MindState: Untested attempt at adding stackable states

This commit is contained in:
kikito 2010-02-14 23:37:10 +00:00
parent 5b1a437780
commit e06b0c16d7

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@ -13,7 +13,9 @@ require 'MiddleClass.lua'
]]
StatefulObject = class('StatefulObject')
StatefulObject.states = {} -- the root state list
StatefulObject.states = {} -- the root state list
local private = setmetatable({}, {__mode = "k"}) -- weak table storing private references
-- Instance methods
@ -25,7 +27,10 @@ StatefulObject.states = {} -- the root state list
function StatefulObject:initialize(initParameters)
super.initialize(self)
initParameters = initParameters or {} --initialize to empty table if nil
self.states = {}
self.states = {}
private[self] = {
stateStack = {}
}
for stateName,stateClass in pairs(self.class.states) do
local state = stateClass:new(unpack(initParameters[stateName] or {}))
state.name = stateName
@ -37,29 +42,116 @@ end
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
This method invokes the exitState and enterState functions if they exist on the current state
Second parameter is optional. If true, the stack will be conserved. Otherwise, it will be popped.
]]
function StatefulObject:gotoState(stateName)
function StatefulObject:gotoState(newStateName, keepStack)
assert(self.states~=nil, "Attribute 'states' not detected. check that you called instance:gotoState and not instance.gotoState, and that you invoked super.initialize(self) in the constructor.")
local nextState
if(stateName~=nil) then
nextState = self.states[stateName]
assert(nextState~=nil, "State '" .. stateName .. "' not found")
end
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)
local prevState = self:getCurrentState()
-- If we're trying to go to a state in which we already are, return (do nothing)
if(prevState~=nil and prevState.name == newStateName) then return end
local nextState
if(newStateName~=nil) then
nextState = self.states[newStateName]
assert(nextState~=nil, "State '" .. newStateName .. "' not found")
end
-- Invoke exitState on the previous state
if(prevState~=nil and type(prevState.exitState) == "function") then prevState.exitState(self, newStateName) end
-- Empty the stack unless keepStack is true.
if(keepStack~=true) then self:popAllStates() end
-- replace the top of the stack with the new state
local stack = private[self].stateStack
stack[math.max(#stack,1)] = nextState
-- Invoke enterState on the new state. 2nd parameter is the name of the previous state, or nil
if(nextState~=nil and type(nextState.enterState) == "function") then
nextState.enterState(self, prevState~=nil and prevState.name or nil)
end
end
function StatefulObject:pushState(newStateName)
assert(type(newState)=='string', "newStateName must be a string.")
assert(self.states~=nil, "Attribute 'states' not detected. check that you called instance:pushState and not instance.pushState, and that you invoked super.initialize(self) in the constructor.")
local nextState = self.states[newStateName]
assert(nextState~=nil, "State '" .. newStateName .. "' not found")
-- If we attempt to push a state and the state is already on return (do nothing)
local stack = private[self].stateStack
for _,state in ipairs(stack) do
if(state.name == newStateName) then return end
end
-- Invoke pausedState on the previous state
local prevState = self:getCurrentState()
if(prevState~=nil and type(prevState.pausedState) == "function") then prevState.pausedState(self) end
-- Do the push
table.insert(stack, nextState)
-- Invoke pushState on the next state
if(type(nextState.pushedState) == "function") then nextState.pushedState(self) end
return nextState
end
-- If a state name is given, it will attempt to remove it from the stack. If not found on the stack it will do nothing.
-- If no state name is give, this pops the top state from the stack, if any. Otherwise it does nothing.
-- Callbacks will be called when needed.
function StatefulObject:popState(stateName)
assert(self.states~=nil, "Attribute 'states' not detected. check that you called instance:popState and not instance.popState, and that you invoked super.initialize(self) in the constructor.")
-- Invoke poppedState on the previous state
local prevState = self:getCurrentState()
if(prevState~=nil and type(prevState.poppedState) == "function") then prevState.poppedState(self) end
-- Do the pop
local stack = private[self].stateStack
table.remove(stack, #stack)
-- Invoke continuedState on the new state
local newState = self:getCurrentState()
if(newState~=nil and type(newState.continuedState) == "function") then newState.continuedState(self) end
return newState
end
function StatefulObject:popAllStates()
local state = self:popState()
while(state~=nil) do state = self:popState() end
end
function StatefulObject:getCurrentState()
local stack = private[self].stateStack
if #stack == 0 then return nil end
return(stack[#stack])
end
--[[
Returns true if the object is in the state named 'stateName'
If second(optional) parameter is true, this method returns true if the state is on the stack instead
]]
function StatefulObject:inState(stateName, testStateStack)
local stack = private[self].stateStack
if(testStateStack==true) then
for _,state in ipairs(stack) do
if(state.name == stateName) then return true end
end
else --testStateStack==false
local state = stack[#stack]
if(state~=nil and state.name == stateName) then return true end
end
return false
end
-- Class methods
@ -77,8 +169,13 @@ function StatefulObject:addState(stateName, superState)
return state
end
local ignoredMethods = {states=1, initialize=1, gotoState=1, addState=1, subclass=1, includes=1, exitState=1, enterState=1}
-- These methods will not be overriden by the states.
local ignoredMethods = {
states=1, initialize=1,
gotoState=1, pushState=1, popState=1, popAllStates=1, getCurrentState=1, inState=1,
enterState=1, exitState=1, pushedState=1, poppedState=1, pausedState=1, continuedState=1,
addState=1, subclass=1, includes=1
}
local prevSubclass = StatefulObject.subclass
--[[ creates a stateful subclass
Subclasses inherit all the states of their superclases, in a special way:
@ -97,17 +194,18 @@ function StatefulObject:subclass(name)
--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]
classDict.__index = function(instance, methodName)
-- If the method isn't on the 'ignoredMethods' list, look through the stack to see if it is defined
if(ignoredMethods[methodName]~=1) then
local stack = private[instance].stateStack
local method
for i = #stack,1,-1 do -- reversal loop
method = stack[i][methodName]
if(method~=nil) then return method end
end
end
--if ignored or not found, look on the class itself
return classDict[methodName]
end
return theClass
@ -119,19 +217,19 @@ end
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)
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.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)
state:includes(moduleState, ...)
end
end
end