feat(hsm): first version of hsm library functional
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-- Require external modules and libraries
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require "lib.util.debug"
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require "lib.util.list"
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require "lib.util.parse_transition"
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require "lib.util.validators"
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lume = require "lib.lume"
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-- Global constants
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ROOT_NAME = "HSM"
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TIMER_NAME = "_HSM_TIMER_"
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TERMINAL_STATE = "ExitHSM"
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-- Build the path from a given state up to the root.
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-- @param state (table) The starting state node.
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-- @return (table) Array of nodes from the starting state up to the root.
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path_to_root = (state) ->
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path = {}
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while state
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table.insert(path, state)
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state = state.parent
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path
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-- Recursively construct a state node.
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--
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-- Each node is augmented with a reference to its parent, transitions, timers,
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-- and, if it is the root, a reference to the full state_map.
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--
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-- @param name (string) The name of the state.
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-- @param def (table) The state definition table.
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-- @param parent (table or nil) The parent state node.
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-- @param state_map (table) Global mapping of state names to nodes.
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-- @return (table) The constructed state node.
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build_node = (name, def, parent, state_map) ->
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-- Validate state name (except for the ROOT)
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unless name == ROOT_NAME or is_valid_symbol name
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error "Invalid state name: #{name}"
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-- Initialize node with default properties.
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node =
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name: name
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parent: parent
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transitions: {}
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timers: {}
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default: def.default or nil
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-- Ensure state is defined only once.
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if state_map[name]
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error "State #{name} defined more than once"
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state_map[name] = node
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-- Process transitions defined as array entries.
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for index, transition_str in ipairs def
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transition = parse_transition(transition_str) -- parse_transition does validation
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if transition.type == "on"
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node.transitions[transition.event] = transition.target
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else
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-- For "every" or "after" transitions, generate a unique timer event name.
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event_name = "#{TIMER_NAME}#{name}__#{#node.timers + 1}"
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once = transition.type == "after"
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duration = transition.duration
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node.transitions[event_name] = transition.target
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table.insert(node.timers, {once: once, duration: duration, event: event_name})
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-- Process nested states (ignore keys that are not strings or are "default").
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for key, value in pairs def
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if type(key) == "string" and key != "default"
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build_node(key, value, node, state_map)
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-- If this is the root node, attach the full state_map.
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unless parent
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node.state_map = state_map
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node
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-- Build the hierarchical state machine (HSM) graph.
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--
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-- This function takes a machine definition and recursively constructs the HSM
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-- by creating nodes and then converting transition targets (state names) into
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-- actual node references.
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--
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-- @param def (table) The machine definition.
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-- @return (table) The root state node of the HSM.
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build_hsm = (def) ->
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-- Prepopulate state_map with a terminal state.
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root = build_node(ROOT_NAME, def, nil, {
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[TERMINAL_STATE]: { name: TERMINAL_STATE, transitions: {}, timers: {} }
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})
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-- Grab a reference to the state map
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states = root.state_map
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-- Convert default and normal transitions from state names to node references.
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for name, state in pairs states
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-- update default transitions
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if state.default
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state.default = states[state.default]
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-- update normal transitions
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if state.transitions
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for event, target in pairs state.transitions
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unless states[target]
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error "State #{target} referenced, but never defined"
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state.transitions[event] = states[target] -- change string to node reference here
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root
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-- Plan a transition from a source state to a destination state.
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--
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-- This function follows any default transitions from the destination state,
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-- then computes the exit and entry paths by finding the least common ancestor
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-- (LCA) of the source and final destination.
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--
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-- @param src (table) The current state node.
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-- @param dst (table) The target state node.
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-- @return (table) A table with `exit` (states to exit) and `entry` (states to enter).
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plan_transition = lume.memoize (src, dst) ->
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-- Follow default transitions to get the final destination.
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seen = {}
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final_dst = dst
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while final_dst.default
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if seen[final_dst]
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error "Cycle detected in default transitions (in state #{final_dst.name})!"
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seen[final_dst] = true
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final_dst = final_dst.default
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-- Build paths from both source and destination to the root.
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src_path = path_to_root(src)
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dst_path = path_to_root(final_dst)
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-- Remove the common tail to determine the least common ancestor.
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while #src_path > 0 and #dst_path > 0 and src_path[#src_path] == dst_path[#dst_path]
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table.remove(src_path, #src_path)
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table.remove(dst_path, #dst_path)
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plan =
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exit: src_path
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entry: reverse(dst_path)
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-- If transitioning to the terminal state, no entry actions are needed.
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if final_dst.name == TERMINAL_STATE
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plan.entry = {}
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plan
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-- Create an HSM runtime class from a machine definition.
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--
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-- The returned class provides methods for state transitions, updating timers,
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-- handling events, and invoking state entry/update/exit actions.
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--
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-- @param machine_def (table) The machine definition.
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-- @return (class) The HSM runtime class.
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export create_hsm = (machine_def) ->
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root = build_hsm(machine_def)
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class HSMRuntime
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-- Constructor: initializes the runtime state and binds state action methods.
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new: =>
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@root = root
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@cur_state = nil
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@timers = {} -- Map: state node -> list of timer objects
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@event_queue = {}
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@is_handling = false
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@in_transition = false
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@MAX_EVENTS_PER_UPDATE = 10
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-- Bind action methods (entry, update, exit) for each state.
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default_msg = (action) -> print "*** WARNING *** Using default #{action} HSM action function. Override to suppress this message."
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for name, state in pairs @root.state_map
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state.entry = @["on#{name}Entry"] or (=> default_msg "on#{name}Entry")
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state.update = @["on#{name}Update"] or ((dt) -> default_msg "on#{name}Update")
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state.exit = @["on#{name}Exit"] or (=> default_msg "on#{name}Exit")
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-- Transition into the initial state and return self.
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@transition(@root)
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@
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-- Initialize timers for a given state.
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--
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-- @param state (table) The state node whose timers should be created.
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init_timers: (state) =>
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if state.timers
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@timers[state] = lume.map state.timers, (t) ->
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{
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once: t.once
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duration: t.duration
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event: t.event -- TODO: change this from event to target state
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elapsed: 0
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}
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-- Destroy timers associated with a state.
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--
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-- @param state (table) The state node whose timers should be removed.
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destroy_timers: (state) =>
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@timers[state] = nil
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-- Update timers across all active states.
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--
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-- Called during each update cycle; increments timer elapsed times,
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-- checks for timer firing (including overshoot), and triggers events.
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--
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-- @param dt (number) The delta time since the last update.
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-- @return (boolean) false if there is no current state, otherwise true.
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update_timers: (dt) =>
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return false unless @cur_state
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max_timer = nil
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-- Iterate over timers for each state.
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for state, timers in pairs @timers
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for timer in *timers
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continue unless timer.duration
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timer.elapsed += dt
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timer.overshoot = timer.elapsed - timer.duration
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if timer.overshoot > 0 and (not max_timer or timer.overshoot > max_timer.overshoot)
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max_timer = timer
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-- If a timer fired, trigger its event.
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if max_timer
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if max_timer.once
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max_timer.duration = nil
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max_timer.elapsed = nil
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else
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max_timer.elapsed = max_timer.elapsed % max_timer.duration
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@trigger(max_timer.event)
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true
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-- Transition from the current state to a destination state.
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--
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-- This method computes the exit/entry plan, calls exit actions (and destroys timers)
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-- for states being exited, then calls entry actions (and initializes timers) for states
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-- being entered.
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--
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-- @param dst (table) The target state node.
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-- @return (boolean) true if no actual state change occurred.
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transition: (dst) =>
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@in_transition = true
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starting_state = @cur_state
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plan = plan_transition(@cur_state, dst)
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-- Exit states: destroy timers and invoke exit actions.
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for state in *plan.exit
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@destroy_timers(state)
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@cur_state = state
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if state.exit then state.exit(self)
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if state == @root
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@cur_state = nil -- HSM terminated
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@in_transition = false
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return
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-- Enter new states: initialize timers and invoke entry actions.
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for state in *plan.entry
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@init_timers(state)
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if state.entry then state.entry(self)
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@cur_state = state
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@in_transition = false
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-- process events that we might've accumulated during transition
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@drain_events()
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starting_state == @cur_state
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-- Update the HSM.
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--
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-- Processes timers and then calls update actions from the current state upward.
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--
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-- @param dt (number) Delta time.
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-- @return (boolean) true if there is a current state; false otherwise.
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update: (dt) =>
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-- exit if the HSM is terminated
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return false unless @cur_state
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-- update our timers
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@update_timers(dt)
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-- Propagate update actions from current state up through ancestors.
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s = @cur_state
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while s
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if s.update then s.update(self, dt)
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s = s.parent
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-- Process any events in our queue, some of which might've just happened
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@drain_events()
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true
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-- Process an event.
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--
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-- Processes an event by checking to see if the current state or any of its
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-- parents handles it. If none, the event is just discarded. Once an event
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-- is handled by any state, it's discarded.
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--
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-- @param event (string) Event.
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process_event: (event) =>
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-- search from current state to root looking for one to handle this
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s = @cur_state
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while s
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if s.transitions[event]
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-- found a state that handles event, transition
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@transition(s.transitions[event])
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return
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s = s.parent
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-- Drain events in the @event_queue.
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--
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-- Processes events in the queue up to @MAX_EVENTS_PER_UPDATE.
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drain_events: () =>
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num = math.min(@MAX_EVENTS_PER_UPDATE, #@event_queue)
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count = 0
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while count < num and #@event_queue > 0
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@process_event(table.remove(@event_queue, 1))
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-- Handle an event by checking the current state and its ancestors.
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--
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-- If a transition for the event is found, the HSM will transition accordingly.
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--
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-- @param event (string) The event to trigger.
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-- @return (boolean) false if there is no current state; true otherwise.
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trigger: (event) =>
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return false unless @cur_state
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if @is_handling or @in_transition
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-- if we're processing an event now, just queue it up
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table.insert(@event_queue, event)
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else
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-- if we're not processing anything, do it immediately
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@is_handling = true
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@process_event(event)
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@is_handling = false
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true
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HSMRuntime
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