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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
199 lines
6.2 KiB
Markdown
199 lines
6.2 KiB
Markdown
---
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id: wiki-2026-0508-state-machine-and-phase-transiti
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title: State Machine and Phase Transition Events
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [FSM, Game State Machine, Phase Events]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [game-design, fsm, simulation, architecture]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: typescript
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framework: xstate
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---
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# State Machine and Phase Transition Events
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## 매 한 줄
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> **"매 game logic 의 FSM-first 의 architecture"**. 매 boss phase, match flow, sector breach, AI behavior 의 deterministic state model — 매 transition event 의 explicit emission 으로 telemetry/animation/audio 의 synchronize. 매 2026 standard: XState v5 + actor model + visualizer.
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## 매 핵심
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### 매 정의
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- **State**: 매 finite labeled status (idle, charging, attacking, dead).
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- **Event**: external trigger (input, timer, hp_threshold).
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- **Transition**: state × event → next_state + side_effects.
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- **Phase event**: cross-cutting broadcast (e.g. "phase_2_started") for multiple subsystems.
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### 매 핵심 패턴
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- **Hierarchical states**: parent/child (combat → charging → release).
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- **Parallel states**: 매 동시 sub-FSM (movement + weapon + status).
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- **Guards**: 매 transition 의 conditional gate.
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- **Actions**: entry/exit/transition side effects.
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### 매 응용
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1. Boss fight phase logic.
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2. Multiplayer match flow (lobby → loading → playing → results).
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3. Quest/dialogue branching.
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4. Network connection lifecycle.
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## 💻 패턴
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### XState v5 boss FSM
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```typescript
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import { setup, createActor } from 'xstate';
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const bossMachine = setup({
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types: { context: {} as { hp: number }, events: {} as { type: 'damage'; amount: number } | { type: 'tick' } },
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actions: {
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broadcastPhase: ({ context }) => emit('phase_event', { phase: context.hp > 5000 ? 1 : context.hp > 2000 ? 2 : 3 }),
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},
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guards: {
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phase2: ({ context }) => context.hp <= 5000 && context.hp > 2000,
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phase3: ({ context }) => context.hp <= 2000 && context.hp > 0,
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dead: ({ context }) => context.hp <= 0,
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},
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}).createMachine({
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id: 'boss',
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initial: 'phase1',
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context: { hp: 10_000 },
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states: {
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phase1: { on: { damage: { actions: 'broadcastPhase', guard: 'phase2', target: 'phase2' } } },
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phase2: { on: { damage: { actions: 'broadcastPhase', guard: 'phase3', target: 'phase3' } } },
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phase3: { on: { damage: { guard: 'dead', target: 'dead' } } },
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dead: { type: 'final' },
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},
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});
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export const bossActor = createActor(bossMachine);
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```
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### Hand-rolled FSM (no deps)
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```typescript
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type State = 'idle' | 'charging' | 'attacking' | 'cooldown';
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type Event = 'see_target' | 'charge_done' | 'attack_done' | 'lose_target';
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const TABLE: Record<State, Partial<Record<Event, State>>> = {
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idle: { see_target: 'charging' },
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charging: { charge_done: 'attacking', lose_target: 'idle' },
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attacking: { attack_done: 'cooldown' },
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cooldown: { charge_done: 'idle' },
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};
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export class FSM {
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state: State = 'idle';
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send(e: Event) {
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const next = TABLE[this.state][e];
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if (next) { this.exit(this.state); this.state = next; this.enter(next); }
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}
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enter(s: State) { /* hooks */ }
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exit(s: State) { /* hooks */ }
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}
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```
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### Phase event bus
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```typescript
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type PhaseEvent =
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| { kind: 'phase_changed'; from: number; to: number; entityId: string }
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| { kind: 'sector_state_changed'; sectorId: string; state: string }
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| { kind: 'match_state_changed'; matchId: string; state: string };
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class EventBus {
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private listeners = new Map<string, Array<(e: PhaseEvent) => void>>();
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emit(e: PhaseEvent) { for (const fn of this.listeners.get(e.kind) ?? []) fn(e); }
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on(kind: PhaseEvent['kind'], fn: (e: PhaseEvent) => void) {
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const arr = this.listeners.get(kind) ?? [];
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arr.push(fn); this.listeners.set(kind, arr);
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}
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}
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export const bus = new EventBus();
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```
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### Guard with cooldown
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```typescript
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export function withCooldown(ms: number) {
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let last = 0;
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return () => {
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const now = Date.now();
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if (now - last < ms) return false;
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last = now;
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return true;
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};
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}
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```
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### Parallel states (movement + weapon)
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```typescript
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import { setup, createMachine } from 'xstate';
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const player = createMachine({
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id: 'player',
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type: 'parallel',
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states: {
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movement: {
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initial: 'idle',
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states: {
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idle: { on: { move: 'running' } },
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running: { on: { stop: 'idle' } },
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},
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},
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weapon: {
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initial: 'unarmed',
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states: {
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unarmed: { on: { equip: 'armed' } },
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armed: { on: { fire: 'cooldown' } },
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cooldown: { after: { 500: 'armed' } },
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},
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},
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},
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});
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```
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### FSM 의 telemetry
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```typescript
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export function logTransition(from: string, to: string, event: string) {
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console.log(JSON.stringify({ ts: Date.now(), kind: 'fsm.transition', from, to, event }));
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}
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 simple 3-state | Hand-rolled enum + switch. |
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| 매 hierarchical / parallel | XState v5 + visualizer. |
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| 매 networked sync | Authoritative server FSM + delta replication. |
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| 매 hot path AI | Behavior Tree (FSM 의 not 적합). |
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**기본값**: XState v5 for non-trivial; enum FSM for simple.
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## 🔗 Graph
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- 부모: [[Fixed Time Step vs Variable Time Step]] · [[Procedural-Rhetoric|Procedural Rhetoric (In Gaming)]]
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- 변형: [[Stage-Director-and-World-Tension-Scaling]] · [[Staggered-Firing-Logic-and-Phase-Offset]]
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- 응용: [[War-Commander-Combat-Ecosystem]] · [[Sector]]
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- Adjacent: [[Player-Experience-Modeling]] · [[Roguelike Procedural Generation]]
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## 🤖 LLM 활용
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**언제**: FSM 의 design review, unreachable state 의 detect, transition coverage 의 audit.
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**언제 X**: 매 hot loop transition (deterministic code).
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## ❌ 안티패턴
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- **Boolean flag soup**: 매 implicit state — combinatorial bug surface.
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- **Missing exit action**: 매 leak 의 timer/listener.
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- **Unbounded events**: 매 event queue 의 backlog — frame stall.
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## 🧪 검증 / 중복
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- Verified: XState v5 docs (2025), GDC AI Summit talks, Unreal Behavior Tree docs.
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — XState v5 boss + parallel state + bus 추가 |
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