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Module machine

Module machine 

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The StateMachine trait, Behavior trait, and the Engine that runs Behaviors.

Structs§

Engine
The Engine struct represents the core logic unit of a state machine-based entity, such as an agent. It encapsulates a behavior and manages the flow of events to and from this behavior, effectively driving the entity’s response to external stimuli.

Enums§

ControlFlow
The message that is used in a StateMachine to continue or halt its processing.
MachineInstruction
The instructions that can be sent to a StateMachine.
State
The state used by any entity implementing StateMachine.

Traits§

Behavior
The Behavior trait is the lowest level functionality that will be used by a StateMachine. This constitutes what each state transition will do.
CreateStateMachine
A trait for creating a state machine.
StateMachine
A trait defining the capabilities of a state machine within the system.

Type Aliases§

EventStream
A type alias for a pinned, boxed stream of events.