co-states
v0.1.0
Published
Coroutine based state machine.
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Co-states
Usage
A state machine can be initialized by passing a blueprint of possible states and the corresponding events for the states.
/* A simple traffic light as a state machine implementation. */
blueprint = [
{
state: 'red',
events: {
go: 'green'
}
}, {
state: 'yellow',
events: {
stop: 'red'
}
}, {
state: 'green',
events: {
warn: 'yellow'
}
}
];
trafficLights = new CoStates(blueprint);
return assert(trafficLights instanceof CoStates);
New instances are automatically initialized with the first state in the blueprint.
var defaultState;
defaultState = blueprint[0].state;
return assert.equal(defaultState, trafficLights.getState());
Functions of the same name as the events in the blueprint are added to the instance.
/* Get event list from blueprint. */
var eventList, events;
events = [];
eventList = _.pluck(blueprint, 'events');
eventList.forEach(function(set) {
return events = events.concat(Object.keys(set));
});
/* Check that functions are present. */
return events.forEach(function(event) {
return assert(_.isFunction(trafficLights[event]));
});
These functions change the machine state according to the blueprint.
/*
A 'state:change' event is triggered on the state
machine when state is changed. The current state
and the next state are passed as extra parameters.
*/
trafficLights.on('state:change', function(current, next) {
callback(assert.equal(next, 'green'));
/* Reset machine. */
return trafficLights = new CoStates(blueprint);
});
/* Trigger state change. */
return trafficLights.go();
State can also be changed by triggering an event on the machine by the same name as the blueprint event.
trafficLights.on('state:change', function(current, next) {
callback(assert.equal(next, 'green'));
/* Reset machine. */
return trafficLights = new CoStates(blueprint);
});
/* Trigger state change. */
return trafficLights.trigger('go');
State machine will throw an error if an invalid event is triggered.
/*
An 'error' event is triggered when an invalid state
event is attempted. An <Error> object is passed
along with a helpful message.
*/
trafficLights.on('error', function(e) {
return callback(assert(e instanceof Error));
});
/* Trigger invalid event 'stop' for state 'red'. */
return trafficLights.stop();
Co-states extends co-events so callbacks for events can be anything that co supports.
/* Generators FTW! */
trafficLights.on('state:change', function*(__, next) {
return yield function() {
return callback(null);
};
});
return trafficLights.go();