Esempio n. 1
0
func getLocationRules() fsm.Ruleset {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"town", "forest"})
	rules.AddTransition(fsm.T{"forest", "battle"})
	rules.AddRule(fsm.T{"town", "forest"}, func(subject fsm.Stater, goal fsm.State) bool {
		println("You must have enough energy to go to forest.")
		return true
	})

	return rules
}
Esempio n. 2
0
File: window.go Progetto: tony/gorpg
func NewWindowRules() fsm.Ruleset {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"title", "character selection"})
	rules.AddTransition(fsm.T{"character selection", "game"})
	rules.AddTransition(fsm.T{"character selection", "create character"})
	rules.AddRule(fsm.T{"title", "character selection"}, func(subject fsm.Stater, goal fsm.State) bool {
		return true
	})

	return rules
}
Esempio n. 3
0
File: attle.go Progetto: tony/gorpg
func NewBattleRules() fsm.Ruleset {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"wait", "attack"})
	rules.AddTransition(fsm.T{"wait", "run"})
	rules.AddTransition(fsm.T{"wait", "use item"})
	rules.AddTransition(fsm.T{"wait", "end"})
	rules.AddRule(fsm.T{"wait", "attack"}, func(subject fsm.Stater, goal fsm.State) bool {
		return true
	})

	return rules
}
Esempio n. 4
0
func TestRulesetParallelGuarding(t *testing.T) {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	// Add two failing rules, the slow should be caught first
	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		time.Sleep(1 * time.Second)
		t.Error("Slow rule should have been short-circuited")
		return false
	})

	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		return false
	})

	st.Expect(t, rules.Permitted(&Thing{State: "started"}, "finished"), false)
}
Esempio n. 5
0
func BenchmarkRulesetParallelGuarding(b *testing.B) {
	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})
	rules.AddTransition(fsm.T{"started", "finished"})

	// Add two failing rules, one very slow and the other terribly fast
	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		time.Sleep(1 * time.Second)
		return false
	})

	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		return false
	})

	b.ResetTimer()

	for i := 0; i < b.N; i++ {
		rules.Permitted(&Thing{State: "started"}, "finished")
	}
}
Esempio n. 6
0
func BenchmarkRulesetRuleForbids(b *testing.B) {
	// Here, we explicity create a transition that is forbidden. This simulates an
	// otherwise valid transition that would be denied based on a user role or the like.
	// It should be slower than a standard invalid transition, since we have to
	// actually execute a function to perform the check. The first guard to
	// fail (returning false) will short circuit the execution, getting some some speed.

	rules := fsm.Ruleset{}
	rules.AddTransition(fsm.T{"pending", "started"})

	rules.AddRule(fsm.T{"started", "finished"}, func(subject fsm.Stater, goal fsm.State) bool {
		return false
	})

	some_thing := &Thing{State: "started"}

	b.ResetTimer()

	for i := 0; i < b.N; i++ {
		rules.Permitted(some_thing, "finished")
	}
}