README.md

# EcspanseStateMachine

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`ECSpanse State Machine` is a component level state machine implementation for [`ECSpanse`](https://hexdocs.pm/ecspanse). It is an Ecspanse component you include in your entities.

[![](https://mermaid.ink/img/pako:eNpVkDEOwjAMRa8SeUTNwpgBCYmFgYkRM0SNaSOStEpdJFT1DNyFifNwAa5Amg6UJcp7_pFjD1A2hkCBlBIDW3akxNH61pHY7jFkjaFjzbSzuoray9t6UqfVWUi5EdY4wnCxVc2Zjf3DuTydGXNhwa3m2Dgl3o_n5_XAMPMyujDTq180Nco2fQQK8BS9tiZNMmAQAoFr8oSg0tXoeEXAMKac7rk53kMJimNPBfSt-Y0G6qJdlywZy008zKvJGxq_xZBnJQ?type=png)](https://mermaid.live/edit#pako:eNpVkDEOwjAMRa8SeUTNwpgBCYmFgYkRM0SNaSOStEpdJFT1DNyFifNwAa5Amg6UJcp7_pFjD1A2hkCBlBIDW3akxNH61pHY7jFkjaFjzbSzuoray9t6UqfVWUi5EdY4wnCxVc2Zjf3DuTydGXNhwa3m2Dgl3o_n5_XAMPMyujDTq180Nco2fQQK8BS9tiZNMmAQAoFr8oSg0tXoeEXAMKac7rk53kMJimNPBfSt-Y0G6qJdlywZy008zKvJGxq_xZBnJQ)

## Features

- Every entity can have a state machine executing simultaneously - create, start, and stop independently
- Validation - all states must be defined and reachable
- State changes on command or timeout
- Observable: Events and Telemetry
- Mermaid state diagram generation

## Installation

If [available in Hex](https://hex.pm/docs/publish), the package can be installed
by adding `ecspanse_state_machine` to your list of dependencies in `mix.exs`:

```elixir
def deps do
  [
    {:ecspanse_state_machine, "~> 0.3.1"}
  ]
end
```

## How to Use

1. [Systems Setup](#systems-setup)
2. [Add a state machine](#add-a-state-machine)
3. [Listen for state changes](#listen-for-state-changes)
4. [Command a state change](#command-a-state-change)
5. [Stopping a state machine](#stopping-a-state-machine)

### Systems Setup

As part of your ESCpanse setup, you will have defined a `manager` with a `setup(data)` function. In that function, chain a call to `ESCpanseStateMachine.setup`

```elixir
  def setup(data) do
    data
    # register the state machine's systems
    |> EcspanseStateMachine.setup()

    # Be sure to register the Ecspanse System Timer!
    |> Ecspanse.add_frame_end_system(Ecspanse.System.Timer)

    # register your systems too
```

ECSpanseStateMachine will add the systems it needs for you.

### Add a state machine

The state machine is an ECSpanse component. You add it to your entity's spec in the components list. `EcspanseStateMachine.new` is a convenience API function to create the state machine component.

1. Create a state machine component spec

```elixir
    state_machine =
      EcspanseStateMachine.new(
        :idle,
        [
          [name: :idle, exits: [:patrol, :fight], timeout: 5_000],
          [name: :patrol, exits: [:fight, :idle], timeout: 10_000, default_exit: :idle],
          [name: :fight, exits: [:idle, :die]],
          [name: :die]
        ]
      )
```

2. Include the component in your entity

```elixir
    Ecspanse.Command.spawn_entity!({
      Ecspanse.Entity,
      components: [state_machine]
    })
```

#### Defining States

A state definition is a keyword list with the following keys. :name is the only required key but most states will also include :exits.

States that have at least one exit have a **default exit**. The default exit is the first exit in the :exits list unless specified by the :default_exit keyword.

States that have timeout will transition to the default exit. The Api provides a convenience function for transitioning to the default exit.

- **:name** - A State must have a unique name (an atom or String).
- **:exits** - Exits is a list of state names that can be transitioned to from this state. The majority of your states will have at least one value. Terminal states will not have any.
- **:default_exit** - The state to transition to by default. The default exit must be in the list of exits.
- **:timeout** - The number of milliseconds to be in this state before automatically transitioning to the default exit.

##### Examples

```elixir
  # This is a terminal state since it has no exits.  The state machine will stop once it enters a terminal state.
  [name: :die]

  # The :fight state can transition to :idle or :die. You must call a transition function on the api to change from the :fight state since there is no :timeout.
  [name: :fight, exits: [:idle, :die]],

  # :idle can transition to :patrol or :fight.  You can use the api to transition to either state.
  # After 5 seconds (the :timeout), the state will transition to :patrol.
  # :patrol is the default exit state since it is first in the :exits list and :default_exit isn't specified
  [name: :idle, exits: [:patrol, :fight], timeout: 5_000]

  # :patrol can transition to :fight or :idle.  You can use the api to transition to either state.
  # After 10 seconds (the :timeout), the state will transition to :idle.
  # :idle is the default exit state since it is specified as the :default_exit.
  [name: :patrol, exits: [:fight, :idle], timeout: 10_000, default_exit: :idle]
```

#### Starting your state machine

The default behavior is to automatically start a state machine. If you don't want that behavior, then you can 'set auto_start to false' and call `EcspanseStateMachine.start` when you're ready.

Auto start is an option, the third parameter to EcspanseStateMachine.new(). Here's an example of turning off auto_start and then starting the state machine later.

```elixir
  state_machine =
    EcspanseStateMachine.new(
      :idle,
      [
        [name: :idle, exits: [:patrol, :fight], timeout: 5_000],
        [name: :patrol, exits: [:fight, :idle], timeout: 10_000, default_exit: :idle],
        [name: :fight, exits: [:idle, :die]],
        [name: :die]
      ],
      auto_start: false
    )

  entity = Ecspanse.Command.spawn_entity!({
    Ecspanse.Entity,
    components: [ state_machine]
  })

  # some time later
  EcspanseStateMachine.start(entity.id)
```

### Listen for state changes

ECSpanseStateMachine publishes `Started`, `Stopped`, and `StateChanged` events. State changed is the primary event. It's your chance to take action after a transition.

```elixir
defmodule OnStateChanged do
  use Ecspanse.System,
    event_subscriptions: [EcspanseStateMachine.Events.StateChanged]

  def run(
        %EcspanseStateMachine.Events.StateChanged{
          entity_id: entity_id,
          from: from,
          to: to,
          trigger: _trigger
        },
        _frame
      ) do
      # respond to the transition
  end
end
```

### Command a state change

State changes happen when a timeout elapses or upon request. Call `EcspanseStateMachine.transition` to trigger a transition.

```elixir
  EcspanseStateMachine.transition(entity_id, :fight, :idle)
```

Here were changing state from :fight to :idle.

### Stopping a state machine

The state machine will automatically stop when it reaches a state no exits.

You can stop a state machine anytime by calling `EcspanseStateMachine.stop`.

```elixir
  EcspanseStateMachine.stop(entity_id)
```

## Telemetry

ECSpanse State Machine implements telemetry for the following events.

| event name                         | measurement | metadata             | description                     |
| ---------------------------------- | ----------- | -------------------- | ------------------------------- |
| ecspanse_state_machine.start       | system_time | state_machine        | Executed on state machine start |
| ecspanse_state_machine_stop        | duration    | state_machine        | Executed on state machine stop  |
| ecspanse_state_machine.state.start | system_time | state_machine, state | Executed on entering a state    |
| ecspanse_state_machine.state.stop  | duration    | state_machine, state | Executed on exiting a state     |

## Mermaid State Diagrams

ECSpanseStateMachine generates [Mermaid.js](https://mermaid.js.org/) state diagrams for your state machines.

```elixir
  EcspanseStateMachine.format_as_mermaid_diagram(entity_id)
```

Here's an example output.

```
---
title: Simple AI
---
stateDiagram-v2
[*] --> idle
fight --> die
fight --> idle
idle --> fight
idle --> patrol: ⏲️
patrol --> fight
patrol --> idle: ⏲️
die --> [*]
```

Which produces the following state diagram when rendered

[![](https://mermaid.ink/img/pako:eNpVkD0OwjAMha8SeURkYcyAhMTCwMSIGSLilojErYKLhFDP0LswcR4uwBUI6UBZLH_Pz_LPHY6NIzCgtUYWL4GM2vnYBlKrDXKRL2KF1t7WyUZ9XSDvZwel9VJ5Fwi58vVJCjv_h2P5GwuWwoRbK6kJRr2Gx_s5II88tU6Ub9fPmgcVNS8Cc4iUovUuX3FHVgpBThQJweTU2XRGQO6zz3bS7G58BCOpozl0rfsdBqay4ZJVcl6atB3fUr7TfwD9smWR?type=png)](https://mermaid.live/edit#pako:eNpVkD0OwjAMha8SeURkYcyAhMTCwMSIGSLilojErYKLhFDP0LswcR4uwBUI6UBZLH_Pz_LPHY6NIzCgtUYWL4GM2vnYBlKrDXKRL2KF1t7WyUZ9XSDvZwel9VJ5Fwi58vVJCjv_h2P5GwuWwoRbK6kJRr2Gx_s5II88tU6Ub9fPmgcVNS8Cc4iUovUuX3FHVgpBThQJweTU2XRGQO6zz3bS7G58BCOpozl0rfsdBqay4ZJVcl6atB3fUr7TfwD9smWR)