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use crate::{Behavior, Error, SHandle, SmHandle, StateData, Target, Transition};
#[derive(Debug)]
pub enum Complete {
Done,
Running,
}
struct State {
handle: SHandle,
behavior: StateData,
transitions: Option<Vec<StateData>>,
}
impl State {
fn new(handle: SHandle) -> Self {
State {
handle,
behavior: Box::new(()),
transitions: None,
}
}
fn update<'w, 's, 'ww, 'ss, B, Trs, Wrd, Updt>(
&mut self,
state: &crate::State<B, Trs>,
commands: &mut Updt,
world: &Wrd,
) -> Target
where
B: Behavior<Update<'w, 's> = Updt, World<'ww, 'ss> = Wrd>,
Trs: Transition<World<'ww, 'ss> = Wrd>,
{
state.behavior.update(&mut self.behavior, commands, world);
if self.transitions.is_none() {
let mut transitions: Vec<StateData> = Vec::with_capacity(state.transitions.len());
for _ in state.transitions.iter() {
transitions.push(Box::new(()));
}
self.transitions = Some(transitions);
}
let trans_data = &mut self.transitions.iter_mut().flatten();
for (transition, data) in state.transitions.iter().zip(trans_data) {
let target = transition.decide(data, world);
if !matches!(target, Target::Continue) {
return target;
}
}
Target::Continue
}
}
struct Machine {
handle: SmHandle,
state: State,
}
impl Machine {
fn new(handle: SmHandle) -> Self {
Machine {
handle,
state: State::new(SHandle::INITIAL),
}
}
fn update<'w, 's, 'ww, 'ss, B, Trs, Wrd, Updt>(
&mut self,
machine: &crate::StateMachine<B, Trs>,
commands: &mut Updt,
world: &Wrd,
) -> Result<Target, Error>
where
B: Behavior<Update<'w, 's> = Updt, World<'ww, 'ss> = Wrd> + 'static,
Trs: Transition<World<'ww, 'ss> = Wrd> + 'static,
{
let state = machine
.state(&self.state.handle)
.ok_or(Error::BadStateName)?;
let target = self.state.update(state, commands, world);
if let Target::Goto(ref new_state_handle) = target {
self.state = State::new(new_state_handle.clone());
};
Ok(target)
}
}
pub struct NestedMachine {
stack: Vec<Machine>,
}
impl Default for NestedMachine {
fn default() -> Self {
Self::new()
}
}
impl NestedMachine {
pub fn new() -> Self {
NestedMachine {
stack: Vec::with_capacity(1),
}
}
pub fn new_active() -> Self {
let stack = vec![Machine::new(SmHandle(0))];
NestedMachine { stack }
}
pub fn enter(&mut self, machine: &SmHandle) {
self.stack.push(Machine::new(machine.clone()));
}
pub fn stack_len(&self) -> usize {
self.stack.len()
}
pub fn current_state_name<'a, B, T>(
&self,
machines: &'a crate::StateMachines<B, T>,
) -> Option<&'a str> {
let machine = self.stack.last()?;
machines.state_name(&machine.handle, &machine.state.handle)
}
pub fn current_machine_name<'a, B, T>(
&self,
machines: &'a crate::StateMachines<B, T>,
) -> Option<&'a str> {
let machine = self.stack.last()?;
machines.machine_name(&machine.handle)
}
pub fn update<'w, 's, 'ww, 'ss, B, Trs, Wrd, Updt>(
&mut self,
machines: &crate::StateMachines<B, Trs>,
commands: &mut Updt,
world: &Wrd,
) -> Result<Complete, Error>
where
B: Behavior<Update<'w, 's> = Updt, World<'ww, 'ss> = Wrd> + 'static,
Trs: Transition<World<'ww, 'ss> = Wrd> + 'static,
{
use Complete::{Done, Running};
let current = self.stack.last_mut().ok_or(Error::EmptyStack)?;
let machine = machines
.machine(¤t.handle)
.ok_or(Error::BadMachineName)?;
let target = current.update(machine, commands, world)?;
match target {
Target::Enter(nested_machine) => {
self.enter(&nested_machine);
Ok(Running)
}
Target::Complete => {
self.stack.pop();
let empty = self.stack.is_empty();
Ok(if empty { Done } else { Running })
}
Target::Continue | Target::Goto(_) => Ok(Running),
}
}
}