StrawberryBF/src/Components/Logic/StateMachine.bf

114 lines
2.2 KiB
Brainfuck

using System;
using System.Collections;
using System.Diagnostics;
namespace Strawberry
{
public class StateMachine<TIndex> : Component, IUpdate where TIndex : struct, IHashable
{
private Dictionary<TIndex, State> states = new Dictionary<TIndex, State>() ~ delete _;
private TIndex state;
private bool inStateCall;
public TIndex PreviousState { get; private set; }
public TIndex NextState { get; private set; }
public this(TIndex startState)
{
NextState = PreviousState = state = startState;
}
public ~this()
{
for (let s in states.Values)
delete s;
}
public override void Awake()
{
CallEnter();
}
public void Update()
{
CallUpdate();
}
public void Add(TIndex state, delegate void() enter = null, delegate TIndex() update = null, delegate void() exit = null)
{
let s = new State();
s.Enter = enter;
s.Update = update;
s.Exit = exit;
states[state] = s;
}
public TIndex State
{
get => state;
set => Set(value);
}
private Result<bool> Set(TIndex to)
{
Debug.Assert(states.ContainsKey(to), "State does not exist in this State Machine. Call Add() first!");
Runtime.Assert(!inStateCall, "Cannot set State directly from inside a State Enter/Exit/Update call. Return the desired State change instead.");
if (to != state)
{
NextState = to;
CallExit();
PreviousState = state;
state = to;
CallEnter();
return true;
}
else
return false;
}
private void CallEnter()
{
let s = states[state];
if (s != null && s.Enter != null)
{
inStateCall = true;
s.Enter();
inStateCall = false;
}
}
private bool CallUpdate()
{
let s = states[state];
if (s != null && s.Update != null)
{
inStateCall = true;
let set = s.Update();
inStateCall = false;
return Set(set);
}
else
return false;
}
private void CallExit()
{
let s = states[state];
if (s != null && s.Exit != null)
{
inStateCall = true;
s.Exit();
inStateCall = false;
}
}
public class State
{
public delegate void() Enter ~ delete _;
public delegate TIndex() Update ~ delete _;
public delegate void() Exit ~ delete _;
}
}
}