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godot-state-machine-advanced

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Expert blueprint for hierarchical finite state machines (HSM) and pushdown automata for complex AI/character behaviors. Covers state stacks, sub-states, transition validation, and state context passing. Use when basic FSMs are insufficient OR implementing layered AI. Keywords state machine, HSM, hierarchical, pushdown automata, state stack, FSM, AI behavior.

Generalscripts

What this skill does


# Advanced State Machines

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

## Available Scripts

### [hsm_hierarchical_base.gd](scripts/hsm_hierarchical_base.gd)
Advanced HSM base delegator for propagating physics and input to sub-states.

### [hsm_pushdown_stack.gd](scripts/hsm_pushdown_stack.gd)
Professional Pushdown Automata for interruptive state (Pause/Menu) stacking.

### [hsm_state_context.gd](scripts/hsm_state_context.gd)
Decoupled context object pattern for passing persistent data between states.

### [hsm_transition_guard.gd](scripts/hsm_transition_guard.gd)
Expert transition validation logic to prevent illegal state changes.

### [hsm_animation_syncer.gd](scripts/hsm_animation_syncer.gd)
Automated Logic-to-AnimationTree syncing with state-based travel logic.

### [hsm_concurrent_logic.gd](scripts/hsm_concurrent_logic.gd)
Orchestration for parallel state machines (e.g., Move + Attack).

### [hsm_resource_state_loader.gd](scripts/hsm_resource_state_loader.gd)
Data-driven state definition using custom Godot Resources (`.tres`).

### [hsm_reentry_aware_state.gd](scripts/hsm_reentry_aware_state.gd)
Handling resume-from-stack logic vs fresh entry events.

### [hsm_state_history_logger.gd](scripts/hsm_state_history_logger.gd)
Debug ring-buffer for tracking state transition history and stack depth.

### [hsm_state_timer_component.gd](scripts/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.

---

```gdscript
# 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

```gdscript
# 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

## Expert State Machine Patterns

### 1. HSM Visualizer (Debug Tool)
Use a specialized `Control` node with `_draw()` to visualize the current state stack/hierarchy in the viewport for immediate debugging [3, 11].

```gdscript
class_name HSMVisualizer extends Control
@export var state_machine: Node

func _draw() -> void:
    var font := ThemeDB.fallback_font
    var pos := Vector2(20, 20)
    # Recursively draw active state names...
    draw_string(font, pos, "Active: " + state_machine.current_state.name)
```

### 2. State-Based Audio (Decoupled)
Avoid hardcoding `audio.play()` inside state `enter()` methods. Use a syncer that listens to `state_changed` and maps state names to `AudioStream` resources [12, 13].

```gdscript
class_name StateAudioSyncer extends Node
@export var state_machine: Node
@export var audio_map: Dictionary # { "Jump": preload("jump.wav") }

func _ready() -> void:
    state_machine.state_changed.connect(_on_state_changed)

func _on_state_changed(_old, new_state: Node):
    if audio_map.has(new_state.name):
        $AudioPlayer.stream = audio_map[new_state.name]
        $AudioPlayer.play()
```

### 3. Transition Cost (Utility AI)
Enable states to evaluate their own "weight" based on context. The StateMachine polls sibling costs and transitions to the lowest-cost behavior [17, 18].

```gdscript
# CostState.gd (Base)
func get_cost(context: Dictionary) -> float:
    return 10.0 # Default weight

# UtilityStateMachine.gd
func _physics_process(_d: float) -> void:
    var best_state: Node = current_state
    var low_cost: float = INF
    for child in get_children():
        var cost = child.get_cost(context)
        if cost < low_cost:
            low_cost = cost
            best_state = child
    if best_state != current_state:
        transition_to(best_state.name)
```

## Reference
- Related: `godot-characterbody-2d`, `godot-animation-player`


### Related
- Master Skill: [godot-master](../godot-master/SKILL.md)

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