* docs(modules): 添加框架模块文档 添加以下模块的完整文档: - FSM (状态机): 状态定义、转换条件、优先级、事件监听 - Timer (定时器): 定时器调度、冷却系统、服务令牌 - Spatial (空间索引): GridSpatialIndex、AOI 兴趣区域管理 - Pathfinding (寻路): A* 算法、网格地图、导航网格、路径平滑 - Procgen (程序化生成): 噪声函数、种子随机数、加权随机 所有文档均基于实际源码 API 编写,包含: - 快速开始示例 - 完整 API 参考 - 实际使用案例 - 蓝图节点说明 - 最佳实践建议 * docs(modules): 添加 Blueprint 模块文档和所有模块英文版 新增中文文档: - Blueprint (蓝图可视化脚本): VM、自定义节点、组合系统、触发器 新增英文文档 (docs/en/modules/): - FSM: State machine API, transitions, ECS integration - Timer: Timers, cooldowns, service tokens - Spatial: Grid spatial index, AOI management - Pathfinding: A*, grid map, NavMesh, path smoothing - Procgen: Noise functions, seeded random, weighted random - Blueprint: Visual scripting, custom nodes, composition 所有文档均基于实际源码 API 编写。
338 lines
8.1 KiB
Markdown
338 lines
8.1 KiB
Markdown
# 状态机 (FSM)
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`@esengine/fsm` 提供了一个类型安全的有限状态机实现,用于角色、AI 或任何需要状态管理的场景。
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## 安装
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```bash
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npm install @esengine/fsm
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```
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## 快速开始
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```typescript
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import { createStateMachine } from '@esengine/fsm';
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// 定义状态类型
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type PlayerState = 'idle' | 'walk' | 'run' | 'jump';
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// 创建状态机
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const fsm = createStateMachine<PlayerState>('idle');
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// 定义状态和回调
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fsm.defineState('idle', {
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onEnter: (ctx, from) => console.log(`从 ${from} 进入 idle`),
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onExit: (ctx, to) => console.log(`从 idle 退出到 ${to}`),
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onUpdate: (ctx, dt) => { /* 每帧更新 */ }
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});
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fsm.defineState('walk', {
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onEnter: () => console.log('开始行走')
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});
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// 手动切换状态
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fsm.transition('walk');
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console.log(fsm.current); // 'walk'
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```
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## 核心概念
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### 状态配置
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每个状态可以配置以下回调:
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```typescript
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interface StateConfig<TState, TContext> {
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name: TState; // 状态名称
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onEnter?: (context: TContext, from: TState | null) => void; // 进入回调
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onExit?: (context: TContext, to: TState) => void; // 退出回调
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onUpdate?: (context: TContext, deltaTime: number) => void; // 更新回调
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tags?: string[]; // 状态标签
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metadata?: Record<string, unknown>; // 元数据
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}
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```
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### 转换条件
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可以定义带条件的状态转换:
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```typescript
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interface Context {
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isMoving: boolean;
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isRunning: boolean;
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isGrounded: boolean;
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}
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const fsm = createStateMachine<PlayerState, Context>('idle', {
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context: { isMoving: false, isRunning: false, isGrounded: true }
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});
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// 定义转换条件
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fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving);
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fsm.defineTransition('walk', 'run', (ctx) => ctx.isRunning);
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fsm.defineTransition('walk', 'idle', (ctx) => !ctx.isMoving);
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// 自动评估并执行满足条件的转换
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fsm.evaluateTransitions();
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```
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### 转换优先级
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当多个转换条件同时满足时,优先级高的先执行:
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```typescript
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// 优先级数字越大越优先
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fsm.defineTransition('idle', 'attack', (ctx) => ctx.isAttacking, 10);
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fsm.defineTransition('idle', 'walk', (ctx) => ctx.isMoving, 1);
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// 如果同时满足,会先尝试 attack(优先级 10)
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```
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## API 参考
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### createStateMachine
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```typescript
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function createStateMachine<TState extends string, TContext = unknown>(
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initialState: TState,
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options?: StateMachineOptions<TContext>
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): IStateMachine<TState, TContext>
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```
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**参数:**
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- `initialState` - 初始状态
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- `options.context` - 上下文对象,在回调中可访问
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- `options.maxHistorySize` - 最大历史记录数(默认 100)
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- `options.enableHistory` - 是否启用历史记录(默认 true)
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### 状态机属性
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| 属性 | 类型 | 描述 |
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|------|------|------|
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| `current` | `TState` | 当前状态 |
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| `previous` | `TState \| null` | 上一个状态 |
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| `context` | `TContext` | 上下文对象 |
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| `isTransitioning` | `boolean` | 是否正在转换中 |
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| `currentStateDuration` | `number` | 当前状态持续时间(毫秒) |
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### 状态机方法
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#### 状态定义
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```typescript
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// 定义状态
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fsm.defineState('idle', {
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onEnter: (ctx, from) => {},
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onExit: (ctx, to) => {},
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onUpdate: (ctx, dt) => {}
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});
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// 检查状态是否存在
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fsm.hasState('idle'); // true
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// 获取状态配置
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fsm.getStateConfig('idle');
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// 获取所有状态
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fsm.getStates(); // ['idle', 'walk', ...]
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```
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#### 转换操作
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```typescript
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// 定义转换
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fsm.defineTransition('idle', 'walk', condition, priority);
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// 移除转换
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fsm.removeTransition('idle', 'walk');
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// 获取从某状态出发的所有转换
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fsm.getTransitionsFrom('idle');
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// 检查是否可以转换
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fsm.canTransition('walk'); // true/false
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// 手动转换
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fsm.transition('walk');
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// 强制转换(忽略条件)
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fsm.transition('walk', true);
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// 自动评估转换条件
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fsm.evaluateTransitions();
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```
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#### 生命周期
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```typescript
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// 更新状态机(调用当前状态的 onUpdate)
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fsm.update(deltaTime);
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// 重置状态机
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fsm.reset(); // 重置到当前状态
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fsm.reset('idle'); // 重置到指定状态
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```
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#### 事件监听
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```typescript
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// 监听进入特定状态
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const unsubscribe = fsm.onEnter('walk', (from) => {
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console.log(`从 ${from} 进入 walk`);
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});
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// 监听退出特定状态
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fsm.onExit('walk', (to) => {
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console.log(`从 walk 退出到 ${to}`);
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});
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// 监听任意状态变化
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fsm.onChange((event) => {
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console.log(`${event.from} -> ${event.to} at ${event.timestamp}`);
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});
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// 取消订阅
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unsubscribe();
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```
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#### 调试
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```typescript
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// 获取状态历史
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const history = fsm.getHistory();
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// [{ from: 'idle', to: 'walk', timestamp: 1234567890 }, ...]
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// 清除历史
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fsm.clearHistory();
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// 获取调试信息
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const info = fsm.getDebugInfo();
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// { current, previous, duration, stateCount, transitionCount, historySize }
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```
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## 实际示例
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### 角色状态机
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```typescript
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import { createStateMachine } from '@esengine/fsm';
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type CharacterState = 'idle' | 'walk' | 'run' | 'jump' | 'fall' | 'attack';
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interface CharacterContext {
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velocity: { x: number; y: number };
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isGrounded: boolean;
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isAttacking: boolean;
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speed: number;
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}
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const characterFSM = createStateMachine<CharacterState, CharacterContext>('idle', {
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context: {
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velocity: { x: 0, y: 0 },
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isGrounded: true,
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isAttacking: false,
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speed: 0
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}
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});
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// 定义状态
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characterFSM.defineState('idle', {
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onEnter: (ctx) => {
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ctx.speed = 0;
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},
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onUpdate: (ctx, dt) => {
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// 播放待机动画
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}
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});
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characterFSM.defineState('walk', {
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onEnter: (ctx) => {
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ctx.speed = 100;
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}
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});
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characterFSM.defineState('run', {
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onEnter: (ctx) => {
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ctx.speed = 200;
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}
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});
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characterFSM.defineState('jump', {
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onEnter: (ctx) => {
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ctx.velocity.y = -300;
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ctx.isGrounded = false;
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}
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});
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// 定义转换
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characterFSM.defineTransition('idle', 'walk', (ctx) => Math.abs(ctx.velocity.x) > 0);
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characterFSM.defineTransition('walk', 'idle', (ctx) => ctx.velocity.x === 0);
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characterFSM.defineTransition('walk', 'run', (ctx) => Math.abs(ctx.velocity.x) > 150);
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characterFSM.defineTransition('run', 'walk', (ctx) => Math.abs(ctx.velocity.x) <= 150);
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// 跳跃有最高优先级
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characterFSM.defineTransition('idle', 'jump', (ctx) => !ctx.isGrounded, 10);
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characterFSM.defineTransition('walk', 'jump', (ctx) => !ctx.isGrounded, 10);
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characterFSM.defineTransition('run', 'jump', (ctx) => !ctx.isGrounded, 10);
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characterFSM.defineTransition('jump', 'fall', (ctx) => ctx.velocity.y > 0);
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characterFSM.defineTransition('fall', 'idle', (ctx) => ctx.isGrounded);
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// 游戏循环中使用
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function gameUpdate(dt: number) {
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// 更新上下文
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characterFSM.context.velocity.x = getInputVelocity();
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characterFSM.context.isGrounded = checkGrounded();
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// 评估状态转换
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characterFSM.evaluateTransitions();
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// 更新当前状态
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characterFSM.update(dt);
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}
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```
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### 与 ECS 集成
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```typescript
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import { Component, EntitySystem, Matcher } from '@esengine/ecs-framework';
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import { createStateMachine, type IStateMachine } from '@esengine/fsm';
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// 状态机组件
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class FSMComponent extends Component {
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fsm: IStateMachine<string>;
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constructor(initialState: string) {
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super();
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this.fsm = createStateMachine(initialState);
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}
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}
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// 状态机系统
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class FSMSystem extends EntitySystem {
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constructor() {
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super(Matcher.all(FSMComponent));
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}
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protected processEntity(entity: Entity, dt: number): void {
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const fsmComp = entity.getComponent(FSMComponent);
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fsmComp.fsm.evaluateTransitions();
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fsmComp.fsm.update(dt);
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}
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}
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```
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## 蓝图节点
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FSM 模块提供了可视化脚本支持的蓝图节点:
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- `GetCurrentState` - 获取当前状态
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- `TransitionTo` - 转换到指定状态
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- `CanTransition` - 检查是否可以转换
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- `IsInState` - 检查是否在指定状态
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- `WasInState` - 检查是否曾在指定状态
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- `GetStateDuration` - 获取状态持续时间
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- `EvaluateTransitions` - 评估转换条件
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- `ResetStateMachine` - 重置状态机
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