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stateManager.go
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package whatsapp_chatbot_golang
type StateManager interface {
Get(stateId string) State
Create(stateId string) State
Update(stateId string)
Delete(stateId string)
GetStateData(stateId string) map[string]interface{}
SetStateData(stateId string, stateData map[string]interface{})
UpdateStateData(stateId string, stateData map[string]interface{})
DeleteStateData(stateId string)
ActivateNextScene(stateId string, scene Scene)
GetCurrentScene(stateId string) Scene
GetStartScene() Scene
SetStartScene(startScene Scene)
}
type MapStateManager struct {
states map[string]State
InitData map[string]interface{}
StartScene Scene
}
func NewMapStateManager(initData map[string]interface{}) *MapStateManager {
return &MapStateManager{
states: map[string]State{},
InitData: initData,
StartScene: nil,
}
}
func (sm *MapStateManager) GetStartScene() Scene {
return sm.StartScene
}
func (sm *MapStateManager) SetStartScene(StartScene Scene) {
sm.StartScene = StartScene
}
func (sm *MapStateManager) Get(stateId string) State {
if state, exist := sm.states[stateId].(State); exist {
return state
}
return nil
}
func (sm *MapStateManager) Create(stateId string) State {
sm.states[stateId] = NewMapState(sm.InitData, sm.StartScene)
return sm.Get(stateId)
}
func (sm *MapStateManager) Update(stateId string) {
}
func (sm *MapStateManager) Delete(stateId string) {
delete(sm.states, stateId)
}
func (sm *MapStateManager) GetStateData(stateId string) map[string]interface{} {
state := sm.Get(stateId)
if state != nil {
return state.getData()
}
return nil
}
func (sm *MapStateManager) SetStateData(stateId string, newStateData map[string]interface{}) {
state := sm.Get(stateId)
if state != nil {
state.setData(newStateData)
}
}
func (sm *MapStateManager) UpdateStateData(stateId string, newStateData map[string]interface{}) {
state := sm.Get(stateId)
if state != nil {
state.updateData(newStateData)
}
}
func (sm *MapStateManager) DeleteStateData(stateId string) {
state := sm.Get(stateId)
if state != nil {
state.setData(sm.InitData)
}
}
func (sm *MapStateManager) ActivateNextScene(stateId string, scene Scene) {
state := sm.Get(stateId)
if state != nil {
state.setScene(scene)
}
}
func (sm *MapStateManager) GetCurrentScene(stateId string) Scene {
state := sm.Get(stateId)
if state != nil {
return state.getScene()
}
return nil
}