skills/thedivergentai/gd-agentic-skills/godot-state-machine-advanced

godot-state-machine-advanced

Installation
SKILL.md

Advanced State Machines

Hierarchical states, state stacks, and context passing define complex behavior management.

Available Scripts

hsm_hierarchical_base.gd

Advanced HSM base delegator for propagating physics and input to sub-states.

hsm_pushdown_stack.gd

Professional Pushdown Automata for interruptive state (Pause/Menu) stacking.

hsm_state_context.gd

Decoupled context object pattern for passing persistent data between states.

hsm_transition_guard.gd

Expert transition validation logic to prevent illegal state changes.

hsm_animation_syncer.gd

Automated Logic-to-AnimationTree syncing with state-based travel logic.

hsm_concurrent_logic.gd

Orchestration for parallel state machines (e.g., Move + Attack).

hsm_resource_state_loader.gd

Data-driven state definition using custom Godot Resources (.tres).

hsm_reentry_aware_state.gd

Handling resume-from-stack logic vs fresh entry events.

hsm_state_history_logger.gd

Debug ring-buffer for tracking state transition history and stack depth.

hsm_state_timer_component.gd

Auto-transition component for finite states like Stun or Dash.

MANDATORY: Read hsm_logic_state.gd before implementing hierarchical AI behaviors.

NEVER Do (Expert State Rules)

Hierarchy & Delegation

  • NEVER forget to propagate physics/input to children — In an HSM, failing to call child.physics_update() from the parent's _physics_process orphans child logic.
  • NEVER use deep nesting (>3 levels) — Extreme hierarchy creates "State Spaghetti." If logic is that complex, consider a Behavior Tree or Utility AI.

Transitions & Lifecycle

  • NEVER call enter() without a preceding exit() — Skipping exit logic leaves timers, tweens, or audio loops running in the background, causing resource leaks.
  • NEVER modify state during a transition frame — Re-entrant transition_to() calls inside enter() cause recursion crashes. Use call_deferred if immediate sub-transitioning is required.
  • NEVER hardcode state names as strings — Typos like transition_to("Idel") are silent killers. Use class_name based checks OR Constants.

Architecture & Context

  • NEVER use global singletons for state data — Coupling states to GameManager.player_health makes them non-reusable. Pass a Context object.
  • NEVER push states indefinitely — In a Pushdown Automaton, every push_state MUST have a retirement plan (pop_state) to avoid stack overflow.
  • NEVER assume state re-entry is always a fresh start — Resuming from a stack pop should often bypass "Entry SFX/VFX"; use re-entry flags.

# hierarchical_state.gd
class_name HierarchicalState
extends Node

signal transitioned(from_state: String, to_state: String)

var current_state: Node
var state_stack: Array[Node] = []

func  _ready() -> void:
    for child in get_children():
        child.state_machine = self
    
    if get_child_count() > 0:
        current_state = get_child(0)
        current_state.enter()

func transition_to(state_name: String) -> void:
    if not has_node(state_name):
        return
    
    var new_state := get_node(state_name)
    
    if current_state:
        current_state.exit()
    
    transitioned.emit(current_state.name if current_state else "", state_name)
    current_state = new_state
    current_state.enter()

func push_state(state_name: String) -> void:
    if current_state:
        state_stack.append(current_state)
        current_state.exit()
    
    transition_to(state_name)

func pop_state() -> void:
    if state_stack.is_empty():
        return
    
    var previous_state := state_stack.pop_back()
    transition_to(previous_state.name)

State Base Class

# state.gd
class_name State
extends Node

var state_machine: HierarchicalState

func enter() -> void:
    pass

func exit() -> void:
    pass

func update(delta: float) -> void:
    pass

func physics_update(delta: float) -> void:
    pass

func handle_input(event: InputEvent) -> void:
    pass

Best Practices

  1. Separation - One state per file
  2. Signals - Communicate state changes
  3. Stack - Use push/pop for interruptions

Reference

  • Related: godot-characterbody-2d, godot-animation-player

Related

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