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Programming-Game-AI-by-Exam…/chapter-2-state-driven-agent-design/westworld/state_visit_bank_and_deposit_gold.go
T
jonas 2764849943 feat: add Chapter 2 gold miner FSM example in Go
Port the finite state machine from "Programming Game AI by Example"
chapter 2: BaseGameEntity, a generic State[T]/StateMachine[T] pair
(Go generics standing in for the book's C++ templates), and a Miner
that cycles through digging, banking, sleeping, and drinking states.
VisitBankAndDepositGold, GoHomeAndSleepTilRested, and QuenchThirst
are original implementations based on the book's written behavior
description, since their C++ source wasn't available. Includes a
runnable demo in main.go.
2026-09-03 11:36:05 +02:00

62 lines
2.0 KiB
Go

package westworld
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()))
}