state-machine-transition

Community

Expand 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

  1. Define a new state in the State enum.
  2. Add VALID_TRANSITIONS entry for the new state.
  3. Implement enter<state>() and optional exit<state>() methods.
  4. Register event handlers to trigger transitions, e.g., on_your_trigger_event.
  5. Add timeout handling in _on_timeout if needed.

Dependency Matrix

Required Modules

None required

Components

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.
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