mech 0.3.3

Mech is a programming language for building reactive systems like robots, games, and animations.
Documentation
state machines
===============================================================================

%% A `state machine` models step-by-step behavior as transitions between named states. In Mech, a machine declares its allowed states and output kind, then implements transitions and terminal outputs.

A state machine definition has two parts:

1. A type declaration that lists all legal states and their payload shapes.
2. An implementation that defines the initial state and per-state behavior.

General form:

```text
#MachineName(input<kind>) => <output-kind>
  ├ :StateA(payload<kind>, ...)
  ├ :StateB(payload<kind>, ...)
  └ :Done(result<kind>).

#MachineName(input<kind>) -> :StateA(...)
  :StateA(...) => :StateB(...)
  :StateB(...)
    ├ guard -> :StateA(...)
    └ guard -> :Done(...)
  :Done(result) => result.
```

Notes:

- `#Name(...) => <...>` declares the machine interface and the full state set.
- Every transition target must be one of the declared states.
- Integer kinds are strict in machine transitions, so typed literals like `0u64`
  are often required.
- A state arm can be a direct transition (`->`) or guarded branches.
- Terminal states return with `=>`.

1. Traffic light
-------------------------------------------------------------------------------

A traffic light cycles through three phases. This is the canonical example of a
state machine: behavior is entirely determined by the current state, not by a
counter or accumulator.

```mech:ex state-machine-traffic-light
#TrafficLight(steps<u64>) => <u64>
  ├ :Red(steps<u64>)
  ├ :Green(steps<u64>)
  ├ :Yellow(steps<u64>)
  └ :Done(out<u64>).

#TrafficLight(steps<u64>) -> :Red(steps)
  :Red(steps)
    ├ steps > 0u64 -> :Green(steps - 1u64)
    └ steps == 0u64 -> :Done(0u64)
  :Green(steps)
    ├ steps > 0u64 -> :Yellow(steps - 1u64)
    └ steps == 0u64 -> :Done(0u64)
  :Yellow(steps)
    ├ steps > 0u64 -> :Red(steps - 1u64)
    └ steps == 0u64 -> :Done(0u64)
  :Done(out) => out.

#TrafficLight(6u64)
```

Expected result: `0u64` after cycling Red → Green → Yellow twice.

2. Fibonacci machine
-------------------------------------------------------------------------------

State payload can carry multiple values. `:Compute` stores the loop index and
two rolling values, making the recurrence relation explicit in the transitions.

```mech:ex state-machine-fibonacci
#Fibonacci(n<u64>) => <u64>
  ├ :Compute(n<u64>, a<u64>, b<u64>)
  └ :Done(n<u64>).

#Fibonacci(n<u64>) -> :Compute(n, 0u64, 1u64)
  :Compute(n, a, b)
    ├ n > 0u64 -> :Compute(n - 1u64, b, a + b)
    └ n == 0u64 -> :Done(a)
  :Done(n) => n.

#Fibonacci(10u64)
```

Expected result: `55u64`.

3. Type strictness in guards and transitions
-------------------------------------------------------------------------------

State payload kinds are strict. If a state carries `u64`, untyped numeric
literals in guards or transitions will fail typechecking.

```mech:disabled
#Clamp(n<u64>, lo<u64>, hi<u64>) => <u64>
  ├ :Check(n<u64>, lo<u64>, hi<u64>)
  └ :Done(out<u64>).

#Clamp(n<u64>, lo<u64>, hi<u64>) -> :Check(n, lo, hi)
  :Check(n, lo, hi)
    ├ n < lo -> :Done(lo)
    ├ n > hi -> :Done(hi)
    └ n      -> :Done(n)     %% guards must match declared kind
  :Done(out) => out.
```

Write typed literals so guard expressions stay consistent with the state
declaration:

```mech:ex state-machine-clamp
#Clamp(n<u64>, lo<u64>, hi<u64>) => <u64>
  ├ :Check(n<u64>, lo<u64>, hi<u64>)
  └ :Done(out<u64>).

#Clamp(n<u64>, lo<u64>, hi<u64>) -> :Check(n, lo, hi)
  :Check(n, lo, hi)
    ├ n < lo -> :Done(lo)
    ├ n > hi -> :Done(hi)
    └ n >= lo & n <= hi -> :Done(n)
  :Done(out) => out.

#Clamp(15u64, 1u64, 10u64)
```

Expected result: `10u64`.

4. Declared states must be implemented consistently
-------------------------------------------------------------------------------

Transitions to undeclared states are invalid:

```mech:disabled
#Turnstile(n<u64>) => <u64>
  ├ :Locked(n<u64>)
  └ :Unlocked(n<u64>).

#Turnstile(n<u64>) -> :Locked(n)
  :Locked(n) -> :Unlocked(n)
  :Unlocked(n) -> :Spinning(n)   -- :Spinning was never declared
```

Declare and implement every state the machine can enter:

```mech:ex state-machine-turnstile
#Turnstile(coins<u64>) => <u64>
  ├ :Locked(coins<u64>)
  ├ :Unlocked(coins<u64>)
  ├ :Spinning(coins<u64>)
  └ :Done(out<u64>).

#Turnstile(coins<u64>) -> :Locked(coins)
  :Locked(coins)
    ├ coins > 0u64 -> :Unlocked(coins - 1u64)
    └ coins == 0u64 -> :Done(0u64)
  :Unlocked(coins) -> :Spinning(coins)
  :Spinning(coins) -> :Locked(coins)
  :Done(out) => out.

#Turnstile(2u64)
```

Expected result: `0u64` after inserting two coins and spinning twice.