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state-machine-design状态机设计

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来源数

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最后核验

2026-05-01

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请帮我安装这个 Agent Skill:state-machine-design(状态机设计)
来源仓库:https://github.com/melodic-software/claude-code-plugins
仓库路径:skills/state-machine-design
安装命令:
npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machine-design
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skills.shnpx skills
npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machine-design

简介

state-machine-design 用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化,适合在 Codex、Claude、Cursor、Gemini CLI 中生成 UI 方案或检查视觉一致性。

  • 它可结合现有品牌、设计系统和用户任务,避免只堆装饰元素;涉及页面改动时需通过截图或浏览器预览检查文本溢出、对齐和响应式表现。
  • 安装方式:github,命令为 npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machine-design。
  • 当前分类为运维和基础设施,适用宿主包括 Codex、Claude、Cursor、Gemini CLI。
  • 使用时需注意保留项目已有事实、路径和命令,不要将未确认信息写成确定结论。

SKILL.md

State Machine Design Skill

When to Use This Skill

Use this skill when:

  • State Machine Design tasks - Working on statechart and state machine modeling for lifecycle and behavior specification
  • Planning or design - Need guidance on State Machine Design approaches
  • Best practices - Want to follow established patterns and standards

Overview

Design finite state machines and statecharts for modeling entity lifecycles, workflows, and system behavior.

MANDATORY: Documentation-First Approach

Before designing state machines:

  1. Invoke docs-management skill for state machine patterns
  2. Verify implementation patterns via MCP servers (context7 for XState, etc.)
  3. Base all guidance on Harel statechart semantics

State Machine Concepts

Core Elements

ElementDescriptionExample
StateCondition the system can be inDraft, Submitted, Paid
TransitionChange from one state to anotherDraft → Submitted
EventTrigger for a transitionSubmit, Pay, Cancel
GuardCondition that must be true[hasItems], [isValid]
ActionSide effect on transitionsendNotification, updateDatabase
Entry ActionAction when entering stateonEnter: startTimer
Exit ActionAction when leaving stateonExit: stopTimer

State Types

public enum StateType
{
    Initial,       // Starting state (filled circle)
    Normal,        // Regular state
    Final,         // End state (circle with border)
    Composite,     // Contains sub-states
    Parallel,      // Concurrent regions
    History,       // Remember last sub-state
    Choice         // Decision point
}

State Machine Notation

PlantUML Syntax

@startuml
title Order State Machine

[*] --> Draft : Create

state Draft {
  Draft : entry / initializeOrder
  Draft : exit / validateOrder
}

Draft --> Submitted : Submit [hasItems]
Draft --> Cancelled : Cancel

state Submitted {
  Submitted : entry / reserveInventory
}

Submitted --> Paid : ProcessPayment [paymentValid]
Submitted --> Cancelled : Cancel / releaseInventory
Submitted --> Draft : RequireChanges

state Paid {
  Paid : entry / confirmInventory
}

Paid --> Shipped : Ship
Paid --> Refunded : Refund

state Shipped {
  Shipped : entry / sendTrackingNotification
}

Shipped --> Delivered : Deliver
Shipped --> Returned : Return

Delivered --> Completed : Finalize
Delivered --> Returned : Return

Returned --> Refunded : ProcessReturn

Completed --> [*]
Refunded --> [*]
Cancelled --> [*]

@enduml

Mermaid Syntax

stateDiagram-v2
    [*] --> Draft : Create

    state Draft {
        direction LR
        [*] --> Empty
        Empty --> HasItems : AddItem
        HasItems --> HasItems : AddItem
        HasItems --> Empty : RemoveLastItem
    }

    Draft --> Submitted : Submit
    Draft --> Cancelled : Cancel

    Submitted --> Paid : PaymentReceived
    Submitted --> Cancelled : Cancel
    Submitted --> Draft : RequireChanges

    Paid --> Shipped : Ship
    Paid --> Refunded : Refund

    Shipped --> Delivered : Deliver
    Shipped --> Returned : Return

    Delivered --> Completed : Finalize
    Delivered --> Returned : Return

    Returned --> Refunded : ProcessReturn

    Completed --> [*]
    Refunded --> [*]
    Cancelled --> [*]

C# Implementation Patterns

Simple State Machine

public sealed class Order : Entity
{
    public OrderStatus Status { get; private set; }

    private static readonly Dictionary<(OrderStatus From, OrderEvent Event), OrderStatus> _transitions =
        new()
        {
            { (OrderStatus.Draft, OrderEvent.Submit), OrderStatus.Submitted },
            { (OrderStatus.Draft, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.Pay), OrderStatus.Paid },
            { (OrderStatus.Submitted, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.RequireChanges), OrderStatus.Draft },
            { (OrderStatus.Paid, OrderEvent.Ship), OrderStatus.Shipped },
            { (OrderStatus.Paid, OrderEvent.Refund), OrderStatus.Refunded },
            { (OrderStatus.Shipped, OrderEvent.Deliver), OrderStatus.Delivered },
            { (OrderStatus.Shipped, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Delivered, OrderEvent.Finalize), OrderStatus.Completed },
            { (OrderStatus.Delivered, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Returned, OrderEvent.ProcessReturn), OrderStatus.Refunded },
        };

    public Result Transition(OrderEvent @event)
    {
        if (!_transitions.TryGetValue((Status, @event), out var newStatus))
        {
            return Result.Failure($"Cannot {@event} order in {Status} status");
        }

        var oldStatus = Status;
        Status = newStatus;

        AddDomainEvent(new OrderStatusChangedEvent(Id, oldStatus, newStatus, @event));

        return Result.Success();
    }
}

public enum OrderStatus
{
    Draft, Submitted, Paid, Shipped, Delivered, Completed, Cancelled, Returned, Refunded
}

public enum OrderEvent
{
    Submit, Cancel, Pay, RequireChanges, Ship, Refund, Deliver, Return, Finalize, ProcessReturn
}

State Pattern Implementation

public abstract class OrderState
{
    public abstract OrderStatus Status { get; }

    public virtual Result Submit(Order order) =>
        Result.Failure($"Cannot submit order in {Status} state");

    public virtual Result Cancel(Order order) =>
        Result.Failure($"Cannot cancel order in {Status} state");

    public virtual Result Pay(Order order) =>
        Result.Failure($"Cannot pay order in {Status} state");

    public virtual Result Ship(Order order) =>
        Result.Failure($"Cannot ship order in {Status} state");

    protected void TransitionTo(Order order, OrderState newState)
    {
        order.SetState(newState);
    }
}

public sealed class DraftState : OrderState
{
    public override OrderStatus Status => OrderStatus.Draft;

    public override Result Submit(Order order)
    {
        if (!order.HasItems)
            return Result.Failure("Order must have items to submit");

        TransitionTo(order, new SubmittedState());
        order.ReserveInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

public sealed class SubmittedState : OrderState
{
    public override OrderStatus Status => OrderStatus.Submitted;

    public override Result Pay(Order order)
    {
        TransitionTo(order, new PaidState());
        order.ConfirmInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        order.ReleaseInventory();
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

Stateless Library Pattern

using Stateless;

public sealed class OrderStateMachine
{
    private readonly StateMachine<OrderStatus, OrderEvent> _machine;
    private readonly Order _order;

    public OrderStateMachine(Order order)
    {
        _order = order;
        _machine = new StateMachine<OrderStatus, OrderEvent>(
            () => order.Status,
            status => order.SetStatus(status));

        ConfigureTransitions();
    }

    private void ConfigureTransitions()
    {
        _machine.Configure(OrderStatus.Draft)
            .Permit(OrderEvent.Submit, OrderStatus.Submitted)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .OnEntry(() => _order.InitializeOrder());

        _machine.Configure(OrderStatus.Submitted)
            .PermitIf(OrderEvent.Pay, OrderStatus.Paid,
                () => _order.PaymentIsValid)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .Permit(OrderEvent.RequireChanges, OrderStatus.Draft)
            .OnEntry(() => _order.ReserveInventory())
            .OnExit(() => { /* cleanup if needed */ });

        _machine.Configure(OrderStatus.Paid)
            .Permit(OrderEvent.Ship, OrderStatus.Shipped)
            .Permit(OrderEvent.Refund, OrderStatus.Refunded)
            .OnEntry(() => _order.ConfirmInventory());

        _machine.Configure(OrderStatus.Shipped)
            .Permit(OrderEvent.Deliver, OrderStatus.Delivered)
            .Permit(OrderEvent.Return, OrderStatus.Returned)
            .OnEntry(() => _order.SendTrackingNotification());

        _machine.Configure(OrderStatus.Delivered)
            .Permit(OrderEvent.Finalize, OrderStatus.Completed)
            .Permit(OrderEvent.Return, OrderStatus.Returned);

        _machine.Configure(OrderStatus.Returned)
            .Permit(OrderEvent.ProcessReturn, OrderStatus.Refunded);

        // Terminal states
        _machine.Configure(OrderStatus.Completed);
        _machine.Configure(OrderStatus.Cancelled);
        _machine.Configure(OrderStatus.Refunded);
    }

    public bool CanFire(OrderEvent trigger) => _machine.CanFire(trigger);

    public void Fire(OrderEvent trigger) => _machine.Fire(trigger);

    public IEnumerable<OrderEvent> GetPermittedTriggers() =>
        _machine.GetPermittedTriggers();
}

XState Pattern (TypeScript)

import { createMachine, assign } from 'xstate';

interface OrderContext {
  items: LineItem[];
  customerId: string;
  paymentId?: string;
  trackingNumber?: string;
}

type OrderEvent =
  | { type: 'ADD_ITEM'; item: LineItem }
  | { type: 'REMOVE_ITEM'; itemId: string }
  | { type: 'SUBMIT' }
  | { type: 'PAY'; paymentId: string }
  | { type: 'CANCEL' }
  | { type: 'SHIP'; trackingNumber: string }
  | { type: 'DELIVER' }
  | { type: 'RETURN' }
  | { type: 'REFUND' };

const orderMachine = createMachine({
  id: 'order',
  initial: 'draft',
  context: {
    items: [],
    customerId: '',
  } as OrderContext,

  states: {
    draft: {
      entry: 'initializeOrder',
      on: {
        ADD_ITEM: {
          actions: assign({
            items: ({ context, event }) => [...context.items, event.item],
          }),
        },
        REMOVE_ITEM: {
          actions: assign({
            items: ({ context, event }) =>
              context.items.filter(i => i.id !== event.itemId),
          }),
        },
        SUBMIT: {
          target: 'submitted',
          guard: 'hasItems',
        },
        CANCEL: 'cancelled',
      },
    },

    submitted: {
      entry: 'reserveInventory',
      exit: 'onSubmittedExit',
      on: {
        PAY: {
          target: 'paid',
          guard: 'paymentValid',
          actions: assign({
            paymentId: ({ event }) => event.paymentId,
          }),
        },
        CANCEL: {
          target: 'cancelled',
          actions: 'releaseInventory',
        },
      },
    },

    paid: {
      entry: 'confirmInventory',
      on: {
        SHIP: {
          target: 'shipped',
          actions: assign({
            trackingNumber: ({ event }) => event.trackingNumber,
          }),
        },
        REFUND: 'refunded',
      },
    },

    shipped: {
      entry: 'sendTrackingNotification',
      on: {
        DELIVER: 'delivered',
        RETURN: 'returned',
      },
    },

    delivered: {
      on: {
        RETURN: 'returned',
      },
      after: {
        // Auto-complete after 14 days
        '14d': 'completed',
      },
    },

    returned: {
      on: {
        REFUND: 'refunded',
      },
    },

    completed: { type: 'final' },
    cancelled: { type: 'final' },
    refunded: { type: 'final' },
  },
}, {
  guards: {
    hasItems: ({ context }) => context.items.length > 0,
    paymentValid: ({ event }) => event.type === 'PAY' && !!event.paymentId,
  },
  actions: {
    initializeOrder: () => console.log('Order initialized'),
    reserveInventory: ({ context }) =>
      console.log(`Reserving ${context.items.length} items`),
    confirmInventory: () => console.log('Inventory confirmed'),
    releaseInventory: () => console.log('Inventory released'),
    sendTrackingNotification: ({ context }) =>
      console.log(`Tracking: ${context.trackingNumber}`),
  },
});

Design Best Practices

State Design Guidelines

  1. Name states as conditions: Submitted not Submit
  2. Name events as commands: Submit not Submitted
  3. Use guards for conditional transitions
  4. Keep states atomic: One responsibility per state
  5. Document entry/exit actions
  6. Consider terminal states (final states)

Common Patterns

PatternUse Case
LinearSimple sequential flow
ChoiceConditional branching
ParallelConcurrent activities
HierarchicalComplex nested states
HistoryResume from last state

Workflow

When designing state machines:

  1. Identify entity: What has the lifecycle?
  2. List states: What conditions can it be in?
  3. Define events: What triggers state changes?
  4. Map transitions: State + Event → New State
  5. Add guards: What conditions must be true?
  6. Define actions: What happens on transitions?
  7. Draw diagram: Visualize for review
  8. Implement: Choose appropriate pattern

References

For detailed guidance:


Last Updated: 2025-12-26

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