state-machine-transition
CommunityExpand Bob’s FSM with new states and transitions.
Authorwant2bet
Version1.0.0
Installs0
System Documentation
What problem does it solve?
This Skill provides a robust pattern for adding new states and transitions to Bob The Skull's finite state machine, including entry/exit actions, timeouts, and event-driven transitions, while preserving system stability.
Core Features & Use Cases
- Add New States: Extend the State enum with well-scoped, documented states.
- Define Transitions: Explicitly outline valid from→to transitions and timeouts.
- Entry/Exit Actions: Implement side-effects for entering/exiting states and publish StateChangedEvent.
- Testing Guidance: Includes a pattern for unit tests of new transitions.
Quick Start
- Define a new state in the State enum.
- Add VALID_TRANSITIONS entry for the new state.
- Implement enter<state>() and optional exit<state>() methods.
- Register event handlers to trigger transitions, e.g., on_your_trigger_event.
- Add timeout handling in _on_timeout if needed.
Dependency Matrix
Required Modules
None requiredComponents
scriptsreferences
💻 Claude Code Installation
Recommended: Let Claude install automatically. Simply copy and paste the text below to Claude Code.
Please help me install this Skill: Name: state-machine-transition Download link: https://github.com/want2bet/BobTheSkull5/archive/main.zip#state-machine-transition Please download this .zip file, extract it, and install it in the .claude/skills/ directory.