@axi-engine/states 0.1.0

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package/README.md ADDED
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+ # StateMachine
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+
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+ A lightweight, type-safe, and easy-to-use state machine
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+ designed for managing game logic and component states
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+ within the Axi Engine.
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+
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+ This implementation prioritizes simplicity,
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+ a clean API, and robust error handling for common use cases.
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+ It is perfect for managing character states,
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+ UI flows, game session lifecycles, and more.
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+ It has minimal dependencies, relying only on the `Emitter`
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+ utility from `@axi-engine/utils` for its event system.
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+
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+ For highly complex scenarios involving hierarchical (nested) states,
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+ parallel states, or state history,
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+ I recommend considering more powerful,
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+ dedicated libraries like [XState](https://xstate.js.org/).
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+
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+ My goal is to provide a solid, built-in tool that covers 80% of typical game development needs
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+ without adding external dependencies or unnecessary complexity.
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+
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+ ## Features
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+
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+ - **Simple and Clean API:** Registering states and transitioning between them is straightforward.
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+ - **Type-Safe:** Leverages TypeScript generics to provide type safety for state names and event payloads.
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+ - **Lifecycle Hooks:** States can have `onEnter` and `onExit` handlers for setup and cleanup logic.
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+ - **Transition Guards:** You can define which states are allowed to transition to a new state, preventing logical errors.
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+ - **Observable State:** A public `onChange` emitter allows you to subscribe to all state transitions for debugging, logging, or reacting to changes.
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+ - **Minimal Dependencies:** Relies only on a tiny, self-contained `Emitter` utility.
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+
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+ ## Getting Started
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+
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+ First, define the possible states, typically using an `enum` for type safety.
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+
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+ ```typescript
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+ enum GameState {
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+ MainMenu,
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+ Loading,
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+ Playing,
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+ Paused,
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+ GameOver,
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+ }
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+ ```
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+
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+ Then, create an instance of the `StateMachine`. The machine starts in an `undefined` state.
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+
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+ ```typescript
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+ import { StateMachine } from './@axi-engine/states';
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+
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+ const gameState = new StateMachine<GameState>();
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+ ```
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+
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+ ## API and Usage
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+
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+ ### 1. Registering States
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+
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+ You can register a state with a simple handler function. This function will be treated as the `onEnter` hook.
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+
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+ ```typescript
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+ // Simple registration
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+ gameState.register(GameState.MainMenu, () => {
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+ console.log('Welcome to the Main Menu!');
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+ showMainMenu();
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+ });
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+
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+ gameState.register(GameState.GameOver, () => {
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+ console.log('Game Over!');
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+ showGameOverScreen();
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+ });
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+ ```
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+
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+ ### 2. Changing States
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+
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+ Use the `call` method to transition to a new state. The method is asynchronous to handle any `async` logic within state handlers. The first call will formally start the machine.
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+
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+ ```typescript
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+ // Start the machine by calling the initial state
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+ await gameState.call(GameState.MainMenu);
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+
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+ // ... later in the game
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+ await gameState.call(GameState.GameOver);
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+ ```
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+
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+ ### 3. Using Payloads
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+
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+ You can pass data during a state transition. The payload type can be defined in the `StateMachine` generic.
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+
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+ ```typescript
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+ // State machine that accepts a string payload for the 'Loading' state
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+ const sm = new StateMachine<GameState, string>();
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+
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+ sm.register(GameState.Loading, async (levelId: string) => {
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+ console.log(`Loading level: ${levelId}...`);
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+ await loadLevelAssets(levelId);
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+ });
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+
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+ await sm.call(GameState.Loading, 'level-2');
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+ ```
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+
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+ ### 4. Advanced Registration
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+
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+ For more control, you can register a state with a configuration object. This allows you to define `onEnter`, `onExit` hooks, and transition guards.
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+
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+ #### `onEnter` and `onExit`
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+
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+ - `onEnter`: Called when the machine enters the state.
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+ - `onExit`: Called when the machine leaves the state. This is perfect for cleanup.
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+
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+ ```typescript
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+ gameState.register(GameState.Playing, {
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+ onEnter: () => {
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+ console.log('Starting game...');
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+ gameMusic.play();
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+ player.enableControls();
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+ },
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+ onExit: () => {
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+ console.log('Exiting gameplay...');
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+ gameMusic.stop();
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+ player.disableControls();
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+ },
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+ });
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+ ```
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+
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+ #### `allowedFrom` (Transition Guards)
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+
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+ Specify an array of states from which a transition to this state is permitted. An attempt to transition from any other state will throw an error.
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+
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+ ```typescript
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+ gameState.register(GameState.Paused, {
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+ // You can only pause the game if you are currently playing.
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+ allowedFrom: [GameState.Playing],
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+ onEnter: () => {
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+ console.log('Game paused.');
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+ showPauseMenu();
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+ },
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+ });
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+
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+ // This will work:
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+ await gameState.call(GameState.Playing);
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+ await gameState.call(GameState.Paused);
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+
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+ // This will throw an error:
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+ await gameState.call(GameState.MainMenu);
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+ await gameState.call(GameState.Paused); // Error: Transition from MainMenu to Paused is not allowed.
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+ ```
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+
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+ ### 5. Subscribing to Changes
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+
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+ The public `onChange` property is an `Emitter`. You can use its `subscribe` method to be notified of any state change. The method returns a function to unsubscribe.
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+
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+ ```typescript
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+ const unsubscribe = gameState.onChange.subscribe((from, to, payload) => {
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+ const fromState = from !== undefined ? GameState[from] : 'Start';
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+ console.log(`State changed from ${fromState} to ${GameState[to]}`, { payload });
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+ });
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+
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+ await gameState.call(GameState.MainMenu);
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+ // Console output: State changed from Start to MainMenu
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+
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+ // To stop listening later:
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+ unsubscribe();
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+ ```
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+
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+ ## Full Example
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+
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+ ```typescript
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+ import { StateMachine } from '@axi-engine/states';
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+
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+ enum GameState {
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+ MainMenu,
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+ Playing,
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+ Paused,
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+ GameOver,
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+ }
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+
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+ // --- Setup ---
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+ const game = new StateMachine<GameState>();
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+
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+ game.onChange.subscribe((from, to) => {
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+ const fromState = from !== undefined ? GameState[from] : 'Start';
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+ console.log(`[SYSTEM] Transition: ${fromState} -> ${GameState[to]}`);
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+ });
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+
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+ game.register(GameState.MainMenu, {
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+ onEnter: () => console.log('Showing Main Menu.'),
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+ });
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+
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+ game.register(GameState.Playing, {
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+ allowedFrom: [GameState.MainMenu, GameState.Paused],
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+ onEnter: () => console.log('Game has started! Player controls enabled.'),
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+ onExit: () => console.log('Player controls disabled.'),
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+ });
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+
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+ game.register(GameState.Paused, {
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+ allowedFrom: [GameState.Playing],
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+ onEnter: () => console.log('Game is paused.'),
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+ });
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+
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+ game.register(GameState.GameOver, {
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+ allowedFrom: [GameState.Playing],
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+ onEnter: () => console.log('You lose!'),
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+ });
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+
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+ // --- Simulation ---
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+ async function runGame() {
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+ await game.call(GameState.MainMenu);
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+ // [SYSTEM] Transition: Start -> MainMenu
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+ // Showing Main Menu.
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+
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+ await game.call(GameState.Playing);
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+ // [SYSTEM] Transition: MainMenu -> Playing
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+ // Game has started! Player controls enabled.
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+
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+ await game.call(GameState.Paused);
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+ // [SYSTEM] Transition: Playing -> Paused
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+ // Player controls disabled.
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+ // Game is paused.
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+
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+ try {
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+ // This transition will fail because of the 'allowedFrom' guard
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+ await game.call(GameState.MainMenu);
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+ } catch (e) {
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+ console.error(e.message); // Error: Transition from Paused to MainMenu is not allowed.
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+ }
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+ }
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+
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+ runGame();
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+ ```
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+ import { Emitter } from '@axi-engine/utils';
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+
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+ type StateHandler<P = void> = P extends void ? () => void | Promise<void> : (payload: P) => void | Promise<void>;
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+ interface StateHandlerConfig<T, P = void> {
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+ onEnter?: StateHandler<P>;
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+ onExit?: () => void | Promise<void>;
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+ allowedFrom?: T[];
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+ }
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+ type StateHandlerRegistration<T, P = void> = StateHandler<P> | StateHandlerConfig<T, P>;
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+
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+ /**
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+ * A minimal, type-safe finite state machine.
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+ * It manages states, transitions, and associated lifecycle hooks (`onEnter`, `onExit`).
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+ *
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+ * @template T The type used for state identifiers (e.g., a string or an enum).
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+ * @template P The default payload type for state handlers. Can be overridden per state.
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+ * @example
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+ * enum PlayerState { Idle, Walk, Run }
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+ *
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+ * const playerFsm = new StateMachine<PlayerState>();
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+ *
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+ * playerFsm.register(PlayerState.Idle, () => console.log('Player is now idle.'));
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+ * playerFsm.register(PlayerState.Walk, () => console.log('Player is walking.'));
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+ *
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+ * async function start() {
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+ * await playerFsm.call(PlayerState.Idle);
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+ * await playerFsm.call(PlayerState.Walk);
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+ * }
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+ */
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+ declare class StateMachine<T, P = void> {
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+ /**
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+ * @protected
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+ * The internal representation of the current state.
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+ */
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+ protected _state?: T;
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+ /**
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+ * @protected
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+ * A map storing all registered state configurations.
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+ */
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+ protected states: Map<T, StateHandlerConfig<T, P> | undefined>;
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+ /**
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+ * Public emitter that fires an event whenever the state changes.
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+ * The event provides the old state, the new state, and the payload.
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+ * @see Emitter
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+ * @example
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+ * fsm.onChange.subscribe((from, to, payload) => {
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+ * console.log(`State transitioned from ${from} to ${to}`);
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+ * });
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+ */
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+ readonly onChange: Emitter<[from?: T | undefined, to?: T | undefined, payload?: P | undefined]>;
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+ /**
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+ * Gets the current state of the machine.
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+ * @returns The current state identifier, or `undefined` if the machine has not been started.
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+ */
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+ get state(): T | undefined;
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+ /**
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+ * Registers a state and its associated handler or configuration.
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+ * If a handler is already registered for the given state, it will be overwritten.
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+ *
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+ * @param state The identifier for the state to register.
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+ * @param handler A handler function (`onEnter`) or a full configuration object.
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+ * @example
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+ * // Simple registration
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+ * fsm.register(MyState.Idle, () => console.log('Entering Idle'));
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+ *
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+ * // Advanced registration
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+ * fsm.register(MyState.Walking, {
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+ * onEnter: () => console.log('Start walking animation'),
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+ * onExit: () => console.log('Stop walking animation'),
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+ * allowedFrom: [MyState.Idle]
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+ * });
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+ */
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+ register(state: T, handler?: StateHandlerRegistration<T, P>): void;
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+ /**
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+ * Transitions the machine to a new state.
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+ * This method is asynchronous to accommodate async `onEnter` and `onExit` handlers.
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+ * It will execute the `onExit` handler of the old state, then the `onEnter` handler of the new state.
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+ *
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+ * @param newState The identifier of the state to transition to.
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+ * @param payload An optional payload to pass to the new state's `onEnter` handler.
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+ * @returns A promise that resolves when the transition is complete.
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+ * @throws {Error} if the `newState` has not been registered.
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+ * @throws {Error} if the transition from the current state to the `newState` is not allowed by the `allowedFrom` rule.
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+ * @example
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+ * try {
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+ * await fsm.call(PlayerState.Run, { speed: 10 });
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+ * } catch (e) {
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+ * console.error('State transition failed:', e.message);
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+ * }
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+ */
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+ call(newState: T, payload?: P): Promise<void>;
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+ /**
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+ * Removes a single state configuration from the machine.
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+ * If the removed state is the currently active one, the machine's state will be reset to `undefined`.
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+ *
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+ * @param state The identifier of the state to remove.
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+ * @returns `true` if the state was found and removed, otherwise `false`.
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+ * @example
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+ * fsm.register(MyState.Temp, () => {});
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+ * // ...
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+ * const wasRemoved = fsm.unregister(MyState.Temp);
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+ * console.log('Temporary state removed:', wasRemoved);
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+ */
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+ unregister(state: T): boolean;
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+ /**
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+ * Removes all registered states and resets the machine to its initial, undefined state.
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+ * This does not clear `onChange` subscribers.
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+ * @example
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+ * fsm.register(MyState.One);
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+ * fsm.register(MyState.Two);
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+ * // ...
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+ * fsm.clear(); // The machine is now empty.
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+ */
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+ clear(): void;
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+ }
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+
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+ export { type StateHandler, type StateHandlerConfig, type StateHandlerRegistration, StateMachine };
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+ import { Emitter } from '@axi-engine/utils';
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+
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+ type StateHandler<P = void> = P extends void ? () => void | Promise<void> : (payload: P) => void | Promise<void>;
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+ interface StateHandlerConfig<T, P = void> {
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+ onEnter?: StateHandler<P>;
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+ onExit?: () => void | Promise<void>;
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+ allowedFrom?: T[];
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+ }
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+ type StateHandlerRegistration<T, P = void> = StateHandler<P> | StateHandlerConfig<T, P>;
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+
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+ /**
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+ * A minimal, type-safe finite state machine.
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+ * It manages states, transitions, and associated lifecycle hooks (`onEnter`, `onExit`).
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+ *
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+ * @template T The type used for state identifiers (e.g., a string or an enum).
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+ * @template P The default payload type for state handlers. Can be overridden per state.
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+ * @example
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+ * enum PlayerState { Idle, Walk, Run }
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+ *
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+ * const playerFsm = new StateMachine<PlayerState>();
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+ *
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+ * playerFsm.register(PlayerState.Idle, () => console.log('Player is now idle.'));
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+ * playerFsm.register(PlayerState.Walk, () => console.log('Player is walking.'));
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+ *
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+ * async function start() {
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+ * await playerFsm.call(PlayerState.Idle);
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+ * await playerFsm.call(PlayerState.Walk);
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+ * }
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+ */
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+ declare class StateMachine<T, P = void> {
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+ /**
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+ * @protected
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+ * The internal representation of the current state.
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+ */
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+ protected _state?: T;
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+ /**
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+ * @protected
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+ * A map storing all registered state configurations.
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+ */
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+ protected states: Map<T, StateHandlerConfig<T, P> | undefined>;
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+ /**
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+ * Public emitter that fires an event whenever the state changes.
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+ * The event provides the old state, the new state, and the payload.
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+ * @see Emitter
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+ * @example
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+ * fsm.onChange.subscribe((from, to, payload) => {
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+ * console.log(`State transitioned from ${from} to ${to}`);
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+ * });
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+ */
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+ readonly onChange: Emitter<[from?: T | undefined, to?: T | undefined, payload?: P | undefined]>;
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+ /**
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+ * Gets the current state of the machine.
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+ * @returns The current state identifier, or `undefined` if the machine has not been started.
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+ */
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+ get state(): T | undefined;
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+ /**
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+ * Registers a state and its associated handler or configuration.
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+ * If a handler is already registered for the given state, it will be overwritten.
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+ *
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+ * @param state The identifier for the state to register.
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+ * @param handler A handler function (`onEnter`) or a full configuration object.
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+ * @example
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+ * // Simple registration
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+ * fsm.register(MyState.Idle, () => console.log('Entering Idle'));
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+ *
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+ * // Advanced registration
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+ * fsm.register(MyState.Walking, {
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+ * onEnter: () => console.log('Start walking animation'),
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+ * onExit: () => console.log('Stop walking animation'),
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+ * allowedFrom: [MyState.Idle]
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+ * });
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+ */
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+ register(state: T, handler?: StateHandlerRegistration<T, P>): void;
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+ /**
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+ * Transitions the machine to a new state.
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+ * This method is asynchronous to accommodate async `onEnter` and `onExit` handlers.
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+ * It will execute the `onExit` handler of the old state, then the `onEnter` handler of the new state.
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+ *
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+ * @param newState The identifier of the state to transition to.
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+ * @param payload An optional payload to pass to the new state's `onEnter` handler.
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+ * @returns A promise that resolves when the transition is complete.
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+ * @throws {Error} if the `newState` has not been registered.
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+ * @throws {Error} if the transition from the current state to the `newState` is not allowed by the `allowedFrom` rule.
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+ * @example
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+ * try {
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+ * await fsm.call(PlayerState.Run, { speed: 10 });
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+ * } catch (e) {
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+ * console.error('State transition failed:', e.message);
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+ * }
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+ */
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+ call(newState: T, payload?: P): Promise<void>;
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+ /**
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+ * Removes a single state configuration from the machine.
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+ * If the removed state is the currently active one, the machine's state will be reset to `undefined`.
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+ *
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+ * @param state The identifier of the state to remove.
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+ * @returns `true` if the state was found and removed, otherwise `false`.
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+ * @example
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+ * fsm.register(MyState.Temp, () => {});
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+ * // ...
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+ * const wasRemoved = fsm.unregister(MyState.Temp);
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+ * console.log('Temporary state removed:', wasRemoved);
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+ */
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+ unregister(state: T): boolean;
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+ /**
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+ * Removes all registered states and resets the machine to its initial, undefined state.
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+ * This does not clear `onChange` subscribers.
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+ * @example
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+ * fsm.register(MyState.One);
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+ * fsm.register(MyState.Two);
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+ * // ...
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+ * fsm.clear(); // The machine is now empty.
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+ */
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+ clear(): void;
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+ }
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+
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+ export { type StateHandler, type StateHandlerConfig, type StateHandlerRegistration, StateMachine };
package/dist/index.js ADDED
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+ "use strict";
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+ var __defProp = Object.defineProperty;
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+ var __getOwnPropDesc = Object.getOwnPropertyDescriptor;
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+ var __getOwnPropNames = Object.getOwnPropertyNames;
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+ var __hasOwnProp = Object.prototype.hasOwnProperty;
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+ var __export = (target, all) => {
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+ for (var name in all)
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+ __defProp(target, name, { get: all[name], enumerable: true });
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+ };
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+ var __copyProps = (to, from, except, desc) => {
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+ if (from && typeof from === "object" || typeof from === "function") {
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+ for (let key of __getOwnPropNames(from))
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+ if (!__hasOwnProp.call(to, key) && key !== except)
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+ __defProp(to, key, { get: () => from[key], enumerable: !(desc = __getOwnPropDesc(from, key)) || desc.enumerable });
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+ }
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+ return to;
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+ };
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+ var __toCommonJS = (mod) => __copyProps(__defProp({}, "__esModule", { value: true }), mod);
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+
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+ // src/index.ts
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+ var index_exports = {};
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+ __export(index_exports, {
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+ StateMachine: () => StateMachine
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+ });
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+ module.exports = __toCommonJS(index_exports);
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+
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+ // src/state-machine.ts
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+ var import_utils = require("@axi-engine/utils");
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+ var StateMachine = class {
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+ constructor() {
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+ /**
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+ * @protected
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+ * A map storing all registered state configurations.
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+ */
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+ this.states = /* @__PURE__ */ new Map();
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+ /**
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+ * Public emitter that fires an event whenever the state changes.
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+ * The event provides the old state, the new state, and the payload.
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+ * @see Emitter
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+ * @example
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+ * fsm.onChange.subscribe((from, to, payload) => {
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+ * console.log(`State transitioned from ${from} to ${to}`);
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+ * });
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+ */
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+ this.onChange = new import_utils.Emitter();
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+ }
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+ /**
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+ * Gets the current state of the machine.
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+ * @returns The current state identifier, or `undefined` if the machine has not been started.
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+ */
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+ get state() {
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+ return this._state;
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+ }
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+ /**
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+ * Registers a state and its associated handler or configuration.
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+ * If a handler is already registered for the given state, it will be overwritten.
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+ *
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+ * @param state The identifier for the state to register.
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+ * @param handler A handler function (`onEnter`) or a full configuration object.
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+ * @example
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+ * // Simple registration
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+ * fsm.register(MyState.Idle, () => console.log('Entering Idle'));
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+ *
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+ * // Advanced registration
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+ * fsm.register(MyState.Walking, {
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+ * onEnter: () => console.log('Start walking animation'),
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+ * onExit: () => console.log('Stop walking animation'),
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+ * allowedFrom: [MyState.Idle]
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+ * });
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+ */
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+ register(state, handler) {
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+ if ((0, import_utils.isUndefined)(handler) || typeof handler === "function") {
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+ this.states.set(state, { onEnter: handler });
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+ } else {
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+ this.states.set(state, handler);
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+ }
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+ }
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+ /**
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+ * Transitions the machine to a new state.
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+ * This method is asynchronous to accommodate async `onEnter` and `onExit` handlers.
81
+ * It will execute the `onExit` handler of the old state, then the `onEnter` handler of the new state.
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+ *
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+ * @param newState The identifier of the state to transition to.
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+ * @param payload An optional payload to pass to the new state's `onEnter` handler.
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+ * @returns A promise that resolves when the transition is complete.
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+ * @throws {Error} if the `newState` has not been registered.
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+ * @throws {Error} if the transition from the current state to the `newState` is not allowed by the `allowedFrom` rule.
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+ * @example
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+ * try {
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+ * await fsm.call(PlayerState.Run, { speed: 10 });
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+ * } catch (e) {
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+ * console.error('State transition failed:', e.message);
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+ * }
94
+ */
95
+ async call(newState, payload) {
96
+ const oldState = this._state;
97
+ const oldStateConfig = this._state ? this.states.get(this._state) : void 0;
98
+ const newStateConfig = this.states.get(newState);
99
+ (0, import_utils.throwIfEmpty)(newStateConfig, `State ${String(newState)} is not registered.`);
100
+ (0, import_utils.throwIf)(
101
+ !(0, import_utils.isNullOrUndefined)(newStateConfig.allowedFrom) && !(0, import_utils.isNullOrUndefined)(oldState) && !newStateConfig.allowedFrom.includes(oldState),
102
+ `Transition from ${String(oldState)} to ${String(newState)} is not allowed.`
103
+ );
104
+ await oldStateConfig?.onExit?.();
105
+ this._state = newState;
106
+ await newStateConfig.onEnter?.(payload);
107
+ this.onChange.emit(oldState, newState, payload);
108
+ }
109
+ /**
110
+ * Removes a single state configuration from the machine.
111
+ * If the removed state is the currently active one, the machine's state will be reset to `undefined`.
112
+ *
113
+ * @param state The identifier of the state to remove.
114
+ * @returns `true` if the state was found and removed, otherwise `false`.
115
+ * @example
116
+ * fsm.register(MyState.Temp, () => {});
117
+ * // ...
118
+ * const wasRemoved = fsm.unregister(MyState.Temp);
119
+ * console.log('Temporary state removed:', wasRemoved);
120
+ */
121
+ unregister(state) {
122
+ if (this._state === state) {
123
+ this._state = void 0;
124
+ }
125
+ return this.states.delete(state);
126
+ }
127
+ /**
128
+ * Removes all registered states and resets the machine to its initial, undefined state.
129
+ * This does not clear `onChange` subscribers.
130
+ * @example
131
+ * fsm.register(MyState.One);
132
+ * fsm.register(MyState.Two);
133
+ * // ...
134
+ * fsm.clear(); // The machine is now empty.
135
+ */
136
+ clear() {
137
+ this.states.clear();
138
+ this._state = void 0;
139
+ }
140
+ };
141
+ // Annotate the CommonJS export names for ESM import in node:
142
+ 0 && (module.exports = {
143
+ StateMachine
144
+ });
package/dist/index.mjs ADDED
@@ -0,0 +1,117 @@
1
+ // src/state-machine.ts
2
+ import { Emitter, isNullOrUndefined, isUndefined, throwIf, throwIfEmpty } from "@axi-engine/utils";
3
+ var StateMachine = class {
4
+ constructor() {
5
+ /**
6
+ * @protected
7
+ * A map storing all registered state configurations.
8
+ */
9
+ this.states = /* @__PURE__ */ new Map();
10
+ /**
11
+ * Public emitter that fires an event whenever the state changes.
12
+ * The event provides the old state, the new state, and the payload.
13
+ * @see Emitter
14
+ * @example
15
+ * fsm.onChange.subscribe((from, to, payload) => {
16
+ * console.log(`State transitioned from ${from} to ${to}`);
17
+ * });
18
+ */
19
+ this.onChange = new Emitter();
20
+ }
21
+ /**
22
+ * Gets the current state of the machine.
23
+ * @returns The current state identifier, or `undefined` if the machine has not been started.
24
+ */
25
+ get state() {
26
+ return this._state;
27
+ }
28
+ /**
29
+ * Registers a state and its associated handler or configuration.
30
+ * If a handler is already registered for the given state, it will be overwritten.
31
+ *
32
+ * @param state The identifier for the state to register.
33
+ * @param handler A handler function (`onEnter`) or a full configuration object.
34
+ * @example
35
+ * // Simple registration
36
+ * fsm.register(MyState.Idle, () => console.log('Entering Idle'));
37
+ *
38
+ * // Advanced registration
39
+ * fsm.register(MyState.Walking, {
40
+ * onEnter: () => console.log('Start walking animation'),
41
+ * onExit: () => console.log('Stop walking animation'),
42
+ * allowedFrom: [MyState.Idle]
43
+ * });
44
+ */
45
+ register(state, handler) {
46
+ if (isUndefined(handler) || typeof handler === "function") {
47
+ this.states.set(state, { onEnter: handler });
48
+ } else {
49
+ this.states.set(state, handler);
50
+ }
51
+ }
52
+ /**
53
+ * Transitions the machine to a new state.
54
+ * This method is asynchronous to accommodate async `onEnter` and `onExit` handlers.
55
+ * It will execute the `onExit` handler of the old state, then the `onEnter` handler of the new state.
56
+ *
57
+ * @param newState The identifier of the state to transition to.
58
+ * @param payload An optional payload to pass to the new state's `onEnter` handler.
59
+ * @returns A promise that resolves when the transition is complete.
60
+ * @throws {Error} if the `newState` has not been registered.
61
+ * @throws {Error} if the transition from the current state to the `newState` is not allowed by the `allowedFrom` rule.
62
+ * @example
63
+ * try {
64
+ * await fsm.call(PlayerState.Run, { speed: 10 });
65
+ * } catch (e) {
66
+ * console.error('State transition failed:', e.message);
67
+ * }
68
+ */
69
+ async call(newState, payload) {
70
+ const oldState = this._state;
71
+ const oldStateConfig = this._state ? this.states.get(this._state) : void 0;
72
+ const newStateConfig = this.states.get(newState);
73
+ throwIfEmpty(newStateConfig, `State ${String(newState)} is not registered.`);
74
+ throwIf(
75
+ !isNullOrUndefined(newStateConfig.allowedFrom) && !isNullOrUndefined(oldState) && !newStateConfig.allowedFrom.includes(oldState),
76
+ `Transition from ${String(oldState)} to ${String(newState)} is not allowed.`
77
+ );
78
+ await oldStateConfig?.onExit?.();
79
+ this._state = newState;
80
+ await newStateConfig.onEnter?.(payload);
81
+ this.onChange.emit(oldState, newState, payload);
82
+ }
83
+ /**
84
+ * Removes a single state configuration from the machine.
85
+ * If the removed state is the currently active one, the machine's state will be reset to `undefined`.
86
+ *
87
+ * @param state The identifier of the state to remove.
88
+ * @returns `true` if the state was found and removed, otherwise `false`.
89
+ * @example
90
+ * fsm.register(MyState.Temp, () => {});
91
+ * // ...
92
+ * const wasRemoved = fsm.unregister(MyState.Temp);
93
+ * console.log('Temporary state removed:', wasRemoved);
94
+ */
95
+ unregister(state) {
96
+ if (this._state === state) {
97
+ this._state = void 0;
98
+ }
99
+ return this.states.delete(state);
100
+ }
101
+ /**
102
+ * Removes all registered states and resets the machine to its initial, undefined state.
103
+ * This does not clear `onChange` subscribers.
104
+ * @example
105
+ * fsm.register(MyState.One);
106
+ * fsm.register(MyState.Two);
107
+ * // ...
108
+ * fsm.clear(); // The machine is now empty.
109
+ */
110
+ clear() {
111
+ this.states.clear();
112
+ this._state = void 0;
113
+ }
114
+ };
115
+ export {
116
+ StateMachine
117
+ };
package/package.json ADDED
@@ -0,0 +1,39 @@
1
+ {
2
+ "name": "@axi-engine/states",
3
+ "version": "0.1.0",
4
+ "description": "A minimal, type-safe state machine for the Axi Engine, designed for managing game logic and component states with a simple API.",
5
+ "license": "MIT",
6
+ "keywords": [
7
+ "axi-engine",
8
+ "typescript",
9
+ "gamedev",
10
+ "game-development",
11
+ "game-engine",
12
+ "state-machine",
13
+ "finite-state-machine",
14
+ "fsm",
15
+ "state-management",
16
+ "events"
17
+ ],
18
+ "types": "./dist/index.d.ts",
19
+ "main": "./dist/index.js",
20
+ "module": "./dist/index.mjs",
21
+ "exports": {
22
+ ".": {
23
+ "types": "./dist/index.d.ts",
24
+ "import": "./dist/index.mjs",
25
+ "require": "./dist/index.js"
26
+ }
27
+ },
28
+ "scripts": {
29
+ "build": "tsup",
30
+ "docs": "typedoc src/index.ts --out docs/api --options ../../typedoc.json",
31
+ "test": "echo 'No tests yet for @axi-engine/states'"
32
+ },
33
+ "files": [
34
+ "dist"
35
+ ],
36
+ "dependencies": {
37
+ "@axi-engine/utils": "^0.1.5"
38
+ }
39
+ }