require 'state_machine/machine'

# A state machine is a model of behavior composed of states, events, and
# transitions.  This helper adds support for defining this type of
# functionality on any Ruby class.
module StateMachine
  module MacroMethods
    # Creates a new state machine with the given name.  The default name, if not
    # specified, is <tt>:state</tt>.
    # 
    # Configuration options:
    # * <tt>:attribute</tt> - The name of the attribute to store the state value
    #   in.  By default, this is the same as the name of the machine.
    # * <tt>:initial</tt> - The initial state of the attribute. This can be a
    #   static state or a lambda block which will be evaluated at runtime
    #   (e.g. lambda {|vehicle| vehicle.speed == 0 ? :parked : :idling}).
    #   Default is nil.
    # * <tt>:initialize</tt> - Whether to automatically initialize the attribute
    #   by hooking into #initialize on the owner class.  Default is true.
    # * <tt>:action</tt> - The instance method to invoke when an object
    #   transitions. Default is nil unless otherwise specified by the
    #   configured integration.
    # * <tt>:namespace</tt> - The name to use for namespacing all generated
    #   state / event instance methods (e.g. "heater" would generate
    #   :turn_on_heater and :turn_off_heater for the :turn_on/:turn_off events).
    #   Default is nil.
    # * <tt>:integration</tt> - The name of the integration to use for adding
    #   library-specific behavior to the machine.  Built-in integrations
    #   include :active_model, :active_record, :data_mapper, :mongo_mapper, and
    #   :sequel.  By default, this is determined automatically.
    # 
    # Configuration options relevant to ORM integrations:
    # * <tt>:plural</tt> - The pluralized version of the name.  By default, this
    #   will attempt to call +pluralize+ on the name.  If this method is not
    #   available, an "s" is appended.  This is used for generating scopes.
    # * <tt>:messages</tt> - The error messages to use when invalidating
    #   objects due to failed transitions.  Messages include:
    #   * <tt>:invalid</tt>
    #   * <tt>:invalid_event</tt>
    #   * <tt>:invalid_transition</tt>
    # * <tt>:use_transactions</tt> - Whether transactions should be used when
    #   firing events.  Default is true unless otherwise specified by the
    #   configured integration.
    # 
    # This also expects a block which will be used to actually configure the
    # states, events and transitions for the state machine.  *Note* that this
    # block will be executed within the context of the state machine.  As a
    # result, you will not be able to access any class methods unless you refer
    # to them directly (i.e. specifying the class name).
    # 
    # For examples on the types of state machine configurations and blocks, see
    # the section below.
    # 
    # == Examples
    # 
    # With the default name/attribute and no configuration:
    # 
    #   class Vehicle
    #     state_machine do
    #       event :park do
    #         ...
    #       end
    #     end
    #   end
    # 
    # The above example will define a state machine named "state" that will
    # store the value in the +state+ attribute.  Every vehicle will start
    # without an initial state.
    # 
    # With a custom name / attribute:
    # 
    #   class Vehicle
    #     state_machine :status, :attribute => :status_value do
    #       ...
    #     end
    #   end
    # 
    # With a static initial state:
    # 
    #   class Vehicle
    #     state_machine :status, :initial => :parked do
    #       ...
    #     end
    #   end
    # 
    # With a dynamic initial state:
    # 
    #   class Vehicle
    #     state_machine :status, :initial => lambda {|vehicle| vehicle.speed == 0 ? :parked : :idling} do
    #       ...
    #     end
    #   end
    # 
    # == Class Methods
    # 
    # The following class methods will be automatically generated by the
    # state machine based on the *name* of the machine.  Any existing methods
    # will not be overwritten.
    # * <tt>human_state_name(state)</tt> - Gets the humanized value for the
    #   given state.  This may be generated by internationalization libraries if
    #   supported by the integration.
    # * <tt>human_state_event_name(event)</tt> - Gets the humanized value for
    #   the given event.  This may be generated by internationalization
    #   libraries if supported by the integration.
    # 
    # For example,
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       event :ignite do
    #         transition :parked => :idling
    #       end
    #       
    #       event :shift_up do
    #         transition :idling => :first_gear
    #       end
    #     end
    #   end
    #   
    #   Vehicle.human_state_name(:parked)         # => "parked"
    #   Vehicle.human_state_name(:first_gear)     # => "first gear"
    #   Vehicle.human_state_event_name(:park)     # => "park"
    #   Vehicle.human_state_event_name(:shift_up) # => "shift up"
    # 
    # == Instance Methods
    # 
    # The following instance methods will be automatically generated by the
    # state machine based on the *name* of the machine.  Any existing methods
    # will not be overwritten.
    # * <tt>state</tt> - Gets the current value for the attribute
    # * <tt>state=(value)</tt> - Sets the current value for the attribute
    # * <tt>state?(name)</tt> - Checks the given state name against the current
    #   state.  If the name is not a known state, then an ArgumentError is raised.
    # * <tt>state_name</tt> - Gets the name of the state for the current value
    # * <tt>human_state_name</tt> - Gets the human-readable name of the state
    #   for the current value
    # * <tt>state_events(requirements = {})</tt> - Gets the list of events that
    #   can be fired on the current object's state (uses the *unqualified* event
    #   names)
    # * <tt>state_transitions(requirements = {})</tt> - Gets the list of
    #   transitions that can be made on the current object's state
    # * <tt>state_paths(requirements = {})</tt> - Gets the list of sequences of
    #   transitions that can be run from the current object's state
    # * <tt>fire_state_event(name, *args)</tt> - Fires an arbitrary event with
    #   the given argument list. This is essentially the same as calling the
    #   actual event method itself.
    # 
    # The <tt>state_events</tt>, <tt>state_transitions</tt>, and <tt>state_paths</tt>
    # helpers all take an optional set of requirements for determining what's
    # available for the current object.  These requirements include:
    # * <tt>:from</tt> - One or more states to transition from.  If none are
    #   specified, then this will be the object's current state.
    # * <tt>:to</tt> - One or more states to transition to.  If none are
    #   specified, then this will match any to state.
    # * <tt>:on</tt> - One or more events to transition on.  If none are
    #   specified, then this will match any event.
    # * <tt>:guard</tt> - Whether to guard transitions with the if/unless
    #   conditionals defined for each one.  Default is true.
    # 
    # For example,
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       event :ignite do
    #         transition :parked => :idling
    #       end
    #       
    #       event :park do
    #         transition :idling => :parked
    #       end
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new
    #   vehicle.state                             # => "parked"
    #   vehicle.state_name                        # => :parked
    #   vehicle.human_state_name                  # => "parked"
    #   vehicle.state?(:parked)                   # => true
    #   
    #   # Changing state
    #   vehicle.state = 'idling'
    #   vehicle.state                             # => "idling"
    #   vehicle.state_name                        # => :idling
    #   vehicle.state?(:parked)                   # => false
    #   
    #   # Getting current event / transition availability
    #   vehicle.state_events                      # => [:park]
    #   vehicle.park                              # => true
    #   vehicle.state_events                      # => [:ignite]
    #   vehicle.state_events(:from => :idling)    # => [:park]
    #   vehicle.state_events(:to => :parked)      # => []
    #   
    #   vehicle.state_transitions                 # => [#<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
    #   vehicle.ignite                            # => true
    #   vehicle.state_transitions                 # => [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>]
    #   
    #   vehicle.state_transitions(:on => :ignite) # => []
    #   
    #   # Getting current path availability
    #   vehicle.state_paths                       # => [
    #                                             #     [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
    #                                             #      #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
    #                                             #   ]
    #   vehicle.state_paths(:guard => false)      # => 
    #                                             #     [#<StateMachine::Transition attribute=:state event=:park from="idling" from_name=:idling to="parked" to_name=:parked>,
    #                                             #      #<StateMachine::Transition attribute=:state event=:ignite from="parked" from_name=:parked to="idling" to_name=:idling>]
    #                                             #   ]
    #   
    #   # Fire arbitrary events
    #   vehicle.fire_state_event(:park)           # => true
    # 
    # == Attribute initialization
    # 
    # For most classes, the initial values for state machine attributes are
    # automatically assigned when a new object is created.  However, this
    # behavior will *not* work if the class defines an +initialize+ method
    # without properly calling +super+.
    # 
    # For example,
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       ...
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new   # => #<Vehicle:0xb7c8dbf8 @state="parked">
    #   vehicle.state           # => "parked"
    # 
    # In the above example, no +initialize+ method is defined.  As a result,
    # the default behavior of initializing the state machine attributes is used.
    # 
    # In the following example, a custom +initialize+ method is defined:
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       ...
    #     end
    #     
    #     def initialize
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new   # => #<Vehicle:0xb7c77678>
    #   vehicle.state           # => nil
    # 
    # Since the +initialize+ method is defined, the state machine attributes
    # never get initialized.  In order to ensure that all initialization hooks
    # are called, the custom method *must* call +super+ without any arguments
    # like so:
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       ...
    #     end
    #     
    #     def initialize(attributes = {})
    #       ...
    #       super()
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new   # => #<Vehicle:0xb7c8dbf8 @state="parked">
    #   vehicle.state           # => "parked"
    # 
    # Because of the way the inclusion of modules works in Ruby, calling
    # <tt>super()</tt> will not only call the superclass's +initialize+, but
    # also +initialize+ on all included modules.  This allows the original state
    # machine hook to get called properly.
    # 
    # If you want to avoid calling the superclass's constructor, but still want
    # to initialize the state machine attributes:
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       ...
    #     end
    #     
    #     def initialize(attributes = {})
    #       ...
    #       initialize_state_machines
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new   # => #<Vehicle:0xb7c8dbf8 @state="parked">
    #   vehicle.state           # => "parked"
    # 
    # You may also need to call the +initialize_state_machines+ helper manually
    # in cases where you want to change how static / dynamic initial states get
    # set.  For example, the following example forces the initialization of
    # static states regardless of their current value:
    # 
    #   class Vehicle
    #     state_machine :state, :initial => :parked do
    #       state nil, :idling
    #       ...
    #     end
    #     
    #     def initialize(attributes = {})
    #       @state = 'idling'
    #       initialize_state_machines(:static => :force) do
    #         ...
    #       end
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new   # => #<Vehicle:0xb7c8dbf8 @state="parked">
    #   vehicle.state           # => "parked"
    # 
    # The above example is also noteworthy because it demonstrates how to avoid
    # initialization issues when +nil+ is a valid state.  Without passing in
    # <tt>:static => :force</tt>, state_machine would never have initialized
    # the state because +nil+ (the default attribute value) would have been
    # interpreted as a valid current state.  As a result, state_machine would
    # have simply skipped initialization.
    # 
    # == States
    # 
    # All of the valid states for the machine are automatically tracked based
    # on the events, transitions, and callbacks defined for the machine.  If
    # there are additional states that are never referenced, these should be
    # explicitly added using the StateMachine::Machine#state or
    # StateMachine::Machine#other_states helpers.
    # 
    # When a new state is defined, a predicate method for that state is
    # generated on the class.  For example,
    # 
    #   class Vehicle
    #     state_machine :initial => :parked do
    #       event :ignite do
    #         transition all => :idling
    #       end
    #     end
    #   end
    # 
    # ...will generate the following instance methods (assuming they're not
    # already defined in the class):
    # * <tt>parked?</tt>
    # * <tt>idling?</tt>
    # 
    # Each predicate method will return true if it matches the object's
    # current state.  Otherwise, it will return false.
    # 
    # == Attribute access
    # 
    # The actual value for a state is stored in the attribute configured for the
    # state machine.  In most cases, this is the same as the name of the state
    # machine.  For example:
    # 
    #   class Vehicle
    #     attr_accessor :state
    #     
    #     state_machine :state, :initial => :parked do
    #       ...
    #       state :parked, :value => 0
    #       start :idling, :value => 1
    #     end
    #   end
    #   
    #   vehicle = Vehicle.new # => #<Vehicle:0xb712da60 @state=0>
    #   vehicle.state         # => 0
    #   vehicle.parked?       # => true
    #   vehicle.state = 1
    #   vehicle.idling?       # => true
    # 
    # The most important thing to note from the example above is what it means
    # to read from and write to the state machine's attribute.  In particular,
    # state_machine treats the attribute (+state+ in this case) like a basic
    # attr_accessor that's been defined on the class.  There are no special
    # behaviors added, such as allowing the attribute to be written to based on
    # the name of a state in the machine.  This is the case for a few reasons:
    # * Setting the attribute directly is an edge case that is meant to only be
    #   used when you want to skip state_machine altogether.  This means that
    #   state_machine shouldn't have any effect on the attribute accessor
    #   methods.  If you want to change the state, you should be using one of
    #   the events defined in the state machine.
    # * Many ORMs provide custom behavior for the attribute reader / writer - it
    #   may even be defined by your own framework / method implementation just
    #   the example above showed.  In order to avoid having to worry about the
    #   different ways an attribute can get written, state_machine just makes
    #   sure that the configured value for a state is always used when writing
    #   to the attribute.
    # 
    # If you were interested in accessing the name of a state (instead of its
    # actual value through the attribute), you could do the following:
    # 
    #   vehicle.state_name    # => :idling
    # 
    # == Events and Transitions
    # 
    # Events defined on the machine are the interface to transitioning states
    # for an object.  Events can be fired either directly (through the method
    # generated for the event) or indirectly (through attributes defined on
    # the machine).
    # 
    # For example,
    # 
    #   class Vehicle
    #     include DataMapper::Resource
    #     property :id, Serial
    #     
    #     state_machine :initial => :parked do
    #       event :ignite do
    #         transition :parked => :idling
    #       end
    #     end
    #     
    #     state_machine :alarm_state, :initial => :active do
    #       event :disable do
    #         transition all => :off
    #       end
    #     end
    #   end
    #   
    #   # Fire +ignite+ event directly
    #   vehicle = Vehicle.create    # => #<Vehicle id=1 state="parked" alarm_state="active">
    #   vehicle.ignite              # => true
    #   vehicle.state               # => "idling"
    #   vehicle.alarm_state         # => "active"
    #   
    #   # Fire +disable+ event automatically
    #   vehicle.alarm_state_event = 'disable'
    #   vehicle.save                # => true
    #   vehicle.alarm_state         # => "off"
    # 
    # In the above example, the +state+ attribute is transitioned using the
    # +ignite+ action that's generated from the state machine.  On the other
    # hand, the +alarm_state+ attribute is transitioned using the +alarm_state_event+
    # attribute that automatically gets fired when the machine's action (+save+)
    # is invoked.
    # 
    # For more information about how to configure an event and its associated
    # transitions, see StateMachine::Machine#event.
    # 
    # == Defining callbacks
    # 
    # Within the +state_machine+ block, you can also define callbacks for
    # transitions.  For more information about defining these callbacks,
    # see StateMachine::Machine#before_transition, StateMachine::Machine#after_transition,
    # and StateMachine::Machine#around_transition, and StateMachine::Machine#after_failure.
    # 
    # == Namespaces
    # 
    # When a namespace is configured for a state machine, the name provided
    # will be used in generating the instance methods for interacting with
    # states/events in the machine.  This is particularly useful when a class
    # has multiple state machines and it would be difficult to differentiate
    # between the various states / events.
    # 
    # For example,
    # 
    #   class Vehicle
    #     state_machine :heater_state, :initial => :off, :namespace => 'heater' do
    #       event :turn_on do
    #         transition all => :on
    #       end
    #       
    #       event :turn_off do
    #         transition all => :off
    #       end
    #     end
    #     
    #     state_machine :alarm_state, :initial => :active, :namespace => 'alarm' do
    #       event :turn_on do
    #         transition all => :active
    #       end
    #       
    #       event :turn_off do
    #         transition all => :off
    #       end
    #     end
    #   end
    # 
    # The above class defines two state machines: +heater_state+ and +alarm_state+.
    # For the +heater_state+ machine, the following methods are generated since
    # it's namespaced by "heater":
    # * <tt>can_turn_on_heater?</tt>
    # * <tt>turn_on_heater</tt>
    # * ...
    # * <tt>can_turn_off_heater?</tt>
    # * <tt>turn_off_heater</tt>
    # * ..
    # * <tt>heater_off?</tt>
    # * <tt>heater_on?</tt>
    # 
    # As shown, each method is unique to the state machine so that the states
    # and events don't conflict.  The same goes for the +alarm_state+ machine:
    # * <tt>can_turn_on_alarm?</tt>
    # * <tt>turn_on_alarm</tt>
    # * ...
    # * <tt>can_turn_off_alarm?</tt>
    # * <tt>turn_off_alarm</tt>
    # * ..
    # * <tt>alarm_active?</tt>
    # * <tt>alarm_off?</tt>
    # 
    # == Scopes
    # 
    # For integrations that support it, a group of default scope filters will
    # be automatically created for assisting in finding objects that have the
    # attribute set to one of a given set of states.
    # 
    # For example,
    # 
    #   Vehicle.with_state(:parked)               # => All vehicles where the state is parked
    #   Vehicle.with_states(:parked, :idling)     # => All vehicles where the state is either parked or idling
    #   
    #   Vehicle.without_state(:parked)            # => All vehicles where the state is *not* parked
    #   Vehicle.without_states(:parked, :idling)  # => All vehicles where the state is *not* parked or idling
    # 
    # *Note* that if class methods already exist with those names (i.e.
    # :with_state, :with_states, :without_state, or :without_states), then a
    # scope will not be defined for that name.
    # 
    # See StateMachine::Machine for more information about using integrations
    # and the individual integration docs for information about the actual
    # scopes that are generated.
    def state_machine(*args, &block)
      StateMachine::Machine.find_or_create(self, *args, &block)
    end
  end
end
