(stateName)=='string' and nextState~=nil, "State '" .. stateName .. "' not found")
local prevState = self.currentState
if(prevState~=nil and type(prevState.exitState) == "function") then
prevState.exitState(self)
end
self.previousState = prevState
self.currentState = nextState
if(nextState~=nil and type(nextState.enterState) == "function") then
nextState.enterState(self)
end
end
-- Class methods
--[[ Adds a new state to the "states" class member.
superState is optional. If nil, Object will be the parent class of the new state
returns the newly created state
]]
function StatefulObject:addState(stateName, superState)
assert(subclassOf(StatefulObject, self), "Use class:addState instead of class.addState")
assert(self.states[stateName]==nil, "The class " .. self.name .. " already has a state called '" .. stateName)
assert(type(stateName)=="string", "stateName must be a string")
-- states are just regular classes. If superState is nil, this uses Object as superClass
local state = class(stateName, superState)
self.states[stateName] = state
return state
end
do --create an environment to keep the following variables local
local ignoredMethods = {states=1, initialize=1, gotoState=1, addState=1, subclass=1, includes=1, exitState=1, enterState=1}
local prevSubclass = StatefulObject.subclass
--[[ creates a stateful subclass
Subclasses inherit all the states of their superclases, in a special way:
If class A has a state called Sleeping and B = A.subClass('B'), then B.states.Sleeping is a subclass of A.states.Sleeping
returns the newly created stateful class
]]
function StatefulObject:subclass(name)
--assert(subclassOf(StatefulObject, self), "Use class:subclass instead of class.subclass")
local theClass = prevSubclass(self, name) --for now, theClass is just a regular subclass
--the states of the subclass are subclasses of the superclass' states
theClass.states = {}
for stateName,state in pairs(self.states) do
theClass:addState(stateName, state)
end
--make sure that the currentState is used on the method lookup function before looking on the class dict
local classDict = theClass.__classDict
classDict.__index = function(instance, method)
--first look on the current state
local currentState = rawget(instance, 'currentState')
if( currentState~=nil and
currentState[method]~=nil and
ignoredMethods[method]==nil) then
return currentState[method]
else
--if not found, look on the class itself
return classDict[method]
end
end
return theClass
end
end -- end of the environment to keep ignoredMethods local
--[[ Include override for stateful classes.
This is exactly like MiddleClass' include function, except that it module has a property called "states"
then each member of that module.states is included on the StatefulObject class.
If module.states has a state that doesn't exist on StatefulObject, a new state will be created.
]]
function StatefulObject:includes(module)
assert(subclassOf(StatefulObject, self), "Use class:includes instead of class.includes")
for methodName,method in pairs(module) do
if methodName ~="included" and methodName ~= "states" then
self[methodName] = method
end
end
if type(module.included)=="function" then module:included(self) end
if type(module.states)=="table" then
for stateName,moduleState in pairs(module.states) do
local state = self.states[stateName]
if(state==nil) then state = theClass:addState(stateName) end
state:includes(moduleState)
end
end
end