feat: finalize with step 5
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@@ -10,6 +10,11 @@ type Elsa struct {
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*BaseGameEntity
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stateMachine *StateMachine[Elsa]
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// cooking tracks whether there's already a stew in the oven, so
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// CookStew.Enter doesn't put a second one in or send a second
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// reminder message to herself.
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cooking bool
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}
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// NewElsa sets up Elsa's state machine: DoHousework is her ordinary,
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@@ -40,6 +45,16 @@ func (e *Elsa) FSM() *StateMachine[Elsa] {
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return e.stateMachine
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}
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// Cooking reports whether there's already a stew in the oven.
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func (e *Elsa) Cooking() bool {
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return e.cooking
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}
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// SetCooking updates whether there's a stew in the oven.
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func (e *Elsa) SetCooking(v bool) {
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e.cooking = v
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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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