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An intuitive fully typed Finite State Machine in Luau that supports async transitions by queueing events

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StateQ: A Finite State Machine (FSM) in Luau

An intuitive fully-typed Finite State Machine in Luau that supports async transitions by queueing events, developed for use in Roblox experiences.

This project is licensed under the terms of the MIT license. See LICENSE.md for details.

This project is a work in progress

Tests need to be written and the API may receive small changes while this project is being finalized for a first release.

What's a finite state machine?

A Finite State Machine (FSM) provides a way to enforce specific logical flow among a set of States. Given an Event, the FSM responds by looking up the corresponding Transition for that Event in its current State. A Transition is a callback function that is invoked when an Event is given to the FSM, and it returns the next State for the FSM to move to.

The FSM enforces that Events can only be called when a Transition is defined for that Event in its current State by erroring if an Event is called in an invalid state (a state with no Transition defined for that Event).

Included features

The FSM provides 5 signals that can be listened to during handling of an event. These signals, transition callbacks, and state changes are processed in the following order:

SequenceDiagram

  1. Fire beforeEvent signal
    • with arguments eventName, beforeState
  2. Call transition.beforeAsync() (required, returns next state)
    • with the VarArgs from :handle(eventName, transitionArgs...)
  3. Fire leavingState signal
    • with arguments beforeState, afterState
  4. Update _currentState to next state
  5. Fire stateEntered signal
    • with arguments afterState, beforeState
  6. Call transition.afterAsync() (if specified)
    • with the VarArgs from :handle(eventName, transitionArgs...)
  7. Fire afterEvent signal
    • with arguments eventName, afterState, beforeState
  8. Fire finished signal if next state from beforeAsync() was nil
    • with argument beforeState

Transitions can be asynchronous, which is supported by queuing each Event submitted via :handle() and processing them in First-In-First-Out (FIFO) order. The next Event starts processing immediately after the previous Event's handler fires afterEvent.

The FSM can Finish if a Transition does not return a "next state" during an event marked as "canBeFinal". In such a case, the FSM will fire a finished event and will error if any further Events are handled. A nil state means the FSM has Finished.

Example usage

A simple state machine diagram for a light switch may look like this, where

  • States are represented as rectangles, and squares indicate the State can be Final
  • Events are represented as capsules

ExampleUsage

local ReplicatedStorage = game:GetService("ReplicatedStorage")

local StateQ = require(ReplicatedStorage.Packages.StateQ)

local LightState = {
	On = "On",
	Off = "Off",
}

local Event = {
	SwitchOn = "SwitchOn",
	SwitchOff = "SwitchOff",
}

local light = StateQ.new(LightState.On, {
	[Event.SwitchOn] = {
		canBeFinal = true,
		from = {
			[LightState.Off] = { -- From state
				beforeAsync = function() -- Transition
					print("Light is transitioning to On")
					for i = 1, 100 do
						-- do some action to increase brightness of a light here
						task.wait()
					end
					return LightState.On -- To next state
				end,
				afterAsync = function()
					print("Light is now On")
				end,
			}
		},
	},
	[Event.SwitchOff] = {
		canBeFinal = true,
		from = {
			[LightState.On] = {
				beforeAsync = function()
					print("Light is transitioning to Off")
					return LightState.Off
				end,
			}
		},
	},
})

light:handle(Event.SwitchOff) -- prints "Light is transitioning to Off"
light:handle(Event.SwitchOn) -- prints "Light is transitioning to On", increases brightness over time, and then prints "Light is now On"
light:handle(Event.SwitchOn) -- warns "Illegal event `SwitchOn` called during state `On`" with a stack trace

Detailed system flowchart

Flowchart

Installation

Rojo users

If your project is set up to build with Rojo, the preferred installation method is using Wally. Add this to your wally.toml file:

> StateQ = "busycityguy/stateq@0.0.6"

If you're not using Wally, you can add this repository as a submodule of your project by running the following command:

> git submodule add <https://github.com/BusyCityGuy/finite-state-machine-luau> path/to/your/dependencies

If you want to avoid submodules too, you can download the .zip file from the latest release page.

Non-Rojo users

If you aren't using Rojo, you can download the .rbxm file from the latest release page and drag it into Roblox Studio, placing the Packages folder in ReplicatedStorage.

Feedback

If you have other questions, bugs, feature requests, or feedback, please open an issue!

Contributing

See the Contributing readme.

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An intuitive fully typed Finite State Machine in Luau that supports async transitions by queueing events

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