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typminion/lib/hsm.moon
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MoonScript

-- Require external modules and libraries
require "lib.util.debug"
require "lib.util.list"
require "lib.util.parse_transition"
require "lib.util.validators"
lume = require "lib.lume"
-- Global constants
ROOT_NAME = "HSM"
TIMER_NAME = "_HSM_TIMER_"
TERMINAL_STATE = "ExitHSM"
-- Build the path from a given state up to the root.
-- @param state (table) The starting state node.
-- @return (table) Array of nodes from the starting state up to the root.
path_to_root = (state) ->
path = {}
while state
table.insert(path, state)
state = state.parent
path
-- Recursively construct a state node.
--
-- Each node is augmented with a reference to its parent, transitions, timers,
-- and, if it is the root, a reference to the full state_map.
--
-- @param name (string) The name of the state.
-- @param def (table) The state definition table.
-- @param parent (table or nil) The parent state node.
-- @param state_map (table) Global mapping of state names to nodes.
-- @return (table) The constructed state node.
build_node = (name, def, parent, state_map) ->
-- Validate state name (except for the ROOT)
unless name == ROOT_NAME or is_valid_symbol name
error "Invalid state name: #{name}"
-- Initialize node with default properties.
node =
name: name
parent: parent
transitions: {}
timers: {}
default: def.default or nil
-- Ensure state is defined only once.
if state_map[name]
error "State #{name} defined more than once"
state_map[name] = node
-- Process transitions defined as array entries.
for index, transition_str in ipairs def
transition = parse_transition(transition_str) -- parse_transition does validation
if transition.type == "on"
node.transitions[transition.event] = transition.target
else
-- For "every" or "after" transitions, generate a unique timer event name.
event_name = "#{TIMER_NAME}#{name}__#{#node.timers + 1}"
once = transition.type == "after"
duration = transition.duration
node.transitions[event_name] = transition.target
table.insert(node.timers, {once: once, duration: duration, event: event_name})
-- Process nested states (ignore keys that are not strings or are "default").
for key, value in pairs def
if type(key) == "string" and key != "default"
build_node(key, value, node, state_map)
-- If this is the root node, attach the full state_map.
unless parent
node.state_map = state_map
node
-- Build the hierarchical state machine (HSM) graph.
--
-- This function takes a machine definition and recursively constructs the HSM
-- by creating nodes and then converting transition targets (state names) into
-- actual node references.
--
-- @param def (table) The machine definition.
-- @return (table) The root state node of the HSM.
build_hsm = (def) ->
-- Prepopulate state_map with a terminal state.
root = build_node(ROOT_NAME, def, nil, {
[TERMINAL_STATE]: { name: TERMINAL_STATE, transitions: {}, timers: {} }
})
-- Grab a reference to the state map
states = root.state_map
-- Convert default and normal transitions from state names to node references.
for name, state in pairs states
-- update default transitions
if state.default
state.default = states[state.default]
-- update normal transitions
if state.transitions
for event, target in pairs state.transitions
unless states[target]
error "State #{target} referenced, but never defined"
state.transitions[event] = states[target] -- change string to node reference here
root
-- Plan a transition from a source state to a destination state.
--
-- This function follows any default transitions from the destination state,
-- then computes the exit and entry paths by finding the least common ancestor
-- (LCA) of the source and final destination.
--
-- @param src (table) The current state node.
-- @param dst (table) The target state node.
-- @return (table) A table with `exit` (states to exit) and `entry` (states to enter).
plan_transition = lume.memoize (src, dst) ->
-- Follow default transitions to get the final destination.
seen = {}
final_dst = dst
while final_dst.default
if seen[final_dst]
error "Cycle detected in default transitions (in state #{final_dst.name})!"
seen[final_dst] = true
final_dst = final_dst.default
-- Build paths from both source and destination to the root.
src_path = path_to_root(src)
dst_path = path_to_root(final_dst)
-- Remove the common tail to determine the least common ancestor.
while #src_path > 0 and #dst_path > 0 and src_path[#src_path] == dst_path[#dst_path]
table.remove(src_path, #src_path)
table.remove(dst_path, #dst_path)
plan =
exit: src_path
entry: reverse(dst_path)
-- If transitioning to the terminal state, no entry actions are needed.
if final_dst.name == TERMINAL_STATE
plan.entry = {}
plan
-- Create an HSM runtime class from a machine definition.
--
-- The returned class provides methods for state transitions, updating timers,
-- handling events, and invoking state entry/update/exit actions.
--
-- @param machine_def (table) The machine definition.
-- @return (class) The HSM runtime class.
export create_hsm = (machine_def) ->
root = build_hsm(machine_def)
class HSMRuntime
-- Constructor: initializes the runtime state and binds state action methods.
new: =>
@root = root
@cur_state = nil
@timers = {} -- Map: state node -> list of timer objects
@event_queue = {}
@is_handling = false
@in_transition = false
@MAX_EVENTS_PER_UPDATE = 10
-- Bind action methods (entry, update, exit) for each state.
default_msg = (action) -> print "*** WARNING *** Using default #{action} HSM action function. Override to suppress this message."
for name, state in pairs @root.state_map
state.entry = @["on#{name}Entry"] or (=> default_msg "on#{name}Entry")
state.update = @["on#{name}Update"] or ((dt) -> default_msg "on#{name}Update")
state.exit = @["on#{name}Exit"] or (=> default_msg "on#{name}Exit")
-- Transition into the initial state and return self.
@transition(@root)
@
-- Initialize timers for a given state.
--
-- @param state (table) The state node whose timers should be created.
init_timers: (state) =>
if state.timers
@timers[state] = lume.map state.timers, (t) ->
{
once: t.once
duration: t.duration
event: t.event -- TODO: change this from event to target state
elapsed: 0
}
-- Destroy timers associated with a state.
--
-- @param state (table) The state node whose timers should be removed.
destroy_timers: (state) =>
@timers[state] = nil
-- Update timers across all active states.
--
-- Called during each update cycle; increments timer elapsed times,
-- checks for timer firing (including overshoot), and triggers events.
--
-- @param dt (number) The delta time since the last update.
-- @return (boolean) false if there is no current state, otherwise true.
update_timers: (dt) =>
return false unless @cur_state
max_timer = nil
-- Iterate over timers for each state.
for state, timers in pairs @timers
for timer in *timers
continue unless timer.duration
timer.elapsed += dt
timer.overshoot = timer.elapsed - timer.duration
if timer.overshoot > 0 and (not max_timer or timer.overshoot > max_timer.overshoot)
max_timer = timer
-- If a timer fired, trigger its event.
if max_timer
if max_timer.once
max_timer.duration = nil
max_timer.elapsed = nil
else
max_timer.elapsed = max_timer.elapsed % max_timer.duration
@trigger(max_timer.event)
true
-- Transition from the current state to a destination state.
--
-- This method computes the exit/entry plan, calls exit actions (and destroys timers)
-- for states being exited, then calls entry actions (and initializes timers) for states
-- being entered.
--
-- @param dst (table) The target state node.
-- @return (boolean) true if no actual state change occurred.
transition: (dst) =>
@in_transition = true
starting_state = @cur_state
plan = plan_transition(@cur_state, dst)
-- Exit states: destroy timers and invoke exit actions.
for state in *plan.exit
@destroy_timers(state)
@cur_state = state
if state.exit then state.exit(self)
if state == @root
@cur_state = nil -- HSM terminated
@in_transition = false
return
-- Enter new states: initialize timers and invoke entry actions.
for state in *plan.entry
@init_timers(state)
if state.entry then state.entry(self)
@cur_state = state
@in_transition = false
-- process events that we might've accumulated during transition
@drain_events()
starting_state == @cur_state
-- Update the HSM.
--
-- Processes timers and then calls update actions from the current state upward.
--
-- @param dt (number) Delta time.
-- @return (boolean) true if there is a current state; false otherwise.
update: (dt) =>
-- exit if the HSM is terminated
return false unless @cur_state
-- update our timers
@update_timers(dt)
-- Propagate update actions from current state up through ancestors.
s = @cur_state
while s
if s.update then s.update(self, dt)
s = s.parent
-- Process any events in our queue, some of which might've just happened
@drain_events()
true
-- Process an event.
--
-- Processes an event by checking to see if the current state or any of its
-- parents handles it. If none, the event is just discarded. Once an event
-- is handled by any state, it's discarded.
--
-- @param event (string) Event.
process_event: (event) =>
-- search from current state to root looking for one to handle this
s = @cur_state
while s
if s.transitions[event]
-- found a state that handles event, transition
@transition(s.transitions[event])
return
s = s.parent
-- Drain events in the @event_queue.
--
-- Processes events in the queue up to @MAX_EVENTS_PER_UPDATE.
drain_events: () =>
num = math.min(@MAX_EVENTS_PER_UPDATE, #@event_queue)
count = 0
while count < num and #@event_queue > 0
@process_event(table.remove(@event_queue, 1))
-- Handle an event by checking the current state and its ancestors.
--
-- If a transition for the event is found, the HSM will transition accordingly.
--
-- @param event (string) The event to trigger.
-- @return (boolean) false if there is no current state; true otherwise.
trigger: (event) =>
return false unless @cur_state
if @is_handling or @in_transition
-- if we're processing an event now, just queue it up
table.insert(@event_queue, event)
else
-- if we're not processing anything, do it immediately
@is_handling = true
@process_event(event)
@is_handling = false
true
HSMRuntime