UNPKG

botbuilder-dialogs-adaptive

Version:

Rule system for the Microsoft BotBuilder dialog system.

118 lines (107 loc) 4.02 kB
/** * @module botbuilder-dialogs-adaptive */ /** * Copyright (c) Microsoft Corporation. All rights reserved. * Licensed under the MIT License. */ import { DialogContext, DialogSet, DialogState } from 'botbuilder-dialogs'; import { ActionState } from './actionState'; import { ActionChangeList } from './actionChangeList'; import { ActionChangeType } from './actionChangeType'; /** * Extends the [DialogContext](xref:botbuilder-dialogs.DialogContext) with additional methods for manipulating the * executing sequence of actions for an [AdaptiveDialog](xref:botbuilder-dialogs-adaptive.AdaptiveDialog). */ export class ActionContext extends DialogContext { private readonly _changeKey: symbol; /** * Initializes a new instance of the [ActionContext](xref:botbuilder-dialogs-adaptive.ActionContext) class * * @param dialogs The dialog set to create the action context for. * @param parentDialogContext Parent dialog context. * @param state Current dialog state. * @param actions Current list of remaining actions to execute. * @param changeKey TurnState key for where to persist any changes. */ constructor( dialogs: DialogSet, parentDialogContext: DialogContext, state: DialogState, actions: ActionState[], changeKey: symbol, ) { super(dialogs, parentDialogContext, state); this.actions = actions; this._changeKey = changeKey; } /** * List of actions being executed. */ actions: ActionState[]; /** * Gets list of changes that are queued to be applied. * * @returns The list of changes queued. */ get changes(): ActionChangeList[] { return this.context.turnState.get(this._changeKey) || []; } /** * Queues up a set of changes that will be applied when applyChanges() is called. * * @param changes Plan changes to queue up. */ queueChanges(changes: ActionChangeList): void { const queue = this.changes; queue.push(changes); this.context.turnState.set(this._changeKey, queue); } /** * Applies any queued up changes. * * @returns True if there were any changes to apply. */ async applyChanges(): Promise<boolean> { // Retrieve queued change list const changes = this.changes; if (changes.length > 0) { // Clear current change list this.context.turnState.delete(this._changeKey); // Apply each queued set of changes for (let i = 0; i < changes.length; i++) { const change = changes[i]; // Apply memory changes to turn state if (change.turn) { for (const key in change.turn) { this.state.setValue(`turn.${key}`, change.turn[key]); } } // Update sequence switch (change.changeType) { case ActionChangeType.insertActions: this.actions.unshift(...change.actions); break; case ActionChangeType.appendActions: this.actions.push(...change.actions); break; case ActionChangeType.endSequence: if (this.actions.length > 0) { this.actions.splice(0, this.actions.length); } break; case ActionChangeType.replaceSequence: if (this.actions.length > 0) { this.actions.splice(0, this.actions.length); } this.actions.push(...change.actions); break; } } // Apply any queued up changes await this.applyChanges(); return true; } return false; } }