SetNet.StateMachine 1.2.0

dotnet add package SetNet.StateMachine --version 1.2.0
                    
NuGet\Install-Package SetNet.StateMachine -Version 1.2.0
                    
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="SetNet.StateMachine" Version="1.2.0" />
                    
For projects that support PackageReference, copy this XML node into the project file to reference the package.
<PackageVersion Include="SetNet.StateMachine" Version="1.2.0" />
                    
Directory.Packages.props
<PackageReference Include="SetNet.StateMachine" />
                    
Project file
For projects that support Central Package Management (CPM), copy this XML node into the solution Directory.Packages.props file to version the package.
paket add SetNet.StateMachine --version 1.2.0
                    
#r "nuget: SetNet.StateMachine, 1.2.0"
                    
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
#:package SetNet.StateMachine@1.2.0
                    
#:package directive can be used in C# file-based apps starting in .NET 10 preview 4. Copy this into a .cs file before any lines of code to reference the package.
#addin nuget:?package=SetNet.StateMachine&version=1.2.0
                    
Install as a Cake Addin
#tool nuget:?package=SetNet.StateMachine&version=1.2.0
                    
Install as a Cake Tool

SetNet.StateMachine

A tiny generic finite-state machine for SetNet AI and gameplay.

Register states with enter/update/exit callbacks over your own context type, wire up guarded transitions, Start in one state, and Update(context, dt) each tick — the first transition whose guard is true fires, otherwise the current state's update runs. Build one fluently with StateMachine<TContext>.Build(). Engine-agnostic, allocation-light, and free of any wire protocol — wrap one in an IMobBrain for mob AI, or use it anywhere.

// ctx is whatever your AI needs — position, target, health...
var fsm = StateMachine<Mob>.Build()
    .State("idle",
        onUpdate: (m, dt) => m.LookAround(),
        onEnter:  m => m.PlayAnim("idle"))
    .State("chase",
        onEnter:  m => m.PlayAnim("run"),
        onUpdate: (m, dt) => m.MoveToward(m.Target))
    .Transition("idle",  "chase", m => m.Target != null)
    .Transition("chase", "idle",  m => m.Target == null)
    .Create();                       // or .Start(mob) to build + enter the initial state

fsm.Start("idle", mob);

// each server tick:
fsm.Update(mob, dtMs);               // evaluates guards, then runs the current state

Concepts

  • StatesState(name, onEnter?, onUpdate?, onExit?). onUpdate gets (context, dtMs); the first state added is the default initial (override with Initial(name)).
  • TransitionsTransition(from, to, guard) is checked only in state from; AnyTransition(to, guard) is checked from any state first (good for "flee when low health" style overrides). The first matching guard wins each tick.
  • Driving itStart(state, ctx) enters the initial state (fires its OnEnter); Update(ctx, dtMs) ticks it; GoTo(state, ctx) forces a transition now, bypassing guards. Read Current / CurrentName, and subscribe to the StateChanged (from, to) event.

Notes

  • Pure library, no wire protocol. The FSM runs wherever you tick it — typically server-side inside an IMobBrain, but it has no networking dependency beyond referencing SetNet.
  • Guards and callbacks are your delegates over TContext, so the machine holds no per-entity state itself — one built machine can drive many entities, each with its own context instance.

License

MIT

Product Compatible and additional computed target framework versions.
.NET net5.0 was computed.  net5.0-windows was computed.  net6.0 was computed.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed.  net9.0 was computed.  net9.0-android was computed.  net9.0-browser was computed.  net9.0-ios was computed.  net9.0-maccatalyst was computed.  net9.0-macos was computed.  net9.0-tvos was computed.  net9.0-windows was computed.  net10.0 was computed.  net10.0-android was computed.  net10.0-browser was computed.  net10.0-ios was computed.  net10.0-maccatalyst was computed.  net10.0-macos was computed.  net10.0-tvos was computed.  net10.0-windows was computed. 
.NET Core netcoreapp3.0 was computed.  netcoreapp3.1 was computed. 
.NET Standard netstandard2.1 is compatible. 
MonoAndroid monoandroid was computed. 
MonoMac monomac was computed. 
MonoTouch monotouch was computed. 
Tizen tizen60 was computed. 
Xamarin.iOS xamarinios was computed. 
Xamarin.Mac xamarinmac was computed. 
Xamarin.TVOS xamarintvos was computed. 
Xamarin.WatchOS xamarinwatchos was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

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GitHub repositories

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Version Downloads Last Updated
1.2.0 93 8/5/2026