Files
DE70/StateMachine/ProcessStateMachine.cs
2024-09-02 10:03:23 +07:00

95 lines
2.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace SafeBagDE70.StateMachine
{
public class ProcessStateMachine
{
private string? _currentState;
public ProcessStateMachine()
{
_currentState = App.StateMachineConfig.States.FirstOrDefault();
}
public string CurrentState => _currentState;
public bool CanTransitionTo(string newState, out Transition transition)
{
transition = App.StateMachineConfig.Transitions
.FirstOrDefault(t => t.From.Contains(_currentState) && t.To.Contains(newState));
return transition != null;
}
public void TransitionToState(string newState)
{
if (CanTransitionTo(newState, out Transition transition))
{
if (ExecuteActions(transition))
{
// Transition to the new state if the required condition is met
_currentState = newState;
}
else
{
Console.WriteLine($"Failed to meet action requirements. Staying in {_currentState}.");
}
}
else
{
throw new InvalidOperationException($"Cannot transition from {_currentState} to {newState}");
}
}
private bool ExecuteActions(Transition transition)
{
bool allRequiredActionsSucceeded = true;
bool atLeastOneActionSucceeded = false;
foreach (var action in transition.Actions)
{
bool success = ExecuteAction(action.Name);
if (success)
{
atLeastOneActionSucceeded = true;
}
if (action.IsRequired && !success)
{
allRequiredActionsSucceeded = false;
}
}
// Determine if the transition should happen based on the condition
if (transition.RequireAtLeastOneActionSuccess)
{
return atLeastOneActionSucceeded;
}
else
{
return allRequiredActionsSucceeded;
}
}
private bool ExecuteAction(string actionName)
{
// Simulate action execution based on the action name
//Console.WriteLine($"Executing action: {App.StateMachineConfig.Actions[actionName]}");
switch(actionName)
{
case "DoInit":
break;
}
// For the sake of this example, all actions succeed
return true;
}
}
}