Example #1
0
// Locked represents the locked state receiving coins.
func (m *lockMachine) Locked(ctx cells.Context, event cells.Event) (behaviors.FSMState, error) {
	switch event.Topic() {
	case "cents?":
		return m.Locked, event.Respond(m.cents)
	case "info?":
		info := fmt.Sprintf("state 'locked' with %d cents", m.cents)
		return m.Locked, event.Respond(info)
	case "coin!":
		cents := payloadCents(event)
		if cents < 1 {
			return nil, fmt.Errorf("do not insert buttons")
		}
		m.cents += cents
		if m.cents > 100 {
			m.cents -= 100
			return m.Unlocked, nil
		}
		return m.Locked, nil
	case "button-press!":
		if m.cents > 0 {
			ctx.Environment().EmitNew("restorer", "drop!", m.cents, event.Scene())
			m.cents = 0
		}
		return m.Locked, nil
	case "screwdriver!":
		// Allow a screwdriver to bring the lock into an undefined state.
		return nil, nil
	}
	return m.Locked, fmt.Errorf("illegal topic in state 'locked': %s", event.Topic())
}
Example #2
0
// Unlocked represents the unlocked state receiving coins.
func (m *lockMachine) Unlocked(ctx cells.Context, event cells.Event) (behaviors.FSMState, error) {
	switch event.Topic() {
	case "cents?":
		return m.Unlocked, event.Respond(m.cents)
	case "info?":
		info := fmt.Sprintf("state 'unlocked' with %d cents", m.cents)
		return m.Unlocked, event.Respond(info)
	case "coin!":
		cents := payloadCents(event)
		ctx.EmitNew("return", cents, event.Scene())
		return m.Unlocked, nil
	case "button-press!":
		ctx.Environment().EmitNew("restorer", "drop!", m.cents, event.Scene())
		m.cents = 0
		return m.Locked, nil
	}
	return m.Unlocked, fmt.Errorf("illegal topic in state 'unlocked': %s", event.Topic())
}