Vast improvements and a working finite state machine, working on new guild member registration.
This commit is contained in:
27
fsm/machines/newbie.gd
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27
fsm/machines/newbie.gd
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extends StateMachine
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func advance_state() -> void:
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var last_state = curr_state
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var args : Array = [actor]
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exit_state(curr_state)
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match(last_state.name):
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"Wait":
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if last_state.next_state != "":
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if !states.has(last_state.next_state):
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printerr("Tried to switch to missing state %s" % last_state.next_state)
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pass
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enter_state(states[last_state.next_state])
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args.append_array(last_state.next_state_args)
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else:
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pass
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"Queue":
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enter_state(states["Wait"])
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args.append_array(["busy", "Register"])
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"Register":
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enter_state(states["Register"])
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"Leave":
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enter_state(states["Leave"])
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if curr_state != null:
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curr_state.execute.callv(args)
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1
fsm/machines/newbie.gd.uid
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1
fsm/machines/newbie.gd.uid
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uid://dthatmb3if73u
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23
fsm/machines/receptionist.gd
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23
fsm/machines/receptionist.gd
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extends StateMachine
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func advance_state() -> void:
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var last_state = curr_state
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var args : Array = [actor]
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exit_state(curr_state)
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match(last_state.name):
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"Wait":
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if last_state.next_state != "":
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if !states.has(last_state.next_state):
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printerr("Tried to switch to missing state %s" % last_state.next_state)
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pass
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enter_state(states[last_state.next_state])
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args.append_array(last_state.next_state_args)
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else:
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pass
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"Advance Queue":
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enter_state(states["Wait"])
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args.append_array(["", "Advance Queue"])
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if curr_state != null:
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curr_state.execute.callv(args)
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1
fsm/machines/receptionist.gd.uid
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1
fsm/machines/receptionist.gd.uid
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uid://cggu0yihq0unt
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43
fsm/machines/state_machine.gd
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43
fsm/machines/state_machine.gd
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class_name StateMachine extends Node
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@export var starting_state : String = ""
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var states : Dictionary[String, StateNode] = {}
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var curr_state : StateNode = null
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var actor = null
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func _ready() -> void:
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for child in get_children():
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if child is StateNode:
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states[child.name] = child
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child.state_machine = self
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child.completed.connect(_on_state_completed)
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func start() -> void:
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if starting_state != "":
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var state : StateNode = states.get(starting_state)
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if state == null:
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printerr("Starting state not found! Expected %s" % [starting_state])
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else:
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enter_state(state)
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curr_state.execute(actor)
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func exit_state(state : StateNode) -> void:
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curr_state.exit()
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curr_state = null
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pass
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func enter_state(state : StateNode) -> void:
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curr_state = state
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curr_state.enter()
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pass
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func advance_state() -> void:
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pass
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func _on_state_completed(state : StateNode) -> void:
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if state == curr_state:
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advance_state()
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else:
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printerr("Wrong state completed! %s when expecting %s" % [state.name, curr_state])
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1
fsm/machines/state_machine.gd.uid
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1
fsm/machines/state_machine.gd.uid
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uid://u81fhi8157bg
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22
fsm/machines/test.gd
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22
fsm/machines/test.gd
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extends StateMachine
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func advance_state() -> void:
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var last_state = curr_state
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var args : Array = [actor]
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exit_state(curr_state)
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match(last_state.name):
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"Wait":
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if last_state.next_state != "":
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if !states.has(last_state.next_state):
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printerr("Tried to switch to missing state %s" % last_state.next_state)
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pass
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enter_state(states[last_state.next_state])
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args.append_array(last_state.next_state_args)
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else:
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pass
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"Test":
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enter_state(states["Wait"])
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args.append_array(["busy", "Test"])
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if curr_state != null:
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curr_state.execute.callv(args)
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1
fsm/machines/test.gd.uid
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1
fsm/machines/test.gd.uid
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uid://djd8pv5xbgud3
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