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@rbxts/state-management

v0.2.11

Published

A comprehensive state management library for roblox-ts, featuring Finite State Machines (FSM), Behavior Trees (BT), Goal Oriented Action Planning (GOAP), and Blackboard systems.

Downloads

69

Readme

@rbxts/state-management

A comprehensive state management library for roblox-ts, featuring:

  • Finite State Machines (FSM): Manage discrete states and transitions.
  • Behavior Trees (BT): Create complex, hierarchical AI behaviors.
  • Goal Oriented Action Planning (GOAP): Implement intelligent agents that can plan sequences of actions to achieve goals.
  • Blackboard: A shared data-storage system for communication between different AI components or systems.

Features

  • Modular Design: Use FSMs, BTs, GOAP, and Blackboards independently or together.
  • Type-Safe: Leverages TypeScript for robust and maintainable code.
  • Extensible: Easily create custom states, nodes, actions, and goals.
  • Connectors: Seamlessly integrate FSMs with Behavior Trees or GOAP agents, and vice versa.
  • Performance Optimized: Native compilation support with optimize pragmas.
  • Enhanced GOAP: Hierarchical goals, weighted requirements, and composite goal support.
  • Rich Behavior Tree Nodes: Extended set of composite, decorator, and utility nodes.

Installation

  1. Install the package using npm or yarn:

    npm install @rbxts/state-management
    # or
    bun add @rbxts/state-management
  2. Ensure your tsconfig.json includes the necessary paths if you're using it in a roblox-ts project.

Usage

Blackboard

The Blackboard is a key-value store that can be used to share data between different parts of your AI or game logic.

import { Blackboard } from "@rbxts/state-management";

// Define a type for your blackboard data (optional but recommended)
interface MyAgentBlackboard {
	health: number;
	target?: Instance;
	isAlert: boolean;
}

// Create a blackboard with initial data
const blackboard = new Blackboard<MyAgentBlackboard>({
	health: 100,
	isAlert: false,
});

// Set values
blackboard.Set("health", 90);
blackboard.Set("target", game.Workspace.FindFirstChild("Enemy"));

// Get values
const currentHealth = blackboard.Get("health");
print(currentHealth); // 90

// Use wild keys for dynamic data
blackboard.SetWild("lastKnownPosition", new Vector3(10, 0, 5));
const pos = blackboard.GetWild<Vector3>("lastKnownPosition");

// Update values with callbacks
const newHealth = blackboard.UpdateWild<number>("health", (current) => (current ?? 100) - 10);
print(newHealth); // 80

Finite State Machine (FSM)

FSMs are used to manage an entity's state and transitions between states.

import { FSM, Blackboard } from "@rbxts/state-management";

// Define some states
class IdleState implements FSM.IFSMState {
	OnEnter(bb: Blackboard) {
		print("Entering Idle State");
	}
	Update(dt: number, bb: Blackboard) {
		// Idle logic
	}
	OnExit(bb: Blackboard) {
		print("Exiting Idle State");
	}
}

class PatrolState implements FSM.IFSMState {
	OnEnter(bb: Blackboard) {
		print("Entering Patrol State");
	}
	Update(dt: number, bb: Blackboard) {
		// Patrol logic - move between waypoints
		const currentWaypoint = bb.GetWild<number>("currentWaypoint") ?? 0;
		// ... patrol movement logic
	}
	OnExit(bb: Blackboard) {
		print("Exiting Patrol State");
	}
}

class AlertState implements FSM.IFSMState {
	OnEnter(bb: Blackboard) {
		print("Entering Alert State");
		bb.SetWild("alertTime", 5.0); // Alert for 5 seconds
	}
	Update(dt: number, bb: Blackboard) {
		const alertTime = bb.UpdateWild<number>("alertTime", (current) => (current ?? 0) - dt);
		if (alertTime <= 0) {
			bb.SetWild("alertFinished", true);
		}
	}
	OnExit(bb: Blackboard) {
		print("Exiting Alert State");
		bb.SetWild("alertFinished", false);
	}
}

const blackboard = new Blackboard({ enemySpotted: false });
const fsm = new FSM.FSM("Idle", blackboard);

fsm.RegisterState("Idle", new IdleState());
fsm.RegisterState("Patrol", new PatrolState());
fsm.RegisterState("Alert", new AlertState());

// Regular condition-based transitions (checked every frame)
fsm.AddTransition("Idle", "Patrol", 1, (bb) => {
	return bb.GetWild<boolean>("enemySpotted") === false;
});

fsm.AddTransition("Alert", "Idle", 1, (bb) => {
	return bb.GetWild<boolean>("alertFinished") === true;
});

// Event-based transitions (triggered by specific events)
fsm.AddEventTransition("Idle", "Alert", "enemySighted", 1);
fsm.AddEventTransition("Patrol", "Alert", "enemySighted", 1);

// Any-state transitions (can trigger from any state)
fsm.AddAnyTransition("Alert", 2, (bb) => {
	return bb.GetWild<boolean>("emergencyAlert") === true;
});

// Start the FSM
fsm.Start();

// In your game loop
game.GetService("RunService").Heartbeat.Connect((dt) => {
	fsm.Update(dt);
});

// Trigger events when specific conditions are met
game.GetService("UserInputService").InputBegan.Connect((input) => {
	if (input.KeyCode === Enum.KeyCode.E) {
		// Simulate enemy sighting
		fsm.HandleEvent("enemySighted");
	}
});

FSM Transition Types

The FSM supports three types of transitions:

  1. Condition Transitions: Checked every frame during Update()

    fsm.AddTransition("FromState", "ToState", priority, (bb) => {
    	return bb.Get("someCondition") === true;
    });
  2. Event Transitions: Triggered by specific events

    fsm.AddEventTransition("FromState", "ToState", "eventName", priority, (bb) => {
    	// Optional condition - if omitted, event always triggers transition
    	return bb.Get("canTransition") === true;
    });
    
    // Later, trigger the event
    fsm.HandleEvent("eventName");
  3. Any-State Transitions: Can trigger from any current state

    fsm.AddAnyTransition("ToState", priority, (bb) => {
    	return bb.Get("globalCondition") === true;
    });

FSM Features

  • Priority-based transitions: Higher priority transitions are checked first
  • Event-driven state changes: Use HandleEvent() for immediate state changes
  • Conditional transitions: All transition types support optional conditions
  • Blackboard integration: Share data between states using the blackboard
  • State lifecycle: OnEnter(), Update(), and OnExit() methods for each state

Behavior Tree (BT)

Behavior Trees allow for creating complex, hierarchical behaviors with an extensive set of nodes and advanced features.

Basic Behavior Tree Example

import { BTree, Blackboard } from "@rbxts/state-management";

const blackboard = new Blackboard({
	hasTarget: false,
	energyLevel: 100,
	isPatrolling: false,
	alertLevel: 0,
});

// Create composite nodes for complex behaviors
const findTargetSequence = new BTree.Sequence()
	.AddChild(new BTree.Condition((bb) => bb.Get("energyLevel") > 20))
	.AddChild(
		new BTree.Action((bb) => {
			print("Searching for target...");
			// Simulate target detection
			if (math.random() > 0.7) {
				bb.Set("hasTarget", true);
				return BTree.ENodeStatus.SUCCESS;
			}
			return BTree.ENodeStatus.FAILURE;
		}),
	);

const attackSequence = new BTree.Sequence()
	.AddChild(new BTree.Condition((bb) => bb.Get("hasTarget") === true))
	.AddChild(
		// Cooldown decorator prevents spamming attacks
		new BTree.Cooldown(
			new BTree.Action((bb) => {
				print("Attacking target!");
				bb.Set("energyLevel", bb.Get("energyLevel") - 10);
				bb.Set("hasTarget", false); // Target defeated
				return BTree.ENodeStatus.SUCCESS;
			}),
			2.0, // 2 second cooldown
		),
	);

// Main behavior with fallback between different strategies
const mainBehavior = new BTree.Fallback()
	.AddChild(attackSequence)
	.AddChild(findTargetSequence)
	.AddChild(
		new BTree.Action((bb) => {
			print("Idling...");
			bb.Set("energyLevel", bb.Get("energyLevel") + 1);
			return BTree.ENodeStatus.SUCCESS;
		}),
	);

const behaviorTree = new BTree.BehaviorTree(mainBehavior, blackboard);

// In your game loop
game.GetService("RunService").Heartbeat.Connect((dt) => {
	behaviorTree.Tick(dt);
});

Advanced Behavior Tree Features

// Enhanced Parallel execution with policies
const combatBehavior = new BTree.Parallel(
	BTree.EParallelPolicy.ONE, // Success when one child succeeds
	BTree.EParallelPolicy.ALL, // Failure when all children fail
)
	.AddChild(
		// Monitor for threats while doing other actions
		new BTree.Action((bb) => {
			if (bb.GetWild<number>("alertLevel", 0) > 50) {
				bb.SetWild("emergencyRetreat", true);
				return BTree.ENodeStatus.SUCCESS;
			}
			return BTree.ENodeStatus.RUNNING;
		}),
	)
	.AddChild(
		// Main combat actions
		new BTree.Sequence().AddChild(new BTree.Condition((bb) => bb.Get("hasTarget"))).AddChild(
			new BTree.Action((bb) => {
				print("Engaging in combat!");
				return BTree.ENodeStatus.SUCCESS;
			}),
		),
	);

// Conditional execution with IfThenElse
const tacticalDecision = new BTree.IfThenElse()
	.AddChild(new BTree.Condition((bb) => bb.Get("energyLevel") > 50)) // Condition
	.AddChild(
		// Then: Aggressive strategy
		new BTree.Action((bb) => {
			print("Using aggressive tactics");
			return BTree.ENodeStatus.SUCCESS;
		}),
	)
	.AddChild(
		// Else: Defensive strategy
		new BTree.Action((bb) => {
			print("Using defensive tactics");
			return BTree.ENodeStatus.SUCCESS;
		}),
	);

// Enhanced retry mechanisms
const robustAction = new BTree.RetryUntilSuccess(
	new BTree.Action((bb) => {
		// Action that might fail but should be retried
		if (math.random() > 0.3) {
			print("Action succeeded!");
			return BTree.ENodeStatus.SUCCESS;
		}
		print("Action failed, retrying...");
		return BTree.ENodeStatus.FAILURE;
	}),
	5, // Max 5 attempts
);

// Timer-based behaviors
const patrolWithTimeout = new BTree.Timeout(
	new BTree.Action((bb) => {
		print("Patrolling...");
		return BTree.ENodeStatus.RUNNING; // Continues until timeout
	}),
	10.0, // 10 second timeout
	BTree.ETimeoutBehavior.SUCCESS, // Succeed when timeout occurs
);

// Switch node for state-based decisions
const weaponSwitch = new BTree.Switch<string>("currentWeapon")
	.Case(
		"sword",
		new BTree.Action((bb) => {
			print("Using sword combat");
			return BTree.ENodeStatus.SUCCESS;
		}),
	)
	.Case(
		"bow",
		new BTree.Action((bb) => {
			print("Using ranged combat");
			return BTree.ENodeStatus.SUCCESS;
		}),
	)
	.Default(
		new BTree.Action((bb) => {
			print("Using unarmed combat");
			return BTree.ENodeStatus.SUCCESS;
		}),
	);

// Repeat with conditions
const patrolLoop = new BTree.Repeat(
	new BTree.Sequence()
		.AddChild(
			new BTree.Action((bb) => {
				print("Moving to next waypoint");
				return BTree.ENodeStatus.SUCCESS;
			}),
		)
		.AddChild(new BTree.Wait(2.0)), // Wait 2 seconds at each waypoint
	5, // Repeat 5 times
	BTree.ERepeatCondition.SUCCESS, // Only repeat on success
);

// Timer node for countdown mechanics
const alertTimer = new BTree.Timer<{ alertTimeLeft: number }>("alertTimeLeft");

// WhileDoElse for continuous monitoring
const guardBehavior = new BTree.WhileDoElse()
	.AddChild(new BTree.Condition((bb) => bb.GetWild<boolean>("onDuty", true))) // While on duty
	.AddChild(
		// Do: Guard actions
		new BTree.Sequence()
			.AddChild(
				new BTree.Action((bb) => {
					print("Patrolling area");
					return BTree.ENodeStatus.SUCCESS;
				}),
			)
			.AddChild(new BTree.Wait(3.0)),
	)
	.AddChild(
		// Else: Off duty actions
		new BTree.Action((bb) => {
			print("Taking a break");
			return BTree.ENodeStatus.SUCCESS;
		}),
	);

Node Lifecycle and Active Node Tracking

// Custom node with full lifecycle
class CustomPatrolNode extends BTree.Node {
	protected OnStart(bb: Blackboard): BTree.ENodeStatus {
		print("Starting patrol");
		bb.SetWild("patrolStartTime", tick());
		return BTree.ENodeStatus.RUNNING;
	}

	protected OnTick(dt: number, bb: Blackboard): BTree.ENodeStatus {
		const elapsed = tick() - bb.GetWild<number>("patrolStartTime", 0);
		print(`Patrolling for ${elapsed} seconds`);

		if (elapsed > 10) {
			return BTree.ENodeStatus.SUCCESS;
		}
		return BTree.ENodeStatus.RUNNING;
	}

	protected OnFinish(status: BTree.ENodeStatus, bb: Blackboard): void {
		print(`Patrol finished with status: ${status}`);
		bb.SetWild("patrolEndTime", tick());
	}

	protected OnHalt(bb: Blackboard): void {
		print("Patrol was interrupted");
		bb.SetWild("patrolInterrupted", true);
	}

	public OnActivated(bb: Blackboard): void {
		print("Patrol node activated");
	}

	public OnDeactivated(bb: Blackboard): void {
		print("Patrol node deactivated");
	}
}

// Track active nodes for debugging
const behaviorTree = new BTree.BehaviorTree(mainBehavior, blackboard);

game.GetService("RunService").Heartbeat.Connect((dt) => {
	const status = behaviorTree.Tick(dt);
	const activeNodes = behaviorTree.GetActiveNodes();
	print(`Active nodes: ${activeNodes.size()}, Tree status: ${status}`);
});

Cross-System Integration with Connectors

// Embed FSM within Behavior Tree
const fsmConnector = new BTree.FSMConnector(guardFSM);

const guardWithFSM = new BTree.Sequence()
	.AddChild(new BTree.Condition((bb) => bb.Get("shouldActivateGuard")))
	.AddChild(fsmConnector); // FSM runs as a behavior tree node

// Embed GOAP agent within Behavior Tree
const goapConnector = new BTree.GoapConnector(combatAgent);

const tacticalBehavior = new BTree.Fallback()
	.AddChild(goapConnector) // GOAP planning for complex scenarios
	.AddChild(
		// Fallback to simple behavior if GOAP fails
		new BTree.Action((bb) => {
			print("Using simple fallback behavior");
			return BTree.ENodeStatus.SUCCESS;
		}),
	);

// SubTree for modular behavior composition
const combatSubTree = new BTree.BehaviorTree(combatBehavior, blackboard);
const mainBehaviorWithSubTree = new BTree.Sequence()
	.AddChild(new BTree.Condition((bb) => bb.Get("inCombat")))
	.AddChild(new BTree.SubTree(combatSubTree));

Enhanced Decorators

// Force nodes to always succeed or fail
const alwaysSucceed = new BTree.ForceSuccess(
	new BTree.Action((bb) => {
		// This might fail, but ForceSuccess ensures SUCCESS
		return math.random() > 0.5 ? BTree.ENodeStatus.SUCCESS : BTree.ENodeStatus.FAILURE;
	}),
);

// Fire and forget for side effects
const logAction = new BTree.FireAndForget(
	new BTree.Action((bb) => {
		print("This action runs but its result is ignored");
		return BTree.ENodeStatus.FAILURE; // Result ignored
	}),
);

// Invert results
const invertedCondition = new BTree.Inverter(
	new BTree.Condition((bb) => bb.Get("enemyNearby")), // Returns true when enemy NOT nearby
);

// Callback for simple side effects
const simpleCallback = new BTree.Callback((bb, dt) => {
	bb.SetWild("lastUpdateTime", tick());
	print("Callback executed");
});

Goal Oriented Action Planning (GOAP)

Enhanced GOAP with hierarchical goals, weighted requirements, and improved planning.

import { Goap, Blackboard } from "@rbxts/state-management";

// Define a world state with typed support
interface WorldData {
	hasWeapon: boolean;
	enemyVisible: boolean;
	isSafe: boolean;
}

const worldState = new Goap.WorldState<WorldData>({
	hasWeapon: false,
	enemyVisible: false,
	isSafe: true,
});

// Define actions with enhanced features
class PickupWeaponAction extends Goap.Action {
	GetStaticEffects() {
		return new Map<string, Goap.Effect>([["hasWeapon", Goap.Effect.Set(true)]]);
	}

	GetStaticRequirements() {
		return new Map<string, Goap.Requirement>([
			["isSafe", Goap.Comparison.Is()], // Only pick up when safe
		]);
	}

	GetCost() {
		return 1;
	}

	protected OnTick() {
		print("Picking up weapon...");
		// Simulate time to pick up
		return Goap.EActionStatus.SUCCESS;
	}
}

class AttackEnemyAction extends Goap.Action {
	GetStaticEffects() {
		return new Map<string, Goap.Effect>()
			.set("enemyVisible", Goap.Effect.Set(false))
			.set("isSafe", Goap.Effect.Set(true));
	}
	GetStaticRequirements() {
		return new Map<string, Goap.Requirement>()
			.set("hasWeapon", Goap.Comparison.Is())
			.set("enemyVisible", Goap.Comparison.Is());
	}
	GetCost() {
		return 2;
	}

	protected OnTick() {
		print("Attacking enemy...");
		return Goap.EActionStatus.SUCCESS;
	}
}

// Enhanced goals with weighted requirements and dynamic priorities
const combatGoal = new Goap.Goal("Combat", (worldState, agent) => {
	// Dynamic priority based on world state
	const enemyVisible = worldState.GetWild<boolean>("enemyVisible");
	return enemyVisible ? 20 : 5;
})
	.AddRequirement("enemyVisible", Goap.Comparison.IsNot(), 3) // Weight: 3
	.AddRequirement("isSafe", Goap.Comparison.Is(), 1); // Weight: 1

// Hierarchical goal support
const survivalGoal = new Goap.Goal("Survival", 15, true) // Composite goal
	.AddSubGoal(new Goap.Goal("GetWeapon", 10).AddRequirement("hasWeapon", Goap.Comparison.Is()))
	.AddSubGoal(combatGoal);

// Create agent with enhanced features
const agent = new Goap.Agent(
	worldState,
	[new PickupWeaponAction(), new AttackEnemyAction()],
	[survivalGoal, combatGoal],
);

// Enhanced effects with clamping and default values
worldState.SetWild("playerHealth", 100);
const healthEffect = Goap.Effect.DecrementClamp(10, 0, 100);
const newHealth = healthEffect(worldState.GetWild("playerHealth"));

game.GetService("RunService").Heartbeat.Connect((dt) => {
	// Simulate world changes
	if (math.random() < 0.01) {
		worldState.SetWild("enemyVisible", true);
	}

	agent.Update(dt);
});

Enhanced Features

FSM Enhancements

  • Event Transitions: Trigger state changes with specific events using AddEventTransition() and HandleEvent()
  • Any-State Transitions: Global transitions that can trigger from any state
  • Priority System: Higher priority transitions are evaluated first
  • Conditional Events: Event transitions can include optional conditions
  • State Lifecycle: Complete OnEnter/Update/OnExit lifecycle for all states

Behavior Tree Enhancements

  • Complete Node Set: 20+ node types including advanced composites, decorators, and utility nodes
  • Node Lifecycle: Full OnStart(), OnTick(), OnFinish(), OnHalt(), OnActivated(), OnDeactivated() lifecycle
  • Active Node Tracking: Monitor which nodes are currently active for debugging and analysis
  • Enhanced Parallel: Configurable success/failure policies with EParallelPolicy
  • Advanced Decorators: Timeout, Cooldown, Retry, Inverter, ForceSuccess/Failure, and more
  • Control Flow Nodes: IfThenElse, WhileDoElse, Switch, Repeat for complex logic
  • Timer Management: Timer and Wait nodes for time-based behaviors
  • Memory Sequences: Better state management for interrupted sequences
  • SubTree Support: Compose behaviors from multiple behavior trees

GOAP Enhancements

  • Typed WorldState: Generic support for typed world state data
  • Weighted Requirements: Goals can have weighted requirements for better planning
  • Hierarchical Goals: Composite goals that decompose into sub-goals
  • Dynamic Priorities: Goal priorities can be functions of world state and agent
  • Enhanced Effects: New effects like IncrementClamp, DecrementClamp with bounds
  • Performance Optimization: Improved planning algorithms and state management

Cross-System Integration

  • FSMConnector: Use FSMs within GOAP actions or Behavior Tree nodes
  • BTConnector: Embed Behavior Trees in GOAP actions
  • GoapConnector: Run GOAP agents as Behavior Tree nodes or FSM states
  • SubTree: Compose complex behaviors from multiple behavior trees

Modules

  • Blackboard: Enhanced data store with update callbacks and type safety
  • FSM: Complete finite state machine with priority-based transitions
  • BTree: Comprehensive behavior tree implementation with 20+ node types
  • Goap: Advanced goal-oriented action planning with hierarchical goals

Performance

This library is optimized for Roblox with:

  • Native compilation hints (//native, //optimize 2)
  • Efficient data structures and algorithms
  • Minimal garbage collection impact
  • Optimized A* pathfinding for GOAP planning

Contributing

Contributions are welcome! Please open an issue or submit a pull request.

License

This project is licensed under the MIT License.