This standalone lua micro-framework provides a finite state machine for your pleasure.
- fully ported (including test) from javascript-state-machine, great thanks to jakesgordon
- You can find the code here
- You can read specs code as examples
You can download luafsm.lua,
Alternatively:
git clone https://github.com/recih/lua-fsm.git
- All code is in luafsm.lua
- No 3rd party library is required
- Busted tests can be run with "busted" (after installing busted with "luarocks install busted")
Simply use require
:
local luafsm = require("luafsm")
In its simplest form, create a standalone state machine using:
local fsm = luafsm.create {
initial = 'green',
events = {
{ name = 'warn', from = 'green', to = 'yellow' },
{ name = 'panic', from = 'yellow', to = 'red' },
{ name = 'calm', from = 'red', to = 'yellow' },
{ name = 'clear', from = 'yellow', to = 'green' },
}
}
... will create an object with a method for each event:
- fsm:warn() - transition from 'green' to 'yellow'
- fsm:panic() - transition from 'yellow' to 'red'
- fsm:calm() - transition from 'red' to 'yellow'
- fsm:clear() - transition from 'yellow' to 'green'
along with the following members:
- fsm.current - contains the current state
- fsm:is(s) - return true if state
s
is the current state - fsm:can(e) - return true if event
e
can be fired in the current state - fsm:cannot(e) - return true if event
e
cannot be fired in the current state
If an event is allowed from multiple states, and always transitions to the same
state, then simply provide an array of states in the from
attribute of an event. However,
if an event is allowed from multiple states, but should transition to a different
state depending on the current state, then provide multiple event entries with
the same name:
local fsm = luafsm.create{
initial = 'hungry',
events = {
{ name = 'eat', from = 'hungry', to = 'satisfied' },
{ name = 'eat', from = 'satisfied', to = 'full' },
{ name = 'eat', from = 'full', to = 'sick' },
{ name = 'rest', from = {'hungry', 'satisfied', 'full', 'sick'}, to = 'hungry' },
}
}
This example will create an object with 2 event methods:
- fsm:eat()
- fsm:rest()
The rest
event will always transition to the hungry
state, while the eat
event
will transition to a state that is dependent on the current state.
NOTE: The
rest
event could use a wildcard '*' for the 'from' state if it should be allowed from any current state.
NOTE: The
rest
event in the above example can also be specified as multiple events with the same name if you prefer the verbose approach.
4 types of callback are available by attaching methods to your StateMachine using the following naming conventions:
onbeforeEVENT
- fired before the eventonleaveSTATE
- fired when leaving the old stateonenterSTATE
- fired when entering the new stateonafterEVENT
- fired after the event
(using your specific EVENT and STATE names)
For convenience, the 2 most useful callbacks can be shortened:
onEVENT
- convenience shorthand foronafterEVENT
onSTATE
- convenience shorthand foronenterSTATE
In addition, 4 general-purpose callbacks can be used to capture all event and state changes:
onbeforeevent
- fired before any eventonleavestate
- fired when leaving any stateonenterstate
- fired when entering any stateonafterevent
- fired after any event
All callbacks will be passed the same arguments:
- self state machine instance itself
- event a event object (a table) like this: { name = 'warn', from = 'green', to = 'yellow' }
- (followed by any arguments you passed into the original event method)
Callbacks can be specified when the state machine is first created:
local fsm = luafsm.create{
initial = 'green',
events = {
{ name = 'warn', from = 'green', to = 'yellow' },
{ name = 'panic', from = 'yellow', to = 'red' },
{ name = 'calm', from = 'red', to = 'yellow' },
{ name = 'clear', from = 'yellow', to = 'green' },
},
callbacks = {
onpanic = function(self, event, msg) print('panic! ' .. msg) end,
onclear = function(self, event, msg) print('thanks to ' .. msg) end,
ongreen = function(self, event) print('green') end,
onyellow = function(self, event) print('yellow') end,
onred = function(self, event) print('red') end,
}
}
fsm:panic('killer bees')
fsm:clear('sedatives in the honey pots')
...
Additionally, they can be added and removed from the state machine at any time:
fsm.ongreen = nil
fsm.onyellow = nil
fsm.onred = nil
fsm.onenterstate = function(self, event) print(event.to) end
The order in which callbacks occur is as follows:
assume event go transitions from red state to green
onbeforego
- specific handler for the go event onlyonbeforeevent
- generic handler for all eventsonleavered
- specific handler for the red state onlyonleavestate
- generic handler for all statesonentergreen
- specific handler for the green state onlyonenterstate
- generic handler for all statesonaftergo
- specific handler for the go event onlyonafterevent
- generic handler for all events
NOTE: the legacy
onchangestate
handler has been deprecated and will be removed in a future version
You can affect the event in 3 ways:
- return
false
from anonbeforeEVENT
handler to cancel the event. - return
false
from anonleaveSTATE
handler to cancel the event. - return
ASYNC
from anonleaveSTATE
handler to perform an asynchronous state transition (see next section)
Sometimes, you need to execute some asynchronous code during a state transition and ensure the new state is not entered until your code has completed.
A good example of this is when you transition out of a menu
state, perhaps you want to gradually
fade the menu away, or slide it off the screen and don't want to transition to your game
state
until after that animation has been performed.
You can now return luafsm.ASYNC
from your onleavestate
handler and the state machine
will be 'put on hold' until you are ready to trigger the transition using the new transition()
method.
For example:
local fsm = luafsm.create{
initial = 'menu',
events = {
{ name = 'play', from = 'menu', to = 'game' },
{ name = 'quit', from = 'game', to = 'menu' }
},
callbacks = {
onentermenu = function() menu_show() end,
onentergame = function() game_show() end,
onleavemenu = function()
menu_fade_out(function()
fsm:transition()
end)
return luafsm.ASYNC -- tell luafsm to defer next state until we call transition (in fadeOut callback above)
end,
onleavegame = function()
game_slide_down(function()
fsm:transition()
end)
return luafsm.ASYNC -- tell luafsm to defer next state until we call transition (in slideDown callback above)
end,
}
}
_NOTE: If you decide to cancel the ASYNC event, you can call
fsm.transition.cancel()
You can also turn all instances of a class into an FSM by applying
the state machine functionality to the prototype, including your callbacks
in your prototype, and providing a startup
event for use when constructing
instances:
local my_fsm = {}
local prototype = {
onpanic = function(self, event) print('panic') end,
onclear = function(self, event) print('all is clear') end,
-- my other prototype methods
};
function my_fsm.new() -- my constructor function
local t = {}
setmetatable(t, {__index = prototype})
t:startup()
return t
end
luafsm.create {
target = prototype,
events = {
{ name = 'startup', from = 'none', to = 'green' },
{ name = 'warn', from = 'green', to = 'yellow' },
{ name = 'panic', from = 'yellow', to = 'red' },
{ name = 'calm', from = 'red', to = 'yellow' },
{ name = 'clear', from = 'yellow', to = 'green' },
}
}
This should be easy to adjust to fit your appropriate mechanism for object construction.
NOTE: the
startup
event can be given any name, but it must be present in some form to ensure that each instance constructed is initialized with its own uniquecurrent
state.
How the state machine should initialize can depend on your application requirements, so the library provides a number of simple options.
By default, if you dont specify any initial state, the state machine will be in the 'none'
state and you would need to provide an event to take it out of this state:
local fsm = luafsm.create {
events = {
{ name = 'startup', from = 'none', to = 'green' },
{ name = 'panic', from = 'green', to = 'red' },
{ name = 'calm', from = 'red', to = 'green' },
}
}
print(fsm.current) -- "none"
fsm:startup()
print(fsm.current) -- "green"
If you specify the name of your initial state (as in all the earlier examples), then an
implicit startup
event will be created for you and fired when the state machine is constructed.
local fsm = luafsm.create {
initial = 'green',
events = {
{ name = 'panic', from = 'green', to = 'red' },
{ name = 'calm', from = 'red', to = 'green' },
}
}
print(fsm.current) -- "green"
If your object already has a startup
method you can use a different name for the initial event
local fsm = luafsm.create {
initial = { state = 'green', event = 'init' },
events = {
{ name = 'panic', from = 'green', to = 'red' },
{ name = 'calm', from = 'red', to = 'green' },
}
}
print(fsm.current) -- "green"
Finally, if you want to wait to call the initial state transition event until a later date you
can defer
it:
local fsm = luafsm.create {
initial = { state = 'green', event = 'init', defer = true },
events = {
{ name = 'panic', from = 'green', to = 'red' },
{ name = 'calm', from = 'red', to = 'green' },
}
}
print(fsm.current) -- "none"
fsm:init()
print(fsm.current) -- "green"
Of course, we have now come full circle, this last example is pretty much functionally the same as the first example in this section where you simply define your own startup event.
So you have a number of choices available to you when initializing your state machine.
IMPORTANT NOTE: if you are using the pattern described in the previous section "State Machine Classes", and wish to declare an
initial
state in this manner, you MUST use thedefer: true
attribute and manually call the starting event in your constructor function. This will ensure that each instance gets its own uniquecurrent
state, rather than an (unwanted) sharedcurrent
state on the prototype object itself.
By default, if you try to call an event method that is not allowed in the current state, the
state machine will throw an exception. If you prefer to handle the problem yourself, you can
define a custom error
handler:
local fsm = luafsm.create {
initial = 'green',
error = function(self, event, error_code, error_message)
return 'event ' .. event.name .. ' was naughty :- ' .. error_message
end,
events = {
{ name = 'panic', from = 'green', to = 'red' },
{ name = 'calm', from = 'red', to = 'green' },
}
}
print(fsm:calm()) -- "event calm was naughty :- event not allowed in current state green"
See LICENSE file.