Files
Gmod-PropHuntExtended/source/gamemodes/prophuntextended/gamemode/server/roundmanager.lua
T
Michael Fabian 'Xaymar' Dirks 45925f2029 gamemode/server/roundmanager: Switch to generated implementation
Like with states, allows reuse and prevents missing elements and uses the Lua engine to do the lookup instead of the Lua parser. Slightly faster, but may not be directly obvious in use.
2018-07-05 06:55:46 +02:00

87 lines
2.3 KiB
Lua

--[[
The MIT License (MIT)
Copyright (c) 2015-2018 Xaymar
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
--]]
local roundManagerDef = {}
roundManagerDef.__index = roundManagerDef
function roundManagerDef:__construct()
self.State = nil
self.NextState = nil
end
function roundManagerDef:GetState()
return self.State
end
function roundManagerDef:GetNextState()
return self.NextState
end
function roundManagerDef:SetState(state)
self.NextState = state
end
function roundManagerDef:Tick(...)
if (self.State != nil) then
if (self.State.Tick != nil) then
self.State:Tick(...)
end
end
-- Advance States
if (self.NextState != self.State) then
-- Call OnLeave(NewState)
if (self.State != nil) then
if (self.State.OnLeave != nil) then
self.State:OnLeave(self.NextState)
end
-- Run Hook
hook.Run("RoundManagerLeaveState", self.State.Name)
end
-- Call OnEnter(OldState)
if (self.NextState != nil) then
if (self.NextState.OnEnter != nil) then
self.NextState:OnEnter(self.State)
end
-- Run Hook
hook.Run("RoundManagerEnterState", self.NextState.Name)
end
-- Set State
self.State = self.NextState
end
end
function roundManager(initialState)
local obj = {}
obj.__index = obj
setmetatable(obj, roundManagerDef)
obj:__construct()
obj:SetState(initialState)
return obj
end