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