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@ritterg/mini-machina

v1.2.0

Published

A simple state machine package

Downloads

4

Readme

Mini Machina

A small, humble, state machine

Mini Machina is a light weight state machine that exposes a simple api to manage moving from state-to-state and fire effects on states.

  • Simple
  • Easy to understand
  • No dependencies

Features

  • Warns you of bad state transition
  • Easy to read

Usage/Examples

import generateNewMachine from "./machine/machine";

enum State {
	GREEN = 'GREEN',
	YELLOW = 'YELLOW',
	RED = 'RED',
}

interface StatefulInformation {
	name: string;
}

const StopLight = generateNewMachine<StatefulInformation>({
	machineName: "StopLight",
	startState: State.RED,
	states: new Map([
		[
			State.GREEN,
			{
				stateName: State.GREEN,
				connections: [State.YELLOW],
				data: { name: "This is", effect: () => {} },
			},
		],
		[
			State.YELLOW,
			{
				stateName: State.YELLOW,
				connections: [State.RED],
				data: { name: "Some Stateful", effect: () => { console.log('effect fired')}},
			},
		],
		[
			State.RED,
			{
				stateName: State.RED,
				connections: [State.GREEN],
				data: { name: "data", effect: () => {} },
			},
		],
	]),
	isAlwaysBiDirectional: false,
});

console.log(StopLight.currentState()); // Initial State: red
StopLight.changeState("GREEN"); // Transition to green

console.log(StopLight.getStateData()) // { name: "This is", effect: () => {} }

console.log(StopLight.currentState()); // on green state
StopLight.changeState("RED"); // Transition to red ( Error)

Create a machine by importing generateNewMachine. define your states as a new map with a tuple argument that takes the state name as a string and a state object configuration, and interact with the machine with the exposed methods currentState, changeState.

define what transitions are allowed in the connections array of a state options object. if the machine tries to transition to a state that is not allowed or not defined in the connections array an error will be thrown.

You can pass an interface to generateNewMachine that describes the shape of stateful information that your states hold. This allows you to access it later via the getStateData method

Args

states states should be instantiated with new Map() and an array of tuples passed in that describe your states like so: new Map([[{StateName}, {StateOptions}]])

StateOptions an Object consisting of a stateName: string; connections: string[]; and data which can have any object shape as long as it's uniform among all states, data will be accessible in later versions via an exposed method. if effect is defined on data as a function it will be executed when the states change.

isAlwaysBiDirectional If this is true the graph structure underneath the machine will map both ways allowing for state transitions to always be bidirectional, meaning if you define a connection one way it will automatically be able to transition back.

machineName will be accessible in later versions or removed completely depending on if I find a use case or not.

Contributing

Want to contribute? Great! Feel free to make PRs

License

MIT

Free Software, Hell Yeah!