feat: westworldwithwoman. add elsa

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jonas committed 2026-09-03 21:28:28 +02:00
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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) {}
@@ -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()))
}
@@ -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()))
}
@@ -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())
}
}