README.md
# aquam
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A Ruby DSL for writing Finite State Machines and validate its transitions'
## Dependencies
`aquam` requires Ruby 2.1.x or later. No more dependencies.
## Installation
$ gem install aquam
# Getting started
`aquam` helps you to define _Finite State Machines_ with a very simple DSL which
also will validate events, states and the transition between them.
First of all, you must know that a State Machine should be a different object,
where you specify the valid states and the transitions fired by the events.
That being said, lets take a look how it works.
## Machine
Basically a Machine consists on
- states
- events
- transitions
There are three key words in our DSL that will help you to write your
own Finite State Machine, plus the `attribute` method.
### Example
```ruby
class DoorStateMachine < Aquam::Machine
state :opened, OpenedDoorState
state :closed, ClosedDoorState
event :open do
transition from: :closed, to: :opened
end
event :close do
transition from: :opened, to: :closed
end
event :knock do
transition from: :opened, to: :opened
transition from: :closed, to: :closed
end
end
```
> NOTE: `OpenedDoorState` and `ClosedDoorState` definitions are missing but
> we will cover States definition later.
### state
A `state` maps a symbol to a State class.
It tells to the _machine_ it is a valid state and which class represents it.
```ruby
state :opened, OpenedDoorState
```
### event
An `event` is a method which triggers the transition from one _state_ to another.
Each _state object_ must define **only** the events that are specified here.
```ruby
event :open do
...
end
```
### transition
A `transition` moves the _state machine_ from **state A** to **state B**.
It can only be defined inside an `event` and you can define multiple transitions.
```ruby
transition from: :a_valid_state, to: :other_valid_state
```
### attribute
The `attribute` holds the name of the accessor in your own class where
the state name (string or symbol) will be stored.
By default uses `:state` as method accessor.
```ruby
attribute :state
```
### Extra
Being a subclass of `Aquam::Machine` also gives you some helpful **class methods**:
| Class Method | Description | Example (ruby) |
|:-------------|:-------------------------------------------------|:--------------------------------|
| states | `Hash` Valid states mapped to a class | `{ opened: OpenedDoorState }` |
| events | `Hash` Valid events with all its transitions | `{ open: { closed: :opened } }` |
| valid_state? | `Boolean` Check if it is a valid state | `true` |
| valid_event? | `Boolean` Check if it is a valid event | `true` |
And for **instance methods** it defines:
| Class Method | Description | Example (ruby) |
|:------------------|:-----------------------------------------|:------------------------------|
| current_state | `Aquam::State` Instance of current state | `#<ClosedDoorState:0x007...>` |
| trigger | `Aquam::State` Instance of the new state | `#<ClosedDoorState:0x008...>` |
| valid_state? | `Boolean` Check if it is a valid state | `true` |
| valid_event? | `Boolean` Check if it is a valid event | `true` |
| valid_transition? | `Boolean` Check if it is a valid event | `true` |
## State
For each state, we define a class that implements the corresponding _events_.
Every bit of behavior that is *state-dependent* should become a method in the class.
`aquam` uses metaprogramming to define methods for every single event listed
in the state machine used.
### Example
```ruby
class OpenedDoorState < Aquam::State
use_machine DoorStateMachine
def close
# Do something
@object.state = :closed
end
end
class ClosedDoorState < Aquam::State
use_machine DoorStateMachine
def open
# Do something
@object.state = :opened
end
end
```
### use_machine
This is the only method that you **must** call from every State class,
in order to define the interface according to the _state machine_.
Basically, it defines a method for every event defined in the _state machine_.
```ruby
use_machine DoorStateMachine
```
> NOTE: You can not change its value and it is accessible from all subclasses.