feat: westworldwithwoman. add elsa
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@@ -0,0 +1,24 @@
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// Command westworldwithwoman runs the extended demo from the book:
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// Miner Bob and his wife Elsa both tick forward together, so you can
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// watch their two state machines run side by side, same as the
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// book's sample console output.
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package main
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import (
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"fmt"
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"git.jjstudio.me/jonas/Programming-Game-AI-by-Example-Go/chapter-2-state-driven-agent-design/westworldwithwoman"
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)
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func main() {
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bob := westworldwithwoman.NewMiner(1)
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elsa := westworldwithwoman.NewElsa(2)
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const numUpdateSteps = 30
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for range numUpdateSteps {
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bob.Update()
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elsa.Update()
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}
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fmt.Println()
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}
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@@ -0,0 +1,49 @@
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package westworldwithwoman
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// Elsa is the miner's wife, introduced in this section of the book.
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// She's built the exact same way Miner is: embed *BaseGameEntity for
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// her ID, own a *StateMachine[Elsa] and delegate all state
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// bookkeeping to it. This is the payoff of making State[T] and
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// StateMachine[T] generic earlier - Elsa reuses both unchanged,
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// just with the blank slot filled in as Elsa instead of Miner.
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type Elsa struct {
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*BaseGameEntity
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stateMachine *StateMachine[Elsa]
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}
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// NewElsa sets up Elsa's state machine: DoHousework is her ordinary,
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// everyday state, and WifesGlobalState is what checks - every single
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// tick, no matter what she's currently doing - whether nature is
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// calling. That's exactly why it has to be a global state rather
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// than logic inside DoHousework: the book says "Elsa may feel the
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// call of nature during any state and at any time," and a global
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// state's Execute runs regardless of the current state.
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func NewElsa(id int) *Elsa {
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e := &Elsa{
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BaseGameEntity: NewBaseGameEntity(id),
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}
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e.stateMachine = NewStateMachine(e)
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e.stateMachine.SetCurrentState(DoHousework())
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e.stateMachine.SetGlobalState(WifesGlobalState())
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return e
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}
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// FSM returns Elsa's state machine.
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func (e *Elsa) FSM() *StateMachine[Elsa] {
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return e.stateMachine
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}
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// Update satisfies the Entity interface (alongside the ID() method
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// borrowed from BaseGameEntity) and just delegates to the state
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// machine, same shape as Miner.Update.
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func (e *Elsa) Update() {
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e.stateMachine.Update()
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}
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// ChangeState forwards to the state machine, same as Miner.ChangeState.
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func (e *Elsa) ChangeState(newState State[Elsa]) {
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e.stateMachine.ChangeState(newState)
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}
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@@ -0,0 +1,69 @@
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package westworldwithwoman
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// Entity is what every game object in the world must be able to do.
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// The C++ code used a pure virtual function (Update()=0) to force
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// every subclass to write its own Update. Go has no subclasses, so
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// instead we say: "anything with an Update() and an ID() method
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// counts as an Entity." A type only satisfies this interface once
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// it has its own Update method - just like the C++ version couldn't
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// be used until Update was implemented.
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type Entity interface {
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Update()
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ID() int
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}
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// nextValidID plays the role of the C++ "static int m_iNextValidID".
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// In C++, "static" on a class member means "one shared copy for the
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// whole class, not one per object." Go doesn't have that keyword for
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// structs, so we just use a normal package-level variable - it's
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// shared by every BaseGameEntity for the same reason: there's only
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// one of it.
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var nextValidID int
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// BaseGameEntity is the Go version of the C++ class BaseGameEntity.
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// Go doesn't have "classes" or "inheritance" - instead, other types
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// (like a Miner or a Wife later in the book) will embed this struct
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// inside themselves to borrow its fields and methods, and then add
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// their own Update method on top.
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type BaseGameEntity struct {
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id int // was "m_ID" - the entity's own unique number
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}
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// NewBaseGameEntity replaces the C++ constructor:
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//
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// BaseGameEntity(int id) { SetID(id); }
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//
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// Go structs don't run any code automatically when you create them,
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// so we write a plain function that builds one correctly. Any code
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// that wants a BaseGameEntity should call this instead of building
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// the struct by hand.
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func NewBaseGameEntity(id int) *BaseGameEntity {
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e := &BaseGameEntity{}
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e.setID(id)
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return e
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}
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// setID is the Go version of the private C++ method SetID. It does
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// exactly what the comment in the book says: check the requested ID
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// isn't lower than the next free one, store it, then move the
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// "next free ID" counter past it.
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//
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// The C++ code used assert() for the check, which only runs in
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// debug builds and does nothing in a release build. Go has no
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// assert, so we use panic - it always runs, and it stops the
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// program immediately if this ever happens, which is exactly what
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// a broken invariant like this deserves.
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func (e *BaseGameEntity) setID(val int) {
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if val < nextValidID {
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panic("BaseGameEntity.setID: invalid ID")
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}
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e.id = val
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nextValidID = e.id + 1
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}
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// ID returns the entity's unique number. This is the Go version of
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// the C++ "int ID() const { return m_ID; }" - a small read-only
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// accessor for the private field.
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func (e *BaseGameEntity) ID() int {
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return e.id
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}
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@@ -0,0 +1,248 @@
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package westworldwithwoman
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// State is the Go version of the C++ class template:
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//
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// template <class entity_type>
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// class State
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// {
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// public:
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// virtual void Enter(entity_type*)=0;
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// virtual void Execute(entity_type*)=0;
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// virtual void Exit(entity_type*)=0;
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// virtual ~State(){}
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// };
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//
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// The book turned State into a template so it isn't stuck being a
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// checklist for Miner only - any entity type can use it. Go's
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// version of a template is a generic type: the "[T any]" part is a
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// blank slot (called a type parameter) that gets filled in with a
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// real type wherever State is used. T stands in for the book's
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// entity_type. "any" just means "T can be filled in with literally
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// any type" - no restrictions.
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//
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// C++ used "=0" (pure virtual) to say "every real state MUST provide
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// these three methods, this class itself is just a checklist." Go's
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// interface type does exactly that job: nothing implements State
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// automatically - a type only counts as a State[T] once it has all
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// three methods with these exact signatures for that particular T.
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//
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// There's no Go equivalent needed for "virtual ~State(){}" (the
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// destructor) - Go has a garbage collector that cleans up memory on
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// its own, so there's nothing to write by hand for that.
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type State[T any] interface {
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// Enter runs once, the moment an entity switches into this state.
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Enter(entity *T)
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// Execute runs every single update step while the entity is in
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// this state - this is where the actual behavior/logic lives.
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Execute(entity *T)
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// Exit runs once, the moment the entity leaves this state.
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Exit(entity *T)
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}
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// locationType is a temporary stand-in for the C++ enum
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// "location_type" (things like shack, goldmine, bank, saloon). The
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// book hasn't shown us that enum yet, so this is a plain number type
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// for now until you paste the real definition.
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type locationType int
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// shack, goldmine, bank and saloon are the four locations the miner
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// visits, matching the four states described in the book (we still
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// haven't seen the book's actual enum definition, so these are our
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// own stand-in values - their exact numbers don't matter, we only
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// ever compare locations for equality).
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const (
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shack locationType = iota
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goldmine
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bank
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saloon
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)
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// Miner is the Go version of:
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//
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// class Miner : public BaseGameEntity
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//
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// In C++, "Miner : public BaseGameEntity" means a Miner IS a
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// BaseGameEntity - it inherits all of its fields and methods for
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// free. Go has no inheritance. Instead we EMBED a *BaseGameEntity
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// inside Miner: we stick the smaller struct inside the bigger one,
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// and Go automatically lets Miner "borrow" BaseGameEntity's methods
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// as if they were its own. That's why Miner gets an ID() method
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// without us writing one ourselves - it's borrowed.
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type Miner struct {
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*BaseGameEntity
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// stateMachine is the Go version of
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// "StateMachine<Miner>* m_pStateMachine". All the bookkeeping
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// that used to live directly on Miner (currentState, and the
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// exit/enter dance in ChangeState) now belongs to this instead -
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// Miner just delegates to it.
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stateMachine *StateMachine[Miner]
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// location is where the miner currently is.
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location locationType
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// goldCarried: how many gold nuggets the miner has in his pockets.
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goldCarried int
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// moneyInBank: how much money the miner has deposited at the bank.
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moneyInBank int
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// thirst: the higher this number, the thirstier the miner is.
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thirst int
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// fatigue: the higher this number, the more tired the miner is.
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fatigue int
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}
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// NewMiner is the Go stand-in for the C++ constructor "Miner(int id)".
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// C++'s member initializer list (the "m_Location(shack), ..." part
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// before the constructor's { }) is just how C++ sets a struct's
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// starting field values before the body runs - in Go we set the same
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// starting values with an ordinary struct literal instead.
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func NewMiner(id int) *Miner {
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m := &Miner{
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BaseGameEntity: NewBaseGameEntity(id),
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location: shack,
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goldCarried: 0,
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moneyInBank: 0,
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thirst: 0,
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fatigue: 0,
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}
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// set up state machine
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m.stateMachine = NewStateMachine(m)
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m.stateMachine.SetCurrentState(GoHomeAndSleepTilRested())
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m.stateMachine.SetGlobalState(MinerGlobalState())
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return m
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}
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// FSM returns the miner's state machine. This is the Go version of
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// "GetFSM()const" - Go convention drops the "Get" prefix that
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// C++/Java getters use, so it's just FSM().
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func (m *Miner) FSM() *StateMachine[Miner] {
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return m.stateMachine
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}
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// Location returns where the miner currently is. This is the getter
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// the book's Enter/Execute/Exit methods call to check on a miner
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// before deciding what to do.
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func (m *Miner) Location() locationType {
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return m.location
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}
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// ChangeLocation moves the miner to a new location. This is the
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// setter half of the pair - states call this to actually send a
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// miner somewhere.
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func (m *Miner) ChangeLocation(loc locationType) {
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m.location = loc
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}
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// AddToGoldCarried adds amount to how much gold the miner is
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// currently carrying in his pockets (separate from what's already
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// safely deposited at the bank).
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func (m *Miner) AddToGoldCarried(amount int) {
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m.goldCarried += amount
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}
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// IncreaseFatigue bumps the miner's tiredness up by one notch.
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func (m *Miner) IncreaseFatigue() {
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m.fatigue++
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}
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// maxNuggets is a placeholder for a constant the book hasn't shown
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// us the exact value of yet (something like "const int MaxNuggets").
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// It's how many gold nuggets a miner's pockets can hold before his
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// pockets count as "full." Replace this once you paste the real
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// value from the book.
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const maxNuggets = 3
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// PocketsFull reports whether the miner is carrying as much gold as
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// his pockets can hold.
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func (m *Miner) PocketsFull() bool {
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return m.goldCarried >= maxNuggets
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}
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// thirstThreshold is a placeholder for a constant the book hasn't
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// shown us the exact value of yet (it's called something like
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// "ComfortLevel" there). It's the point past which the miner's
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// thirst counts as "too thirsty." Replace this once you paste the
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// real value from the book.
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const thirstThreshold = 5
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// Thirsty reports whether the miner's thirst has crossed the
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// threshold where he needs a drink.
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func (m *Miner) Thirsty() bool {
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return m.thirst > thirstThreshold
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}
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// BuyAndDrinkAWhiskey simulates buying and drinking a whiskey:
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// thirst drops straight back to zero. We're inventing this method
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// ourselves (the book hasn't shown the QuenchThirst state's real
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// Execute body to us), based purely on the chapter's written
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// description: "he visits the saloon in order to buy a whiskey. When
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// his thirst is quenched, ...". Named differently from the
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// QuenchThirst state itself (below) to avoid confusing the two.
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func (m *Miner) BuyAndDrinkAWhiskey() {
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m.thirst = 0
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}
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// TransferGoldToBank moves everything the miner is carrying into his
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// bank balance, and empties his pockets back out.
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func (m *Miner) TransferGoldToBank() {
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m.moneyInBank += m.goldCarried
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m.goldCarried = 0
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}
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// comfortableWealth is our own placeholder for how much money in the
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// bank counts as "wealthy enough" to head home and rest, per the
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// book's description of VisitBankAndDepositGold. The book hasn't
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// given us a real number for this, so this is a guess - swap it out
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// if you find the book's actual value.
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const comfortableWealth = 6
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// RichEnough reports whether the miner has banked enough money to
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// feel comfortable stopping work for a while.
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func (m *Miner) RichEnough() bool {
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return m.moneyInBank >= comfortableWealth
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}
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// DecreaseFatigue lowers the miner's tiredness by one notch, without
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// letting it go below zero.
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func (m *Miner) DecreaseFatigue() {
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if m.fatigue > 0 {
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m.fatigue--
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}
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}
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// fatigueThreshold is our own placeholder for the "acceptable level"
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// of fatigue mentioned in GoHomeAndSleepTilRested's description. The
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// book hasn't given us a real number for this either - another
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// guess, swap it out once you know the real one.
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const fatigueThreshold = 5
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// Fatigued reports whether the miner is still too tired to go back
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// to work.
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func (m *Miner) Fatigued() bool {
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return m.fatigue > fatigueThreshold
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}
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// Update is the real body now - the book finally showed it. Every
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// tick the miner gets a little thirstier, then the state machine is
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// told to run (which executes the global state, then the current
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// state - see StateMachine.Update).
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func (m *Miner) Update() {
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m.thirst++
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m.stateMachine.Update()
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}
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// ChangeState no longer does the exit/enter/swap work itself - that
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// job now belongs entirely to StateMachine.ChangeState. Miner just
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// passes the request along. This is exactly the cleanup the book
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// promised: the agent doesn't manage state transitions by hand
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// anymore, it delegates.
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func (m *Miner) ChangeState(newState State[Miner]) {
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m.stateMachine.ChangeState(newState)
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}
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@@ -0,0 +1,21 @@
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package westworldwithwoman
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import "fmt"
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// entityNames is a temporary stand-in for the book's real name
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// lookup table. We still haven't been shown that table, so this is
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// just a small map we're filling in by hand as we meet entities -
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// the miner (ID 1) and now his wife Elsa (ID 2).
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var entityNames = map[int]string{
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1: "Miner Bob",
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2: "Elsa",
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}
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// GetNameOfEntity looks up a friendly name for a given entity ID.
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// Anything not in entityNames falls back to printing the raw ID.
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func GetNameOfEntity(id int) string {
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if name, ok := entityNames[id]; ok {
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return name
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}
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return fmt.Sprintf("Entity %d", id)
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}
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@@ -0,0 +1,48 @@
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package westworldwithwoman
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import (
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"fmt"
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"math/rand"
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"sync"
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)
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// doHousework is Elsa's everyday default state - the singleton
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// pattern is the same one used throughout this package.
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type doHousework struct{}
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var (
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doHouseworkInstance *doHousework
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doHouseworkOnce sync.Once
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)
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// DoHousework is the Go stand-in for "DoHousework::Instance()".
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func DoHousework() *doHousework {
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doHouseworkOnce.Do(func() {
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doHouseworkInstance = &doHousework{}
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})
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return doHouseworkInstance
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}
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var _ State[Elsa] = (*doHousework)(nil)
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// chores is our own small stand-in for the book's actual chore list
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// - it only ever showed two examples in its sample output ("Moppin'
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// the floor", "Makin' the bed"), so that's exactly what's reused
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// here. One gets picked at random each tick.
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var chores = []string{
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"Moppin' the floor",
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"Makin' the bed",
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}
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// Enter does nothing - the book's sample output never shows a
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// message when Elsa starts doing housework, only while she's doing
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// it (Execute) and when she leaves the bathroom back into it.
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func (s *doHousework) Enter(e *Elsa) {}
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// Execute announces one randomly chosen chore per tick.
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func (s *doHousework) Execute(e *Elsa) {
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fmt.Printf("\n%s: %s", GetNameOfEntity(e.ID()), chores[rand.Intn(len(chores))])
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}
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// Exit does nothing, for the same reason as Enter.
|
||||
func (s *doHousework) Exit(e *Elsa) {}
|
||||
+82
@@ -0,0 +1,82 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// enterMineAndDigForNugget is the Go version of the singleton class
|
||||
// EnterMineAndDigForNugget from the book. Same trick as the MyClass
|
||||
// example: the type name is lowercase (unexported), so no code
|
||||
// outside this package can even write the type's name, let alone
|
||||
// build one directly. The only legal front door is the
|
||||
// EnterMineAndDigForNugget() function below.
|
||||
type enterMineAndDigForNugget struct{}
|
||||
|
||||
var (
|
||||
enterMineAndDigForNuggetInstance *enterMineAndDigForNugget
|
||||
enterMineAndDigForNuggetOnce sync.Once
|
||||
)
|
||||
|
||||
// EnterMineAndDigForNugget is the Go stand-in for the C++
|
||||
// "EnterMineAndDigForNugget::Instance()" static method. No matter
|
||||
// how many times, or from where, this gets called, it always hands
|
||||
// back the exact same object - built only the first time it's
|
||||
// actually needed. sync.Once is Go's tool for "run this exactly
|
||||
// once, even if many goroutines try at the same time" - it plays
|
||||
// the same role as C++11's guarantee that a function-local static
|
||||
// is only ever initialized once.
|
||||
func EnterMineAndDigForNugget() *enterMineAndDigForNugget {
|
||||
enterMineAndDigForNuggetOnce.Do(func() {
|
||||
enterMineAndDigForNuggetInstance = &enterMineAndDigForNugget{}
|
||||
})
|
||||
return enterMineAndDigForNuggetInstance
|
||||
}
|
||||
|
||||
// compile-time check: this line does nothing at runtime, it just
|
||||
// makes the compiler verify that *enterMineAndDigForNugget really
|
||||
// does satisfy State[Miner] (has Enter, Execute and Exit, all taking
|
||||
// a *Miner). This is the Go version of the book's
|
||||
// "class EnterMineAndDigForNugget : public State<Miner>" - filling
|
||||
// in the template's blank slot with Miner.
|
||||
var _ State[Miner] = (*enterMineAndDigForNugget)(nil)
|
||||
|
||||
// Enter is the Go version of EnterMineAndDigForNugget::Enter. If the
|
||||
// miner isn't already at the gold mine, send him walking there.
|
||||
func (s *enterMineAndDigForNugget) Enter(m *Miner) {
|
||||
if m.Location() != goldmine {
|
||||
fmt.Printf("\n%s: Walkin' to the gold mine", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(goldmine)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute is the Go version of EnterMineAndDigForNugget::Execute.
|
||||
// Every tick spent in this state, the miner picks up one nugget and
|
||||
// gets a little more tired. If his pockets are full he heads to the
|
||||
// bank; if he's gotten thirsty along the way he heads to the saloon
|
||||
// instead.
|
||||
func (s *enterMineAndDigForNugget) Execute(m *Miner) {
|
||||
m.AddToGoldCarried(1)
|
||||
|
||||
// diggin' is hard work
|
||||
m.IncreaseFatigue()
|
||||
|
||||
fmt.Printf("\n%s: Pickin' up a nugget", GetNameOfEntity(m.ID()))
|
||||
|
||||
// if enough gold mined, go and put it in the bank
|
||||
if m.PocketsFull() {
|
||||
m.ChangeState(VisitBankAndDepositGold())
|
||||
}
|
||||
|
||||
// if thirsty go and get a whiskey
|
||||
if m.Thirsty() {
|
||||
m.ChangeState(QuenchThirst())
|
||||
}
|
||||
}
|
||||
|
||||
// Exit is the Go version of EnterMineAndDigForNugget::Exit. It just
|
||||
// announces that the miner is leaving the mine - all the actual
|
||||
// state-switching already happened back in Execute.
|
||||
func (s *enterMineAndDigForNugget) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: Ah'm leavin' the gold mine with mah pockets full o' sweet gold", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
+59
@@ -0,0 +1,59 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// goHomeAndSleepTilRested is the Go version of the (not yet pasted)
|
||||
// singleton class GoHomeAndSleepTilRested from the book. Same
|
||||
// pattern as enterMineAndDigForNugget: unexported type, one shared
|
||||
// instance, reached only through the function below. This is the
|
||||
// miner's starting state.
|
||||
type goHomeAndSleepTilRested struct{}
|
||||
|
||||
var (
|
||||
goHomeAndSleepTilRestedInstance *goHomeAndSleepTilRested
|
||||
goHomeAndSleepTilRestedOnce sync.Once
|
||||
)
|
||||
|
||||
// GoHomeAndSleepTilRested is the Go stand-in for
|
||||
// "GoHomeAndSleepTilRested::Instance()".
|
||||
func GoHomeAndSleepTilRested() *goHomeAndSleepTilRested {
|
||||
goHomeAndSleepTilRestedOnce.Do(func() {
|
||||
goHomeAndSleepTilRestedInstance = &goHomeAndSleepTilRested{}
|
||||
})
|
||||
return goHomeAndSleepTilRestedInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*goHomeAndSleepTilRested)(nil)
|
||||
|
||||
// The book hasn't shown us this state's real code, so this is our
|
||||
// own implementation based purely on its written description: "the
|
||||
// miner will return to his shack and sleep until his fatigue level
|
||||
// drops below an acceptable level. He will then change state to
|
||||
// EnterMineAndDigForNugget."
|
||||
|
||||
// Enter sends the miner home, if he isn't there already.
|
||||
func (s *goHomeAndSleepTilRested) Enter(m *Miner) {
|
||||
if m.Location() != shack {
|
||||
fmt.Printf("\n%s: Headin' on home", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(shack)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute sleeps off a little fatigue each tick, and once the miner
|
||||
// is rested enough, sends him back to work.
|
||||
func (s *goHomeAndSleepTilRested) Execute(m *Miner) {
|
||||
if m.Fatigued() {
|
||||
fmt.Printf("\n%s: ZZZZ... ", GetNameOfEntity(m.ID()))
|
||||
m.DecreaseFatigue()
|
||||
} else {
|
||||
m.ChangeState(EnterMineAndDigForNugget())
|
||||
}
|
||||
}
|
||||
|
||||
// Exit announces that the miner is up and about again.
|
||||
func (s *goHomeAndSleepTilRested) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: What a great sleep! Time to find more gold", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
@@ -0,0 +1,131 @@
|
||||
package westworldwithwoman
|
||||
|
||||
// StateMachine is the Go version of the C++ class template:
|
||||
//
|
||||
// template <class entity_type>
|
||||
// class StateMachine { ... };
|
||||
//
|
||||
// Same trick as State[T]: [T any] is a blank slot filled in with
|
||||
// whichever entity type owns this machine, e.g. StateMachine[Miner].
|
||||
// Instead of an agent managing its own currentState field and
|
||||
// ChangeState method by hand (like Miner did before), the agent now
|
||||
// just owns one of these and hands it all the work.
|
||||
type StateMachine[T any] struct {
|
||||
// owner is the agent this state machine belongs to and acts on.
|
||||
// Go version of "entity_type* m_pOwner".
|
||||
owner *T
|
||||
|
||||
// currentState is whatever mode the agent is in right now.
|
||||
currentState State[T]
|
||||
|
||||
// previousState is a record of the last state the agent was in,
|
||||
// so RevertToPreviousState can jump back to it.
|
||||
previousState State[T]
|
||||
|
||||
// globalState's Execute runs on every single Update, no matter
|
||||
// what currentState is - for behavior that should always be
|
||||
// checked (the book will show a real use for this later).
|
||||
globalState State[T]
|
||||
}
|
||||
|
||||
// NewStateMachine is the Go stand-in for the C++ constructor
|
||||
// "StateMachine(entity_type* owner)". Go doesn't run constructor
|
||||
// initializer lists automatically, so this function does that job
|
||||
// by hand: remember the owner, leave every state slot empty. An
|
||||
// empty interface value in Go is nil - that's the direct equivalent
|
||||
// of the book's NULL.
|
||||
func NewStateMachine[T any](owner *T) *StateMachine[T] {
|
||||
return &StateMachine[T]{owner: owner}
|
||||
}
|
||||
|
||||
// SetCurrentState, SetGlobalState and SetPreviousState are for
|
||||
// initializing the FSM directly - for example, giving an agent its
|
||||
// very first state without running it through the Enter/Exit dance
|
||||
// that ChangeState does.
|
||||
func (sm *StateMachine[T]) SetCurrentState(s State[T]) {
|
||||
sm.currentState = s
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) SetGlobalState(s State[T]) {
|
||||
sm.globalState = s
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) SetPreviousState(s State[T]) {
|
||||
sm.previousState = s
|
||||
}
|
||||
|
||||
// Update runs every tick. The C++ version marked this method const
|
||||
// (a promise that it won't change the StateMachine's own fields) -
|
||||
// Go has no equivalent keyword, and doesn't need one; nothing here
|
||||
// requires special marking. If a global state is set, its Execute
|
||||
// always runs; then, separately, whatever the current state is also
|
||||
// runs. Both can fire in the same tick - that's the point of having
|
||||
// two slots instead of one.
|
||||
func (sm *StateMachine[T]) Update() {
|
||||
// if a global state exists, call its execute method
|
||||
if sm.globalState != nil {
|
||||
sm.globalState.Execute(sm.owner)
|
||||
}
|
||||
|
||||
// same for the current state
|
||||
if sm.currentState != nil {
|
||||
sm.currentState.Execute(sm.owner)
|
||||
}
|
||||
}
|
||||
|
||||
// ChangeState switches the agent into a new state properly: it
|
||||
// remembers where it came from, tells the old state it's being
|
||||
// left, swaps over, then tells the new state it's being entered.
|
||||
func (sm *StateMachine[T]) ChangeState(newState State[T]) {
|
||||
// The C++ code used assert() to make sure the new state isn't a
|
||||
// null pointer. Go's equivalent is panic() - nil is Go's version
|
||||
// of a null pointer/null value.
|
||||
if newState == nil {
|
||||
panic("StateMachine.ChangeState: trying to change to a nil state")
|
||||
}
|
||||
|
||||
// keep a record of the previous state
|
||||
sm.previousState = sm.currentState
|
||||
|
||||
// call the exit method of the existing state
|
||||
sm.currentState.Exit(sm.owner)
|
||||
|
||||
// change state to the new state
|
||||
sm.currentState = newState
|
||||
|
||||
// call the entry method of the new state
|
||||
sm.currentState.Enter(sm.owner)
|
||||
}
|
||||
|
||||
// RevertToPreviousState switches back to whatever state the agent
|
||||
// was in right before its current one.
|
||||
func (sm *StateMachine[T]) RevertToPreviousState() {
|
||||
sm.ChangeState(sm.previousState)
|
||||
}
|
||||
|
||||
// CurrentState, GlobalState and PreviousState are plain read-only
|
||||
// accessors for the three state slots.
|
||||
func (sm *StateMachine[T]) CurrentState() State[T] {
|
||||
return sm.currentState
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) GlobalState() State[T] {
|
||||
return sm.globalState
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) PreviousState() State[T] {
|
||||
return sm.previousState
|
||||
}
|
||||
|
||||
// IsInState reports whether the agent's current state is the same
|
||||
// state as the one passed in. The book describes this as comparing
|
||||
// state *types* (it takes "const State<entity_type>&", not a
|
||||
// pointer, and presumably checks typeid under the hood) - but every
|
||||
// concrete state in this codebase is a singleton (there's only ever
|
||||
// one *doHousework, one *visitBathroom, and so on), so comparing the
|
||||
// two interface values directly for equality gets the same answer:
|
||||
// they're equal exactly when they're both that one shared instance
|
||||
// of the same state type.
|
||||
func (sm *StateMachine[T]) IsInState(st State[T]) bool {
|
||||
return sm.currentState == st
|
||||
}
|
||||
+43
@@ -0,0 +1,43 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import "sync"
|
||||
|
||||
// minerGlobalState is the Go version of the (not yet pasted)
|
||||
// singleton class MinerGlobalState from the book. Same pattern as
|
||||
// enterMineAndDigForNugget: unexported type, one shared instance,
|
||||
// reached only through the function below. This is the state whose
|
||||
// Execute runs on every single tick, regardless of whatever else
|
||||
// the miner is currently doing (see StateMachine.Update).
|
||||
type minerGlobalState struct{}
|
||||
|
||||
var (
|
||||
minerGlobalStateInstance *minerGlobalState
|
||||
minerGlobalStateOnce sync.Once
|
||||
)
|
||||
|
||||
// MinerGlobalState is the Go stand-in for
|
||||
// "MinerGlobalState::Instance()".
|
||||
func MinerGlobalState() *minerGlobalState {
|
||||
minerGlobalStateOnce.Do(func() {
|
||||
minerGlobalStateInstance = &minerGlobalState{}
|
||||
})
|
||||
return minerGlobalStateInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*minerGlobalState)(nil)
|
||||
|
||||
// Enter, Execute and Exit are placeholders - the book hasn't shown
|
||||
// us this state's real methods yet. This stub exists only so
|
||||
// NewMiner can set it as the miner's global state and compile.
|
||||
|
||||
func (s *minerGlobalState) Enter(m *Miner) {
|
||||
// TODO: fill in once the book shows this method's body.
|
||||
}
|
||||
|
||||
func (s *minerGlobalState) Execute(m *Miner) {
|
||||
// TODO: fill in once the book shows this method's body.
|
||||
}
|
||||
|
||||
func (s *minerGlobalState) Exit(m *Miner) {
|
||||
// TODO: fill in once the book shows this method's body.
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// quenchThirst is the Go version of the (not yet pasted) singleton
|
||||
// class QuenchThirst from the book. Same pattern as
|
||||
// enterMineAndDigForNugget: unexported type, one shared instance,
|
||||
// reached only through the function below.
|
||||
type quenchThirst struct{}
|
||||
|
||||
var (
|
||||
quenchThirstInstance *quenchThirst
|
||||
quenchThirstOnce sync.Once
|
||||
)
|
||||
|
||||
// QuenchThirst is the Go stand-in for "QuenchThirst::Instance()".
|
||||
func QuenchThirst() *quenchThirst {
|
||||
quenchThirstOnce.Do(func() {
|
||||
quenchThirstInstance = &quenchThirst{}
|
||||
})
|
||||
return quenchThirstInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*quenchThirst)(nil)
|
||||
|
||||
// The book hasn't shown us this state's real code, so this is our
|
||||
// own implementation based purely on its written description: "he
|
||||
// visits the saloon in order to buy a whiskey. When his thirst is
|
||||
// quenched, he changes state to EnterMineAndDigForNugget."
|
||||
|
||||
// Enter sends the miner to the saloon, if he isn't there already.
|
||||
func (s *quenchThirst) Enter(m *Miner) {
|
||||
if m.Location() != saloon {
|
||||
fmt.Printf("\n%s: Headin' to the saloon for a whiskey", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(saloon)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute buys and drinks one whiskey, which is all it takes to
|
||||
// quench the thirst, then goes straight back to digging.
|
||||
func (s *quenchThirst) Execute(m *Miner) {
|
||||
fmt.Printf("\n%s: That's mighty fine sippin' liquor", GetNameOfEntity(m.ID()))
|
||||
m.BuyAndDrinkAWhiskey()
|
||||
m.ChangeState(EnterMineAndDigForNugget())
|
||||
}
|
||||
|
||||
// Exit announces that the miner is leaving the saloon.
|
||||
func (s *quenchThirst) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: Leavin' the saloon, feelin' good", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
+61
@@ -0,0 +1,61 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// visitBankAndDepositGold is the Go version of the (not yet pasted)
|
||||
// singleton class VisitBankAndDepositGold from the book. Same
|
||||
// pattern as enterMineAndDigForNugget: unexported type, one shared
|
||||
// instance, reached only through the function below.
|
||||
type visitBankAndDepositGold struct{}
|
||||
|
||||
var (
|
||||
visitBankAndDepositGoldInstance *visitBankAndDepositGold
|
||||
visitBankAndDepositGoldOnce sync.Once
|
||||
)
|
||||
|
||||
// VisitBankAndDepositGold is the Go stand-in for
|
||||
// "VisitBankAndDepositGold::Instance()".
|
||||
func VisitBankAndDepositGold() *visitBankAndDepositGold {
|
||||
visitBankAndDepositGoldOnce.Do(func() {
|
||||
visitBankAndDepositGoldInstance = &visitBankAndDepositGold{}
|
||||
})
|
||||
return visitBankAndDepositGoldInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*visitBankAndDepositGold)(nil)
|
||||
|
||||
// The book hasn't shown us this state's real code, so this is our
|
||||
// own implementation based purely on its written description: "the
|
||||
// miner will walk to the bank and deposit any nuggets he is
|
||||
// carrying. If he then considers himself wealthy enough, he will
|
||||
// change state to GoHomeAndSleepTilRested. Otherwise he will change
|
||||
// state to EnterMineAndDigForNugget."
|
||||
|
||||
// Enter sends the miner to the bank, if he isn't there already.
|
||||
func (s *visitBankAndDepositGold) Enter(m *Miner) {
|
||||
if m.Location() != bank {
|
||||
fmt.Printf("\n%s: Goin' to the bank. Yes siree", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(bank)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute deposits whatever gold the miner is carrying, then decides
|
||||
// where to go next based on how wealthy that leaves him.
|
||||
func (s *visitBankAndDepositGold) Execute(m *Miner) {
|
||||
m.TransferGoldToBank()
|
||||
fmt.Printf("\n%s: Depositing gold. Total savings now: %d", GetNameOfEntity(m.ID()), m.moneyInBank)
|
||||
|
||||
if m.RichEnough() {
|
||||
m.ChangeState(GoHomeAndSleepTilRested())
|
||||
} else {
|
||||
m.ChangeState(EnterMineAndDigForNugget())
|
||||
}
|
||||
}
|
||||
|
||||
// Exit announces that the miner is leaving the bank.
|
||||
func (s *visitBankAndDepositGold) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: Leavin' the bank", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// visitBathroom is a "blip" state: it interrupts whatever Elsa was
|
||||
// doing, does its one bit of business, and immediately hands control
|
||||
// straight back to whatever she was doing before - it never leads
|
||||
// anywhere new on its own.
|
||||
type visitBathroom struct{}
|
||||
|
||||
var (
|
||||
visitBathroomInstance *visitBathroom
|
||||
visitBathroomOnce sync.Once
|
||||
)
|
||||
|
||||
// VisitBathroom is the Go stand-in for "VisitBathroom::Instance()".
|
||||
func VisitBathroom() *visitBathroom {
|
||||
visitBathroomOnce.Do(func() {
|
||||
visitBathroomInstance = &visitBathroom{}
|
||||
})
|
||||
return visitBathroomInstance
|
||||
}
|
||||
|
||||
var _ State[Elsa] = (*visitBathroom)(nil)
|
||||
|
||||
// Enter announces the trip to the bathroom.
|
||||
func (s *visitBathroom) Enter(e *Elsa) {
|
||||
fmt.Printf("\n%s: Walkin' to the can. Need to powda mah pretty li'l nose", GetNameOfEntity(e.ID()))
|
||||
}
|
||||
|
||||
// Execute is the entire "blip": do the business, then immediately
|
||||
// revert to whatever state was active before VisitBathroom
|
||||
// interrupted it. RevertToPreviousState runs the normal ChangeState
|
||||
// dance (Exit here, Enter there), so nothing extra is needed.
|
||||
func (s *visitBathroom) Execute(e *Elsa) {
|
||||
fmt.Printf("\n%s: Ahhhhhh! Sweet relief!", GetNameOfEntity(e.ID()))
|
||||
e.FSM().RevertToPreviousState()
|
||||
}
|
||||
|
||||
// Exit announces leaving the bathroom - this runs automatically as
|
||||
// part of the RevertToPreviousState call above.
|
||||
func (s *visitBathroom) Exit(e *Elsa) {
|
||||
fmt.Printf("\n%s: Leavin' the john", GetNameOfEntity(e.ID()))
|
||||
}
|
||||
+50
@@ -0,0 +1,50 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"math/rand"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// wifesGlobalState is Elsa's global state - its Execute runs on
|
||||
// every single tick of her state machine, in addition to whatever
|
||||
// her current state is doing (see StateMachine.Update). That's what
|
||||
// makes it the right place for "does nature call right now" logic:
|
||||
// the book says that can happen "during any state and at any time,"
|
||||
// which is exactly what a global state is for.
|
||||
type wifesGlobalState struct{}
|
||||
|
||||
var (
|
||||
wifesGlobalStateInstance *wifesGlobalState
|
||||
wifesGlobalStateOnce sync.Once
|
||||
)
|
||||
|
||||
// WifesGlobalState is the Go stand-in for
|
||||
// "WifesGlobalState::Instance()".
|
||||
func WifesGlobalState() *wifesGlobalState {
|
||||
wifesGlobalStateOnce.Do(func() {
|
||||
wifesGlobalStateInstance = &wifesGlobalState{}
|
||||
})
|
||||
return wifesGlobalStateInstance
|
||||
}
|
||||
|
||||
var _ State[Elsa] = (*wifesGlobalState)(nil)
|
||||
|
||||
// Enter and Exit do nothing - a global state is set once, in
|
||||
// NewElsa, and never changed, so these never actually get called.
|
||||
// They only exist to satisfy the State[Elsa] interface.
|
||||
func (s *wifesGlobalState) Enter(e *Elsa) {}
|
||||
func (s *wifesGlobalState) Exit(e *Elsa) {}
|
||||
|
||||
// bathroomCallChance is a 1-in-N chance, per the chapter's "1 in 10
|
||||
// chance to change to VisitBathroom state."
|
||||
const bathroomCallChance = 10
|
||||
|
||||
// Execute rolls the dice every tick. If it comes up, and Elsa isn't
|
||||
// already in the bathroom (checked with IsInState, so this can't
|
||||
// interrupt a bathroom trip that's already happening), she breaks
|
||||
// off into VisitBathroom.
|
||||
func (s *wifesGlobalState) Execute(e *Elsa) {
|
||||
if !e.FSM().IsInState(VisitBathroom()) && rand.Intn(bathroomCallChance) == 0 {
|
||||
e.ChangeState(VisitBathroom())
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,49 @@
|
||||
package westworldwithwoman
|
||||
|
||||
// Elsa is the miner's wife, introduced in this section of the book.
|
||||
// She's built the exact same way Miner is: embed *BaseGameEntity for
|
||||
// her ID, own a *StateMachine[Elsa] and delegate all state
|
||||
// bookkeeping to it. This is the payoff of making State[T] and
|
||||
// StateMachine[T] generic earlier - Elsa reuses both unchanged,
|
||||
// just with the blank slot filled in as Elsa instead of Miner.
|
||||
type Elsa struct {
|
||||
*BaseGameEntity
|
||||
|
||||
stateMachine *StateMachine[Elsa]
|
||||
}
|
||||
|
||||
// NewElsa sets up Elsa's state machine: DoHousework is her ordinary,
|
||||
// everyday state, and WifesGlobalState is what checks - every single
|
||||
// tick, no matter what she's currently doing - whether nature is
|
||||
// calling. That's exactly why it has to be a global state rather
|
||||
// than logic inside DoHousework: the book says "Elsa may feel the
|
||||
// call of nature during any state and at any time," and a global
|
||||
// state's Execute runs regardless of the current state.
|
||||
func NewElsa(id int) *Elsa {
|
||||
e := &Elsa{
|
||||
BaseGameEntity: NewBaseGameEntity(id),
|
||||
}
|
||||
|
||||
e.stateMachine = NewStateMachine(e)
|
||||
e.stateMachine.SetCurrentState(DoHousework())
|
||||
e.stateMachine.SetGlobalState(WifesGlobalState())
|
||||
|
||||
return e
|
||||
}
|
||||
|
||||
// FSM returns Elsa's state machine.
|
||||
func (e *Elsa) FSM() *StateMachine[Elsa] {
|
||||
return e.stateMachine
|
||||
}
|
||||
|
||||
// Update satisfies the Entity interface (alongside the ID() method
|
||||
// borrowed from BaseGameEntity) and just delegates to the state
|
||||
// machine, same shape as Miner.Update.
|
||||
func (e *Elsa) Update() {
|
||||
e.stateMachine.Update()
|
||||
}
|
||||
|
||||
// ChangeState forwards to the state machine, same as Miner.ChangeState.
|
||||
func (e *Elsa) ChangeState(newState State[Elsa]) {
|
||||
e.stateMachine.ChangeState(newState)
|
||||
}
|
||||
@@ -0,0 +1,69 @@
|
||||
package westworldwithwoman
|
||||
|
||||
// Entity is what every game object in the world must be able to do.
|
||||
// The C++ code used a pure virtual function (Update()=0) to force
|
||||
// every subclass to write its own Update. Go has no subclasses, so
|
||||
// instead we say: "anything with an Update() and an ID() method
|
||||
// counts as an Entity." A type only satisfies this interface once
|
||||
// it has its own Update method - just like the C++ version couldn't
|
||||
// be used until Update was implemented.
|
||||
type Entity interface {
|
||||
Update()
|
||||
ID() int
|
||||
}
|
||||
|
||||
// nextValidID plays the role of the C++ "static int m_iNextValidID".
|
||||
// In C++, "static" on a class member means "one shared copy for the
|
||||
// whole class, not one per object." Go doesn't have that keyword for
|
||||
// structs, so we just use a normal package-level variable - it's
|
||||
// shared by every BaseGameEntity for the same reason: there's only
|
||||
// one of it.
|
||||
var nextValidID int
|
||||
|
||||
// BaseGameEntity is the Go version of the C++ class BaseGameEntity.
|
||||
// Go doesn't have "classes" or "inheritance" - instead, other types
|
||||
// (like a Miner or a Wife later in the book) will embed this struct
|
||||
// inside themselves to borrow its fields and methods, and then add
|
||||
// their own Update method on top.
|
||||
type BaseGameEntity struct {
|
||||
id int // was "m_ID" - the entity's own unique number
|
||||
}
|
||||
|
||||
// NewBaseGameEntity replaces the C++ constructor:
|
||||
//
|
||||
// BaseGameEntity(int id) { SetID(id); }
|
||||
//
|
||||
// Go structs don't run any code automatically when you create them,
|
||||
// so we write a plain function that builds one correctly. Any code
|
||||
// that wants a BaseGameEntity should call this instead of building
|
||||
// the struct by hand.
|
||||
func NewBaseGameEntity(id int) *BaseGameEntity {
|
||||
e := &BaseGameEntity{}
|
||||
e.setID(id)
|
||||
return e
|
||||
}
|
||||
|
||||
// setID is the Go version of the private C++ method SetID. It does
|
||||
// exactly what the comment in the book says: check the requested ID
|
||||
// isn't lower than the next free one, store it, then move the
|
||||
// "next free ID" counter past it.
|
||||
//
|
||||
// The C++ code used assert() for the check, which only runs in
|
||||
// debug builds and does nothing in a release build. Go has no
|
||||
// assert, so we use panic - it always runs, and it stops the
|
||||
// program immediately if this ever happens, which is exactly what
|
||||
// a broken invariant like this deserves.
|
||||
func (e *BaseGameEntity) setID(val int) {
|
||||
if val < nextValidID {
|
||||
panic("BaseGameEntity.setID: invalid ID")
|
||||
}
|
||||
e.id = val
|
||||
nextValidID = e.id + 1
|
||||
}
|
||||
|
||||
// ID returns the entity's unique number. This is the Go version of
|
||||
// the C++ "int ID() const { return m_ID; }" - a small read-only
|
||||
// accessor for the private field.
|
||||
func (e *BaseGameEntity) ID() int {
|
||||
return e.id
|
||||
}
|
||||
@@ -0,0 +1,248 @@
|
||||
package westworldwithwoman
|
||||
|
||||
// State is the Go version of the C++ class template:
|
||||
//
|
||||
// template <class entity_type>
|
||||
// class State
|
||||
// {
|
||||
// public:
|
||||
// virtual void Enter(entity_type*)=0;
|
||||
// virtual void Execute(entity_type*)=0;
|
||||
// virtual void Exit(entity_type*)=0;
|
||||
// virtual ~State(){}
|
||||
// };
|
||||
//
|
||||
// The book turned State into a template so it isn't stuck being a
|
||||
// checklist for Miner only - any entity type can use it. Go's
|
||||
// version of a template is a generic type: the "[T any]" part is a
|
||||
// blank slot (called a type parameter) that gets filled in with a
|
||||
// real type wherever State is used. T stands in for the book's
|
||||
// entity_type. "any" just means "T can be filled in with literally
|
||||
// any type" - no restrictions.
|
||||
//
|
||||
// C++ used "=0" (pure virtual) to say "every real state MUST provide
|
||||
// these three methods, this class itself is just a checklist." Go's
|
||||
// interface type does exactly that job: nothing implements State
|
||||
// automatically - a type only counts as a State[T] once it has all
|
||||
// three methods with these exact signatures for that particular T.
|
||||
//
|
||||
// There's no Go equivalent needed for "virtual ~State(){}" (the
|
||||
// destructor) - Go has a garbage collector that cleans up memory on
|
||||
// its own, so there's nothing to write by hand for that.
|
||||
type State[T any] interface {
|
||||
// Enter runs once, the moment an entity switches into this state.
|
||||
Enter(entity *T)
|
||||
|
||||
// Execute runs every single update step while the entity is in
|
||||
// this state - this is where the actual behavior/logic lives.
|
||||
Execute(entity *T)
|
||||
|
||||
// Exit runs once, the moment the entity leaves this state.
|
||||
Exit(entity *T)
|
||||
}
|
||||
|
||||
// locationType is a temporary stand-in for the C++ enum
|
||||
// "location_type" (things like shack, goldmine, bank, saloon). The
|
||||
// book hasn't shown us that enum yet, so this is a plain number type
|
||||
// for now until you paste the real definition.
|
||||
type locationType int
|
||||
|
||||
// shack, goldmine, bank and saloon are the four locations the miner
|
||||
// visits, matching the four states described in the book (we still
|
||||
// haven't seen the book's actual enum definition, so these are our
|
||||
// own stand-in values - their exact numbers don't matter, we only
|
||||
// ever compare locations for equality).
|
||||
const (
|
||||
shack locationType = iota
|
||||
goldmine
|
||||
bank
|
||||
saloon
|
||||
)
|
||||
|
||||
// Miner is the Go version of:
|
||||
//
|
||||
// class Miner : public BaseGameEntity
|
||||
//
|
||||
// In C++, "Miner : public BaseGameEntity" means a Miner IS a
|
||||
// BaseGameEntity - it inherits all of its fields and methods for
|
||||
// free. Go has no inheritance. Instead we EMBED a *BaseGameEntity
|
||||
// inside Miner: we stick the smaller struct inside the bigger one,
|
||||
// and Go automatically lets Miner "borrow" BaseGameEntity's methods
|
||||
// as if they were its own. That's why Miner gets an ID() method
|
||||
// without us writing one ourselves - it's borrowed.
|
||||
type Miner struct {
|
||||
*BaseGameEntity
|
||||
|
||||
// stateMachine is the Go version of
|
||||
// "StateMachine<Miner>* m_pStateMachine". All the bookkeeping
|
||||
// that used to live directly on Miner (currentState, and the
|
||||
// exit/enter dance in ChangeState) now belongs to this instead -
|
||||
// Miner just delegates to it.
|
||||
stateMachine *StateMachine[Miner]
|
||||
|
||||
// location is where the miner currently is.
|
||||
location locationType
|
||||
|
||||
// goldCarried: how many gold nuggets the miner has in his pockets.
|
||||
goldCarried int
|
||||
|
||||
// moneyInBank: how much money the miner has deposited at the bank.
|
||||
moneyInBank int
|
||||
|
||||
// thirst: the higher this number, the thirstier the miner is.
|
||||
thirst int
|
||||
|
||||
// fatigue: the higher this number, the more tired the miner is.
|
||||
fatigue int
|
||||
}
|
||||
|
||||
// NewMiner is the Go stand-in for the C++ constructor "Miner(int id)".
|
||||
// C++'s member initializer list (the "m_Location(shack), ..." part
|
||||
// before the constructor's { }) is just how C++ sets a struct's
|
||||
// starting field values before the body runs - in Go we set the same
|
||||
// starting values with an ordinary struct literal instead.
|
||||
func NewMiner(id int) *Miner {
|
||||
m := &Miner{
|
||||
BaseGameEntity: NewBaseGameEntity(id),
|
||||
location: shack,
|
||||
goldCarried: 0,
|
||||
moneyInBank: 0,
|
||||
thirst: 0,
|
||||
fatigue: 0,
|
||||
}
|
||||
|
||||
// set up state machine
|
||||
m.stateMachine = NewStateMachine(m)
|
||||
m.stateMachine.SetCurrentState(GoHomeAndSleepTilRested())
|
||||
m.stateMachine.SetGlobalState(MinerGlobalState())
|
||||
|
||||
return m
|
||||
}
|
||||
|
||||
// FSM returns the miner's state machine. This is the Go version of
|
||||
// "GetFSM()const" - Go convention drops the "Get" prefix that
|
||||
// C++/Java getters use, so it's just FSM().
|
||||
func (m *Miner) FSM() *StateMachine[Miner] {
|
||||
return m.stateMachine
|
||||
}
|
||||
|
||||
// Location returns where the miner currently is. This is the getter
|
||||
// the book's Enter/Execute/Exit methods call to check on a miner
|
||||
// before deciding what to do.
|
||||
func (m *Miner) Location() locationType {
|
||||
return m.location
|
||||
}
|
||||
|
||||
// ChangeLocation moves the miner to a new location. This is the
|
||||
// setter half of the pair - states call this to actually send a
|
||||
// miner somewhere.
|
||||
func (m *Miner) ChangeLocation(loc locationType) {
|
||||
m.location = loc
|
||||
}
|
||||
|
||||
// AddToGoldCarried adds amount to how much gold the miner is
|
||||
// currently carrying in his pockets (separate from what's already
|
||||
// safely deposited at the bank).
|
||||
func (m *Miner) AddToGoldCarried(amount int) {
|
||||
m.goldCarried += amount
|
||||
}
|
||||
|
||||
// IncreaseFatigue bumps the miner's tiredness up by one notch.
|
||||
func (m *Miner) IncreaseFatigue() {
|
||||
m.fatigue++
|
||||
}
|
||||
|
||||
// maxNuggets is a placeholder for a constant the book hasn't shown
|
||||
// us the exact value of yet (something like "const int MaxNuggets").
|
||||
// It's how many gold nuggets a miner's pockets can hold before his
|
||||
// pockets count as "full." Replace this once you paste the real
|
||||
// value from the book.
|
||||
const maxNuggets = 3
|
||||
|
||||
// PocketsFull reports whether the miner is carrying as much gold as
|
||||
// his pockets can hold.
|
||||
func (m *Miner) PocketsFull() bool {
|
||||
return m.goldCarried >= maxNuggets
|
||||
}
|
||||
|
||||
// thirstThreshold is a placeholder for a constant the book hasn't
|
||||
// shown us the exact value of yet (it's called something like
|
||||
// "ComfortLevel" there). It's the point past which the miner's
|
||||
// thirst counts as "too thirsty." Replace this once you paste the
|
||||
// real value from the book.
|
||||
const thirstThreshold = 5
|
||||
|
||||
// Thirsty reports whether the miner's thirst has crossed the
|
||||
// threshold where he needs a drink.
|
||||
func (m *Miner) Thirsty() bool {
|
||||
return m.thirst > thirstThreshold
|
||||
}
|
||||
|
||||
// BuyAndDrinkAWhiskey simulates buying and drinking a whiskey:
|
||||
// thirst drops straight back to zero. We're inventing this method
|
||||
// ourselves (the book hasn't shown the QuenchThirst state's real
|
||||
// Execute body to us), based purely on the chapter's written
|
||||
// description: "he visits the saloon in order to buy a whiskey. When
|
||||
// his thirst is quenched, ...". Named differently from the
|
||||
// QuenchThirst state itself (below) to avoid confusing the two.
|
||||
func (m *Miner) BuyAndDrinkAWhiskey() {
|
||||
m.thirst = 0
|
||||
}
|
||||
|
||||
// TransferGoldToBank moves everything the miner is carrying into his
|
||||
// bank balance, and empties his pockets back out.
|
||||
func (m *Miner) TransferGoldToBank() {
|
||||
m.moneyInBank += m.goldCarried
|
||||
m.goldCarried = 0
|
||||
}
|
||||
|
||||
// comfortableWealth is our own placeholder for how much money in the
|
||||
// bank counts as "wealthy enough" to head home and rest, per the
|
||||
// book's description of VisitBankAndDepositGold. The book hasn't
|
||||
// given us a real number for this, so this is a guess - swap it out
|
||||
// if you find the book's actual value.
|
||||
const comfortableWealth = 6
|
||||
|
||||
// RichEnough reports whether the miner has banked enough money to
|
||||
// feel comfortable stopping work for a while.
|
||||
func (m *Miner) RichEnough() bool {
|
||||
return m.moneyInBank >= comfortableWealth
|
||||
}
|
||||
|
||||
// DecreaseFatigue lowers the miner's tiredness by one notch, without
|
||||
// letting it go below zero.
|
||||
func (m *Miner) DecreaseFatigue() {
|
||||
if m.fatigue > 0 {
|
||||
m.fatigue--
|
||||
}
|
||||
}
|
||||
|
||||
// fatigueThreshold is our own placeholder for the "acceptable level"
|
||||
// of fatigue mentioned in GoHomeAndSleepTilRested's description. The
|
||||
// book hasn't given us a real number for this either - another
|
||||
// guess, swap it out once you know the real one.
|
||||
const fatigueThreshold = 5
|
||||
|
||||
// Fatigued reports whether the miner is still too tired to go back
|
||||
// to work.
|
||||
func (m *Miner) Fatigued() bool {
|
||||
return m.fatigue > fatigueThreshold
|
||||
}
|
||||
|
||||
// Update is the real body now - the book finally showed it. Every
|
||||
// tick the miner gets a little thirstier, then the state machine is
|
||||
// told to run (which executes the global state, then the current
|
||||
// state - see StateMachine.Update).
|
||||
func (m *Miner) Update() {
|
||||
m.thirst++
|
||||
m.stateMachine.Update()
|
||||
}
|
||||
|
||||
// ChangeState no longer does the exit/enter/swap work itself - that
|
||||
// job now belongs entirely to StateMachine.ChangeState. Miner just
|
||||
// passes the request along. This is exactly the cleanup the book
|
||||
// promised: the agent doesn't manage state transitions by hand
|
||||
// anymore, it delegates.
|
||||
func (m *Miner) ChangeState(newState State[Miner]) {
|
||||
m.stateMachine.ChangeState(newState)
|
||||
}
|
||||
@@ -0,0 +1,21 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import "fmt"
|
||||
|
||||
// entityNames is a temporary stand-in for the book's real name
|
||||
// lookup table. We still haven't been shown that table, so this is
|
||||
// just a small map we're filling in by hand as we meet entities -
|
||||
// the miner (ID 1) and now his wife Elsa (ID 2).
|
||||
var entityNames = map[int]string{
|
||||
1: "Miner Bob",
|
||||
2: "Elsa",
|
||||
}
|
||||
|
||||
// GetNameOfEntity looks up a friendly name for a given entity ID.
|
||||
// Anything not in entityNames falls back to printing the raw ID.
|
||||
func GetNameOfEntity(id int) string {
|
||||
if name, ok := entityNames[id]; ok {
|
||||
return name
|
||||
}
|
||||
return fmt.Sprintf("Entity %d", id)
|
||||
}
|
||||
@@ -0,0 +1,48 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"math/rand"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// doHousework is Elsa's everyday default state - the singleton
|
||||
// pattern is the same one used throughout this package.
|
||||
type doHousework struct{}
|
||||
|
||||
var (
|
||||
doHouseworkInstance *doHousework
|
||||
doHouseworkOnce sync.Once
|
||||
)
|
||||
|
||||
// DoHousework is the Go stand-in for "DoHousework::Instance()".
|
||||
func DoHousework() *doHousework {
|
||||
doHouseworkOnce.Do(func() {
|
||||
doHouseworkInstance = &doHousework{}
|
||||
})
|
||||
return doHouseworkInstance
|
||||
}
|
||||
|
||||
var _ State[Elsa] = (*doHousework)(nil)
|
||||
|
||||
// chores is our own small stand-in for the book's actual chore list
|
||||
// - it only ever showed two examples in its sample output ("Moppin'
|
||||
// the floor", "Makin' the bed"), so that's exactly what's reused
|
||||
// here. One gets picked at random each tick.
|
||||
var chores = []string{
|
||||
"Moppin' the floor",
|
||||
"Makin' the bed",
|
||||
}
|
||||
|
||||
// Enter does nothing - the book's sample output never shows a
|
||||
// message when Elsa starts doing housework, only while she's doing
|
||||
// it (Execute) and when she leaves the bathroom back into it.
|
||||
func (s *doHousework) Enter(e *Elsa) {}
|
||||
|
||||
// Execute announces one randomly chosen chore per tick.
|
||||
func (s *doHousework) Execute(e *Elsa) {
|
||||
fmt.Printf("\n%s: %s", GetNameOfEntity(e.ID()), chores[rand.Intn(len(chores))])
|
||||
}
|
||||
|
||||
// Exit does nothing, for the same reason as Enter.
|
||||
func (s *doHousework) Exit(e *Elsa) {}
|
||||
+82
@@ -0,0 +1,82 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// enterMineAndDigForNugget is the Go version of the singleton class
|
||||
// EnterMineAndDigForNugget from the book. Same trick as the MyClass
|
||||
// example: the type name is lowercase (unexported), so no code
|
||||
// outside this package can even write the type's name, let alone
|
||||
// build one directly. The only legal front door is the
|
||||
// EnterMineAndDigForNugget() function below.
|
||||
type enterMineAndDigForNugget struct{}
|
||||
|
||||
var (
|
||||
enterMineAndDigForNuggetInstance *enterMineAndDigForNugget
|
||||
enterMineAndDigForNuggetOnce sync.Once
|
||||
)
|
||||
|
||||
// EnterMineAndDigForNugget is the Go stand-in for the C++
|
||||
// "EnterMineAndDigForNugget::Instance()" static method. No matter
|
||||
// how many times, or from where, this gets called, it always hands
|
||||
// back the exact same object - built only the first time it's
|
||||
// actually needed. sync.Once is Go's tool for "run this exactly
|
||||
// once, even if many goroutines try at the same time" - it plays
|
||||
// the same role as C++11's guarantee that a function-local static
|
||||
// is only ever initialized once.
|
||||
func EnterMineAndDigForNugget() *enterMineAndDigForNugget {
|
||||
enterMineAndDigForNuggetOnce.Do(func() {
|
||||
enterMineAndDigForNuggetInstance = &enterMineAndDigForNugget{}
|
||||
})
|
||||
return enterMineAndDigForNuggetInstance
|
||||
}
|
||||
|
||||
// compile-time check: this line does nothing at runtime, it just
|
||||
// makes the compiler verify that *enterMineAndDigForNugget really
|
||||
// does satisfy State[Miner] (has Enter, Execute and Exit, all taking
|
||||
// a *Miner). This is the Go version of the book's
|
||||
// "class EnterMineAndDigForNugget : public State<Miner>" - filling
|
||||
// in the template's blank slot with Miner.
|
||||
var _ State[Miner] = (*enterMineAndDigForNugget)(nil)
|
||||
|
||||
// Enter is the Go version of EnterMineAndDigForNugget::Enter. If the
|
||||
// miner isn't already at the gold mine, send him walking there.
|
||||
func (s *enterMineAndDigForNugget) Enter(m *Miner) {
|
||||
if m.Location() != goldmine {
|
||||
fmt.Printf("\n%s: Walkin' to the gold mine", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(goldmine)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute is the Go version of EnterMineAndDigForNugget::Execute.
|
||||
// Every tick spent in this state, the miner picks up one nugget and
|
||||
// gets a little more tired. If his pockets are full he heads to the
|
||||
// bank; if he's gotten thirsty along the way he heads to the saloon
|
||||
// instead.
|
||||
func (s *enterMineAndDigForNugget) Execute(m *Miner) {
|
||||
m.AddToGoldCarried(1)
|
||||
|
||||
// diggin' is hard work
|
||||
m.IncreaseFatigue()
|
||||
|
||||
fmt.Printf("\n%s: Pickin' up a nugget", GetNameOfEntity(m.ID()))
|
||||
|
||||
// if enough gold mined, go and put it in the bank
|
||||
if m.PocketsFull() {
|
||||
m.ChangeState(VisitBankAndDepositGold())
|
||||
}
|
||||
|
||||
// if thirsty go and get a whiskey
|
||||
if m.Thirsty() {
|
||||
m.ChangeState(QuenchThirst())
|
||||
}
|
||||
}
|
||||
|
||||
// Exit is the Go version of EnterMineAndDigForNugget::Exit. It just
|
||||
// announces that the miner is leaving the mine - all the actual
|
||||
// state-switching already happened back in Execute.
|
||||
func (s *enterMineAndDigForNugget) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: Ah'm leavin' the gold mine with mah pockets full o' sweet gold", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
+59
@@ -0,0 +1,59 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// goHomeAndSleepTilRested is the Go version of the (not yet pasted)
|
||||
// singleton class GoHomeAndSleepTilRested from the book. Same
|
||||
// pattern as enterMineAndDigForNugget: unexported type, one shared
|
||||
// instance, reached only through the function below. This is the
|
||||
// miner's starting state.
|
||||
type goHomeAndSleepTilRested struct{}
|
||||
|
||||
var (
|
||||
goHomeAndSleepTilRestedInstance *goHomeAndSleepTilRested
|
||||
goHomeAndSleepTilRestedOnce sync.Once
|
||||
)
|
||||
|
||||
// GoHomeAndSleepTilRested is the Go stand-in for
|
||||
// "GoHomeAndSleepTilRested::Instance()".
|
||||
func GoHomeAndSleepTilRested() *goHomeAndSleepTilRested {
|
||||
goHomeAndSleepTilRestedOnce.Do(func() {
|
||||
goHomeAndSleepTilRestedInstance = &goHomeAndSleepTilRested{}
|
||||
})
|
||||
return goHomeAndSleepTilRestedInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*goHomeAndSleepTilRested)(nil)
|
||||
|
||||
// The book hasn't shown us this state's real code, so this is our
|
||||
// own implementation based purely on its written description: "the
|
||||
// miner will return to his shack and sleep until his fatigue level
|
||||
// drops below an acceptable level. He will then change state to
|
||||
// EnterMineAndDigForNugget."
|
||||
|
||||
// Enter sends the miner home, if he isn't there already.
|
||||
func (s *goHomeAndSleepTilRested) Enter(m *Miner) {
|
||||
if m.Location() != shack {
|
||||
fmt.Printf("\n%s: Headin' on home", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(shack)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute sleeps off a little fatigue each tick, and once the miner
|
||||
// is rested enough, sends him back to work.
|
||||
func (s *goHomeAndSleepTilRested) Execute(m *Miner) {
|
||||
if m.Fatigued() {
|
||||
fmt.Printf("\n%s: ZZZZ... ", GetNameOfEntity(m.ID()))
|
||||
m.DecreaseFatigue()
|
||||
} else {
|
||||
m.ChangeState(EnterMineAndDigForNugget())
|
||||
}
|
||||
}
|
||||
|
||||
// Exit announces that the miner is up and about again.
|
||||
func (s *goHomeAndSleepTilRested) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: What a great sleep! Time to find more gold", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
@@ -0,0 +1,131 @@
|
||||
package westworldwithwoman
|
||||
|
||||
// StateMachine is the Go version of the C++ class template:
|
||||
//
|
||||
// template <class entity_type>
|
||||
// class StateMachine { ... };
|
||||
//
|
||||
// Same trick as State[T]: [T any] is a blank slot filled in with
|
||||
// whichever entity type owns this machine, e.g. StateMachine[Miner].
|
||||
// Instead of an agent managing its own currentState field and
|
||||
// ChangeState method by hand (like Miner did before), the agent now
|
||||
// just owns one of these and hands it all the work.
|
||||
type StateMachine[T any] struct {
|
||||
// owner is the agent this state machine belongs to and acts on.
|
||||
// Go version of "entity_type* m_pOwner".
|
||||
owner *T
|
||||
|
||||
// currentState is whatever mode the agent is in right now.
|
||||
currentState State[T]
|
||||
|
||||
// previousState is a record of the last state the agent was in,
|
||||
// so RevertToPreviousState can jump back to it.
|
||||
previousState State[T]
|
||||
|
||||
// globalState's Execute runs on every single Update, no matter
|
||||
// what currentState is - for behavior that should always be
|
||||
// checked (the book will show a real use for this later).
|
||||
globalState State[T]
|
||||
}
|
||||
|
||||
// NewStateMachine is the Go stand-in for the C++ constructor
|
||||
// "StateMachine(entity_type* owner)". Go doesn't run constructor
|
||||
// initializer lists automatically, so this function does that job
|
||||
// by hand: remember the owner, leave every state slot empty. An
|
||||
// empty interface value in Go is nil - that's the direct equivalent
|
||||
// of the book's NULL.
|
||||
func NewStateMachine[T any](owner *T) *StateMachine[T] {
|
||||
return &StateMachine[T]{owner: owner}
|
||||
}
|
||||
|
||||
// SetCurrentState, SetGlobalState and SetPreviousState are for
|
||||
// initializing the FSM directly - for example, giving an agent its
|
||||
// very first state without running it through the Enter/Exit dance
|
||||
// that ChangeState does.
|
||||
func (sm *StateMachine[T]) SetCurrentState(s State[T]) {
|
||||
sm.currentState = s
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) SetGlobalState(s State[T]) {
|
||||
sm.globalState = s
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) SetPreviousState(s State[T]) {
|
||||
sm.previousState = s
|
||||
}
|
||||
|
||||
// Update runs every tick. The C++ version marked this method const
|
||||
// (a promise that it won't change the StateMachine's own fields) -
|
||||
// Go has no equivalent keyword, and doesn't need one; nothing here
|
||||
// requires special marking. If a global state is set, its Execute
|
||||
// always runs; then, separately, whatever the current state is also
|
||||
// runs. Both can fire in the same tick - that's the point of having
|
||||
// two slots instead of one.
|
||||
func (sm *StateMachine[T]) Update() {
|
||||
// if a global state exists, call its execute method
|
||||
if sm.globalState != nil {
|
||||
sm.globalState.Execute(sm.owner)
|
||||
}
|
||||
|
||||
// same for the current state
|
||||
if sm.currentState != nil {
|
||||
sm.currentState.Execute(sm.owner)
|
||||
}
|
||||
}
|
||||
|
||||
// ChangeState switches the agent into a new state properly: it
|
||||
// remembers where it came from, tells the old state it's being
|
||||
// left, swaps over, then tells the new state it's being entered.
|
||||
func (sm *StateMachine[T]) ChangeState(newState State[T]) {
|
||||
// The C++ code used assert() to make sure the new state isn't a
|
||||
// null pointer. Go's equivalent is panic() - nil is Go's version
|
||||
// of a null pointer/null value.
|
||||
if newState == nil {
|
||||
panic("StateMachine.ChangeState: trying to change to a nil state")
|
||||
}
|
||||
|
||||
// keep a record of the previous state
|
||||
sm.previousState = sm.currentState
|
||||
|
||||
// call the exit method of the existing state
|
||||
sm.currentState.Exit(sm.owner)
|
||||
|
||||
// change state to the new state
|
||||
sm.currentState = newState
|
||||
|
||||
// call the entry method of the new state
|
||||
sm.currentState.Enter(sm.owner)
|
||||
}
|
||||
|
||||
// RevertToPreviousState switches back to whatever state the agent
|
||||
// was in right before its current one.
|
||||
func (sm *StateMachine[T]) RevertToPreviousState() {
|
||||
sm.ChangeState(sm.previousState)
|
||||
}
|
||||
|
||||
// CurrentState, GlobalState and PreviousState are plain read-only
|
||||
// accessors for the three state slots.
|
||||
func (sm *StateMachine[T]) CurrentState() State[T] {
|
||||
return sm.currentState
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) GlobalState() State[T] {
|
||||
return sm.globalState
|
||||
}
|
||||
|
||||
func (sm *StateMachine[T]) PreviousState() State[T] {
|
||||
return sm.previousState
|
||||
}
|
||||
|
||||
// IsInState reports whether the agent's current state is the same
|
||||
// state as the one passed in. The book describes this as comparing
|
||||
// state *types* (it takes "const State<entity_type>&", not a
|
||||
// pointer, and presumably checks typeid under the hood) - but every
|
||||
// concrete state in this codebase is a singleton (there's only ever
|
||||
// one *doHousework, one *visitBathroom, and so on), so comparing the
|
||||
// two interface values directly for equality gets the same answer:
|
||||
// they're equal exactly when they're both that one shared instance
|
||||
// of the same state type.
|
||||
func (sm *StateMachine[T]) IsInState(st State[T]) bool {
|
||||
return sm.currentState == st
|
||||
}
|
||||
@@ -0,0 +1,43 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import "sync"
|
||||
|
||||
// minerGlobalState is the Go version of the (not yet pasted)
|
||||
// singleton class MinerGlobalState from the book. Same pattern as
|
||||
// enterMineAndDigForNugget: unexported type, one shared instance,
|
||||
// reached only through the function below. This is the state whose
|
||||
// Execute runs on every single tick, regardless of whatever else
|
||||
// the miner is currently doing (see StateMachine.Update).
|
||||
type minerGlobalState struct{}
|
||||
|
||||
var (
|
||||
minerGlobalStateInstance *minerGlobalState
|
||||
minerGlobalStateOnce sync.Once
|
||||
)
|
||||
|
||||
// MinerGlobalState is the Go stand-in for
|
||||
// "MinerGlobalState::Instance()".
|
||||
func MinerGlobalState() *minerGlobalState {
|
||||
minerGlobalStateOnce.Do(func() {
|
||||
minerGlobalStateInstance = &minerGlobalState{}
|
||||
})
|
||||
return minerGlobalStateInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*minerGlobalState)(nil)
|
||||
|
||||
// Enter, Execute and Exit are placeholders - the book hasn't shown
|
||||
// us this state's real methods yet. This stub exists only so
|
||||
// NewMiner can set it as the miner's global state and compile.
|
||||
|
||||
func (s *minerGlobalState) Enter(m *Miner) {
|
||||
// TODO: fill in once the book shows this method's body.
|
||||
}
|
||||
|
||||
func (s *minerGlobalState) Execute(m *Miner) {
|
||||
// TODO: fill in once the book shows this method's body.
|
||||
}
|
||||
|
||||
func (s *minerGlobalState) Exit(m *Miner) {
|
||||
// TODO: fill in once the book shows this method's body.
|
||||
}
|
||||
@@ -0,0 +1,53 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// quenchThirst is the Go version of the (not yet pasted) singleton
|
||||
// class QuenchThirst from the book. Same pattern as
|
||||
// enterMineAndDigForNugget: unexported type, one shared instance,
|
||||
// reached only through the function below.
|
||||
type quenchThirst struct{}
|
||||
|
||||
var (
|
||||
quenchThirstInstance *quenchThirst
|
||||
quenchThirstOnce sync.Once
|
||||
)
|
||||
|
||||
// QuenchThirst is the Go stand-in for "QuenchThirst::Instance()".
|
||||
func QuenchThirst() *quenchThirst {
|
||||
quenchThirstOnce.Do(func() {
|
||||
quenchThirstInstance = &quenchThirst{}
|
||||
})
|
||||
return quenchThirstInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*quenchThirst)(nil)
|
||||
|
||||
// The book hasn't shown us this state's real code, so this is our
|
||||
// own implementation based purely on its written description: "he
|
||||
// visits the saloon in order to buy a whiskey. When his thirst is
|
||||
// quenched, he changes state to EnterMineAndDigForNugget."
|
||||
|
||||
// Enter sends the miner to the saloon, if he isn't there already.
|
||||
func (s *quenchThirst) Enter(m *Miner) {
|
||||
if m.Location() != saloon {
|
||||
fmt.Printf("\n%s: Headin' to the saloon for a whiskey", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(saloon)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute buys and drinks one whiskey, which is all it takes to
|
||||
// quench the thirst, then goes straight back to digging.
|
||||
func (s *quenchThirst) Execute(m *Miner) {
|
||||
fmt.Printf("\n%s: That's mighty fine sippin' liquor", GetNameOfEntity(m.ID()))
|
||||
m.BuyAndDrinkAWhiskey()
|
||||
m.ChangeState(EnterMineAndDigForNugget())
|
||||
}
|
||||
|
||||
// Exit announces that the miner is leaving the saloon.
|
||||
func (s *quenchThirst) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: Leavin' the saloon, feelin' good", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
+61
@@ -0,0 +1,61 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// visitBankAndDepositGold is the Go version of the (not yet pasted)
|
||||
// singleton class VisitBankAndDepositGold from the book. Same
|
||||
// pattern as enterMineAndDigForNugget: unexported type, one shared
|
||||
// instance, reached only through the function below.
|
||||
type visitBankAndDepositGold struct{}
|
||||
|
||||
var (
|
||||
visitBankAndDepositGoldInstance *visitBankAndDepositGold
|
||||
visitBankAndDepositGoldOnce sync.Once
|
||||
)
|
||||
|
||||
// VisitBankAndDepositGold is the Go stand-in for
|
||||
// "VisitBankAndDepositGold::Instance()".
|
||||
func VisitBankAndDepositGold() *visitBankAndDepositGold {
|
||||
visitBankAndDepositGoldOnce.Do(func() {
|
||||
visitBankAndDepositGoldInstance = &visitBankAndDepositGold{}
|
||||
})
|
||||
return visitBankAndDepositGoldInstance
|
||||
}
|
||||
|
||||
var _ State[Miner] = (*visitBankAndDepositGold)(nil)
|
||||
|
||||
// The book hasn't shown us this state's real code, so this is our
|
||||
// own implementation based purely on its written description: "the
|
||||
// miner will walk to the bank and deposit any nuggets he is
|
||||
// carrying. If he then considers himself wealthy enough, he will
|
||||
// change state to GoHomeAndSleepTilRested. Otherwise he will change
|
||||
// state to EnterMineAndDigForNugget."
|
||||
|
||||
// Enter sends the miner to the bank, if he isn't there already.
|
||||
func (s *visitBankAndDepositGold) Enter(m *Miner) {
|
||||
if m.Location() != bank {
|
||||
fmt.Printf("\n%s: Goin' to the bank. Yes siree", GetNameOfEntity(m.ID()))
|
||||
m.ChangeLocation(bank)
|
||||
}
|
||||
}
|
||||
|
||||
// Execute deposits whatever gold the miner is carrying, then decides
|
||||
// where to go next based on how wealthy that leaves him.
|
||||
func (s *visitBankAndDepositGold) Execute(m *Miner) {
|
||||
m.TransferGoldToBank()
|
||||
fmt.Printf("\n%s: Depositing gold. Total savings now: %d", GetNameOfEntity(m.ID()), m.moneyInBank)
|
||||
|
||||
if m.RichEnough() {
|
||||
m.ChangeState(GoHomeAndSleepTilRested())
|
||||
} else {
|
||||
m.ChangeState(EnterMineAndDigForNugget())
|
||||
}
|
||||
}
|
||||
|
||||
// Exit announces that the miner is leaving the bank.
|
||||
func (s *visitBankAndDepositGold) Exit(m *Miner) {
|
||||
fmt.Printf("\n%s: Leavin' the bank", GetNameOfEntity(m.ID()))
|
||||
}
|
||||
@@ -0,0 +1,47 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// visitBathroom is a "blip" state: it interrupts whatever Elsa was
|
||||
// doing, does its one bit of business, and immediately hands control
|
||||
// straight back to whatever she was doing before - it never leads
|
||||
// anywhere new on its own.
|
||||
type visitBathroom struct{}
|
||||
|
||||
var (
|
||||
visitBathroomInstance *visitBathroom
|
||||
visitBathroomOnce sync.Once
|
||||
)
|
||||
|
||||
// VisitBathroom is the Go stand-in for "VisitBathroom::Instance()".
|
||||
func VisitBathroom() *visitBathroom {
|
||||
visitBathroomOnce.Do(func() {
|
||||
visitBathroomInstance = &visitBathroom{}
|
||||
})
|
||||
return visitBathroomInstance
|
||||
}
|
||||
|
||||
var _ State[Elsa] = (*visitBathroom)(nil)
|
||||
|
||||
// Enter announces the trip to the bathroom.
|
||||
func (s *visitBathroom) Enter(e *Elsa) {
|
||||
fmt.Printf("\n%s: Walkin' to the can. Need to powda mah pretty li'l nose", GetNameOfEntity(e.ID()))
|
||||
}
|
||||
|
||||
// Execute is the entire "blip": do the business, then immediately
|
||||
// revert to whatever state was active before VisitBathroom
|
||||
// interrupted it. RevertToPreviousState runs the normal ChangeState
|
||||
// dance (Exit here, Enter there), so nothing extra is needed.
|
||||
func (s *visitBathroom) Execute(e *Elsa) {
|
||||
fmt.Printf("\n%s: Ahhhhhh! Sweet relief!", GetNameOfEntity(e.ID()))
|
||||
e.FSM().RevertToPreviousState()
|
||||
}
|
||||
|
||||
// Exit announces leaving the bathroom - this runs automatically as
|
||||
// part of the RevertToPreviousState call above.
|
||||
func (s *visitBathroom) Exit(e *Elsa) {
|
||||
fmt.Printf("\n%s: Leavin' the john", GetNameOfEntity(e.ID()))
|
||||
}
|
||||
@@ -0,0 +1,50 @@
|
||||
package westworldwithwoman
|
||||
|
||||
import (
|
||||
"math/rand"
|
||||
"sync"
|
||||
)
|
||||
|
||||
// wifesGlobalState is Elsa's global state - its Execute runs on
|
||||
// every single tick of her state machine, in addition to whatever
|
||||
// her current state is doing (see StateMachine.Update). That's what
|
||||
// makes it the right place for "does nature call right now" logic:
|
||||
// the book says that can happen "during any state and at any time,"
|
||||
// which is exactly what a global state is for.
|
||||
type wifesGlobalState struct{}
|
||||
|
||||
var (
|
||||
wifesGlobalStateInstance *wifesGlobalState
|
||||
wifesGlobalStateOnce sync.Once
|
||||
)
|
||||
|
||||
// WifesGlobalState is the Go stand-in for
|
||||
// "WifesGlobalState::Instance()".
|
||||
func WifesGlobalState() *wifesGlobalState {
|
||||
wifesGlobalStateOnce.Do(func() {
|
||||
wifesGlobalStateInstance = &wifesGlobalState{}
|
||||
})
|
||||
return wifesGlobalStateInstance
|
||||
}
|
||||
|
||||
var _ State[Elsa] = (*wifesGlobalState)(nil)
|
||||
|
||||
// Enter and Exit do nothing - a global state is set once, in
|
||||
// NewElsa, and never changed, so these never actually get called.
|
||||
// They only exist to satisfy the State[Elsa] interface.
|
||||
func (s *wifesGlobalState) Enter(e *Elsa) {}
|
||||
func (s *wifesGlobalState) Exit(e *Elsa) {}
|
||||
|
||||
// bathroomCallChance is a 1-in-N chance, per the chapter's "1 in 10
|
||||
// chance to change to VisitBathroom state."
|
||||
const bathroomCallChance = 10
|
||||
|
||||
// Execute rolls the dice every tick. If it comes up, and Elsa isn't
|
||||
// already in the bathroom (checked with IsInState, so this can't
|
||||
// interrupt a bathroom trip that's already happening), she breaks
|
||||
// off into VisitBathroom.
|
||||
func (s *wifesGlobalState) Execute(e *Elsa) {
|
||||
if !e.FSM().IsInState(VisitBathroom()) && rand.Intn(bathroomCallChance) == 0 {
|
||||
e.ChangeState(VisitBathroom())
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user