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hifsm

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FSM with support for nested states and parameterised events
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Hierarchical Finite State Machine in Ruby

Build Status Coverage Status

This library was created from the desire to have nested states inspired by rFSM.

It can be used in plain old ruby objects, but works well with ActiveRecords too.

Installation

Add this line to your application's Gemfile:

gem 'hifsm'

And then execute:

$ bundle

Or install it yourself as:

$ gem install hifsm

Written in Ruby 1.8-style (hashes, lambdas), but few non-essential 1.9 niceties used, tested in 2+.

Features

  • Easy to use
  • Any number of state machines per object
  • Nested states
  • Parameterised events
  • Support of both Mealy and Moore machines
  • Lightweight and non-obtrusive

Usage

Start with the basic example and then try something more interesting.

Here is how to use it to model a monster in a Quake-like game. It covers most Hifsm features:

require 'hifsm'

class Monster
  extend Hifsm

  hifsm do
    state :idle, :initial => true
    state :attacking do
      state :acquiring_target, :initial => true do
        action do
          # self is the monster instance here
          plan_attack
        end
      end
      state :pursuing do
        before_enter do
          self.roar!
          true # since it would stop processing if roar! returns false
        end
        action do
          step_towards target
        end
      end
      state :fighting do
        action do
          hit target
        end
      end

      event :acquire, :from => :acquiring_target, :to => :pursuing
      event :reached, :from => :pursuing, :to => :fighting

      action do |tick|
        debug && puts("#{tick}: Attack!")
      end
    end
    state :coming_back do
      action do
        step_towards @home
      end
    end
    state :runaway

    event :sight, :from => [:idle, :coming_back], :to => :runaway, :guard => :low_hp?
    event :sight, :from => [:idle, :coming_back], :to => :attacking do
      before do |t|
        debug && puts("Setting target to #{t}")
        self.target = t
      end
    end
    event :enemy_dead, :from => :attacking, :to => :coming_back do
      after do
        debug && puts("Woohoo!")
        self.target = nil
      end
    end
  end

  attr_accessor :target, :low_hp, :debug

  def initialize
    @debug = false
    @home = 'home'
    @tick = 1
    @low_hp = false
  end

  def act_with_tick!
    debug && puts("Acting @#{state}")
    act_without_tick! @tick
    @tick = @tick + 1
  end
  alias_method :act_without_tick!, :act!
  alias_method :act!, :act_with_tick!

  def hit(target)
    debug && puts("~~> #{target}")
  end

  def low_hp?
    @low_hp
  end

  def plan_attack
    debug && puts("planning...")
    acquire
  end

  def roar!
    debug && puts("AARGHH!")
  end

  def step_towards(target)
    debug && puts("step step #{target}")
  end

end

ogre = Monster.new
ogre.debug = true       ### Console output:
ogre.act!               # Acting @idle
ogre.sight 'player'     # Setting target to player
ogre.act!               # Acting @attacking.acquiring_target
                        # 2: Attack!     <- parent state act! first
                        # planning...
                        # AARGHH!
# ogre.acquire        -> Hifsm::MissingTransition, already acquired in act!
ogre.act!               # Acting @attacking.pursuing
                        # 3: Attack!
                        # step step player
ogre.enemy_dead         # Woohoo!
ogre.act!               # Acting @coming_back
                        # step step home

ogre.sight 'player2'    # Setting target to player2
ogre.acquire            # AARGHH!
ogre.act!               # Acting @attacking.pursuing
                        # 5: Attack!
                        # step step player2
ogre.reached
puts ogre.state         # attacking.fighting
# ogre.attacking_fighting? = true
ogre.act!               # Acting @attacking.fighting
                        # 6: Attack!
                        # ~~> player2
5.times { ogre.act! }   # ...
ogre.enemy_dead         # Woohoo!
ogre.act!               # Acting @coming_back
                        # step step home
ogre.low_hp = true
ogre.sight 'player3'
ogre.act!               # Acting @runaway

Guards

Events are tried in order they were defined, if guard callback returns false then event is skipped as if it was not defined at all. See example of this.

Callbacks

On event:

  • event.before
  • to_state.before_enter
  • from_state.before_exit
  • state changes
  • from_state.after_exit
  • to_state.after_enter
  • event.after

If any of before... callbacks returns false (literally, nil equals to true here) then no further processing is done, no exceptions raised, machine state is not changed.

On act! state's actions called from top state to nested. If several FSMs defined, object's act! invokes them all in order as they were defined and returns value from last action.

ActiveRecord integration

Add column to your database which would hold the state, and then:

class Order < ActiveRecord::Base
  hifsm :status do
    state :draft, :initial => true
    state :processing do
      state :packaging, :initial => true
      state :delivering

      event :start_delivery, :from => :packaging, :to => :delivering
    end
    state :done
    state :cancelled

    event :start_processing, :from => :draft, :to => :processing
    event :cancel!, :to => :cancelled
  end
end
order = Order.create          # draft
order.start_processing.save   # 'processing.packaging'

# scopes defined automatically. parent scopes looked up via like "processing.%"
Order.processing.first.start_delivery.save
Order.first.processing?                         # true
Order.first.processing_delivering?              # true
Order.processing_packaging.first                # nil
Order.processing_delivering.first.cancel!.save  # save is never called inisde hifsm

Get possible transitions from current state

The machine instance method valid_events returns list of possible events from current state:

monster.state_machine.valid_events # -> ['reached', 'sight', 'acquire', ...]

The order of events is not guaranteed, events for parent states are included. Any arguments that passed to valid_events are passed to event guards to find out if it is possible to fire the event.

Testing

Only 'public' API is unit-tested, internal implementation may be freely changed, so don't rely on it.

To run tests use bundle exec rake test

Try also bundle exec ruby test/monster.rb

Contributing

  1. Fork it
  2. Create your feature branch (git checkout -b my-new-feature)
  3. Commit your changes (git commit -am 'Add some feature')
  4. Push to the branch (git push origin my-new-feature)
  5. Create new Pull Request