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@sasha-z/fsm_js

v0.1.2

Published

fsm - Finite-state machine

Downloads

4

Readme

fsm - Finite-state machine

You can create simple FSM:

var machine = Machine([
  State('solid', ['liquid'], {initial: true}),
  State('liquid', ['solid', 'gas']),
  State('gas', ['liquid']),
]);

machine.go('liquid');
machine.go('gas');
machine.go('liquid');

Or more complicate:

var machine = Machine(
  [
    State('solid', [Transition({to: 'liquid'})], {initial: true}),
    State('liquid', [
      Transition({name: 'freeze', to: 'solid'}),
      'gas'
    ]),
    State(entity => entity == 'gas', [
      Transition({
        canTransite: function (entity) {
          return entity == 'liquid';
        },
        generateEntity: function () {
          return 'liquid';
        },
      })
    ]),
  ],
  {
    initResult: '',
    calculateResult: function (memo, entity) {
      return memo + entity[0];
    }
  }
);

machine.go('liquid');
machine.run('freeze');
machine.go('liquid');
machine.history() == ['liquid', 'solid', 'liquid'];
machine.result() == 'lsl';

Machine

You can create machine by calling Machine function

var machine = Machine(statesList, options);

where statesList must be array of State's. "options" is optional

Machine options

var machine = Machine(statesList, {
  onTransition(from, to) {
    // this function will be called whenever any transition happens
  },
  onUnhandledTransition(from, to) {
    // this function will be called only if corresponding Transition don't have `onTransition` handler
  },
  onUnsupportedTransition(from, to) {
    // this function will be called if `go` or `run` called but no supported transition found
  },
  initResult: '', // init value for result
  calculateResult: function (memo, entity) {
    // this function will be called whenever any transition happens. First argument is old result, and second is entity what must be combined with old result. Function must return combined result.
  }
});

Machine methods

Method go run transition to the state what identified by the entity, and return true if transition possible or false if not

machine.go(ace);

Method run run transition by the name, and return true if transition possible or false if not

m.run('transition');

Also:

// returns true if there are no transitions from current state, or false in other case
m.isFinished()
// returns last entity what runs transition
m.last()
// check if transition posible
m.canTransite(entity)
// returns all entities from runed transition
m.history()
// returns gathered result
m.result()
// reset state
m.restart()

State

State(identifier, transitionsList, options);

where transitionsList must be array of Transition's, and it's optional. "options" is optional. If some Transition in transitionsList have only to field it can be simplified this way:

State(identifier, [Transition({to: 'test'})]);
State(identifier, ['test']);

Both State are equal.

State identifier

State identifier can be object or function If it is object fsm will compere it with candidat object with operator "==", if comparision returns true thats mean the State is fit and it's be next State.

var machine = Machine([
  State(null, ['test'], {initial: true}),
  State('test'),
]);
machine.go('test');

If more complex logic needed you can use function. It must return true if entity is fit to this State

var testEntity = {id: "test"};
var machine = Machine([
  State(null, [testEntity], {initial: true}),
  State(function(entity) {
    return entity.id == "test";
  }),
]);
machine.go(testEntity);

State options

Option can have field "initial" if machine must be initialized with this State. If few States have this option machine will be initialized with first of them. The State what will be initial will not be in a history or result.

State(identifier, transitionsList, { initial: true });

Transition

Transition(parameters);
Transition({
  name: 'testing',
  to: 'test',
  canTransite: function (entity) {
  },
  generateEntity: function () {
  },
  onTransition: function (from) {
  }
});

Transitions parameters

name parameter used if you call run function on machine. It must be string and uniquly identify the transition. If transition runs using run function it must have generateEntity or to parameter, what will be used to identify State.

var machine = Machine([
  State(null, [
    Transition({
      name: 'testing',
      to: 'test'
    })
  ], {initial: true}),
  State('test'),
], options);
machine.run('testing');

canTransite parameter used if you call go function on machine. It must return true if trunsition to given entity is possible. If canTransiteused parameters can have generateEntity or to field to identify State, if them absent original(what passed to go function) entity used.

var machine = Machine([
  State(null, [
    Transition({
      canTransite: function (entity) {
        return entity == 'test'
      }
    })
  ], {initial: true}),
  State('test'),
], options);
machine.go('test');

to parameter is a minimum to create valid Transition. If there is no canTransite it used to deside if transition possible. If there is no generateEntity it used to identify State.

var machine = Machine([
  State(null, [
    Transition({
      to: 'test'
    })
  ], {initial: true}),
  State('test'),
], options);
machine.go('test');

generateEntity is used to identify suitable State.

var machine = Machine([
  State(null, [
    Transition({
      to: 'forward',
      generateEntity: function () {
        return 'test';
      }
    })
  ], {initial: true}),
  State('test'),
], options);
machine.go('forward');

onTransition calls when transition happens.

var machine = Machine([
  State(null, [
    Transition({
      to: 'test',
      onTransition: function (from) {
        console.log('it transite');
      }
    })
  ], {initial: true}),
  State('test'),
], options);
machine.go('test'); // it transite