Token导航 LogoToken导航

Agent Skill · 运维和基础设施

state-machine-design(状态机设计)

用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化。它适合让 Agent 根据产品场景整理页面结构、生成 UI 方案、检查视觉一致性或改进组件层级。使用时需要结合现有品牌、设计系统和用户任务,不应只堆装饰元素;涉及真实页面改动时,应通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

state-machine-design 是运维和基础设施类 Agent Skill,可用宿主为 Codex、Claude、Cursor、Gemini CLI,通过GitHub 仓库获取,权限为调用外部服务;许可证为 MIT,第三方扫描已通过,按安装量在运维和基础设施类的 2,449 个 Skill 里排第 645。

总安装 2,179周安装 89GitHub Stars 61下载 698核验 2026-05-01

安装说明

本站只整理中文说明,不托管安装包,也不代用户安装。
GitHub
许可证
MIT

安装方式

通过对话安装

复制提示词发给支持本地命令或 Skills 的 AI 助手,先确认命令和权限,再让它执行。

请帮我安装这个 Agent Skill:state-machine-design(状态机设计)
来源仓库:https://github.com/melodic-software/claude-code-plugins
仓库路径:skills/state-machine-design
安装命令:
npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machine-design
安装前请先检查当前环境是否支持对应 CLI,并向我确认将要执行的命令、安装目录、联网范围和文件读写权限;确认后再执行。

命令行安装

复制命令到本机终端执行。不同来源提供的安装方式可能略有差异;本站展示可直接复制的安装命令,安装前请核对来源页面。

skills.shnpx skills
npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machine-design

这个 Skill 是做什么的

运维和基础设施类 Skill 处理部署、监控、日志和云资源,多数需要较高的执行权限。

state-machine-design 用于辅助界面设计、视觉规范、排版、配色、布局和交互体验优化,适合在 Codex、Claude、Cursor、Gemini CLI 中生成 UI 方案或检查视觉一致性。

它可结合现有品牌、设计系统和用户任务,避免只堆装饰元素;涉及页面改动时需通过截图或浏览器预览检查文本溢出、对齐和响应式表现。

安装方式:github,命令为 npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machine-design。

当前分类为运维和基础设施,适用宿主包括 Codex、Claude、Cursor、Gemini CLI。使用时需注意保留项目已有事实、路径和命令,不要将未确认信息写成确定结论。

来源仓库内路径:skills/state-machine-design

上手步骤

4 步
  1. 1

    确认自己的宿主工具

    公开资料标注支持 Codex、Claude、Cursor、Gemini CLI;先确认自己用的是其中之一,再按对应工具的 Skills 目录放置。

  2. 2

    拿到安装命令

    可以直接复制的命令是 npx skills add https://github.com/melodic-software/claude-code-plugins --skill s…;命令里的占位符换成自己的路径或密钥再执行。

  3. 3

    安装后重启宿主

    命令执行完要完全退出宿主工具再打开,让新装的 Skill 被重新扫描到,否则列表里可能看不到。

  4. 4

    按最小权限试用

    它需要调用外部服务,先在测试目录或测试账号里跑,确认没问题再放到正式项目。

常见问题

6 条

state-machine-design 怎么安装?

在终端执行 npx skills add https://github.com/melodic-software/claude-code-plugins --skill state-machi…。装完完全退出宿主工具再打开,让它重新扫描本地 Skill。

state-machine-design 支持哪些 AI 工具?

公开资料标注支持 Codex、Claude、Cursor、Gemini CLI。其他工具只要能读取本地 Skill 目录,一般也能手动放进去,但要自己确认触发方式是否一致。

state-machine-design 需要什么权限?

权限级别是调用外部服务。该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

state-machine-design 是免费的吗?

来源标注的许可证是 MIT。本站不代收任何费用,也不托管安装包;能否商用、要不要署名,以许可证原文为准。

state-machine-design 用的人多吗?

公开数据是累计安装 2,179 次,近一周安装 89 次,下载 698 次,GitHub 61 星。这些数字来自第三方目录统计,只能当作热度参考,不代表质量或安全性。

state-machine-design 安全吗?

第三方扫描结果为通过,但这只覆盖已知的静态检查项,不能替代自己读一遍源码和安装命令。

值得选的地方和要先想清楚的地方

值得选的地方

  • 同时适配 4 种工具,换客户端不用重新找替代品。
  • 3 个目录同时收录,说明这个 Skill 流传比较广。
  • 许可证明确为 MIT,商用和分发边界好判断。
  • 第三方扫描已通过,常见的高风险行为没有命中。

先想清楚的地方

  • 第三方目录整理,版本更新和行为细节以来源仓库为准。

适不适合你

更适合

  • 已经在用 Codex,想直接扩展它能力的人。
  • 需要处理运维和基础设施类任务、又不想每次都手写提示词的人。
  • 需要许可证清楚、并且有第三方扫描结果的团队项目。

不太适合

  • 需要厂商级技术支持和 SLA 的生产系统。

运维和基础设施类 Skill 对比

6 个同类
Skill总安装GitHub 星权限许可证扫描
brainstorming

头脑风暴 · Codex、Claude

3,148,776173,131操作浏览器MIT通过
copywriting

文案写作 · Codex、Claude

1,996,72425,583需要联网MIT通过
openclaw-secure-linux-cloud

OpenClaw secure linux cloud 命令行 · Codex、Claude

1,853,08840接触敏感数据未明确未通过
xget

xget 命令行 · Codex、Claude

1,799,28040执行命令未明确未通过
requesting-code-review

代码审查请求 · Codex、Claude

1,590,144173,103权限未标注MIT通过
state-machine-design

状态机设计 · 本页

2,17961调用外部服务MIT通过

按安装量取同分类前几名;数字来自第三方目录统计,只作热度参考,不代表质量结论。

SKILL.md 原文

State Machine Design Skill

When to Use This Skill

Use this skill when:

  • State Machine Design tasks - Working on statechart and state machine modeling for lifecycle and behavior specification
  • Planning or design - Need guidance on State Machine Design approaches
  • Best practices - Want to follow established patterns and standards

Overview

Design finite state machines and statecharts for modeling entity lifecycles, workflows, and system behavior.

MANDATORY: Documentation-First Approach

Before designing state machines:

  1. Invoke docs-management skill for state machine patterns
  2. Verify implementation patterns via MCP servers (context7 for XState, etc.)
  3. Base all guidance on Harel statechart semantics

State Machine Concepts

Core Elements

ElementDescriptionExample
StateCondition the system can be inDraft, Submitted, Paid
TransitionChange from one state to anotherDraft → Submitted
EventTrigger for a transitionSubmit, Pay, Cancel
GuardCondition that must be true[hasItems], [isValid]
ActionSide effect on transitionsendNotification, updateDatabase
Entry ActionAction when entering stateonEnter: startTimer
Exit ActionAction when leaving stateonExit: stopTimer

State Types

public enum StateType
{
    Initial,       // Starting state (filled circle)
    Normal,        // Regular state
    Final,         // End state (circle with border)
    Composite,     // Contains sub-states
    Parallel,      // Concurrent regions
    History,       // Remember last sub-state
    Choice         // Decision point
}

State Machine Notation

PlantUML Syntax

@startuml
title Order State Machine

[*] --> Draft : Create

state Draft {
  Draft : entry / initializeOrder
  Draft : exit / validateOrder
}

Draft --> Submitted : Submit [hasItems]
Draft --> Cancelled : Cancel

state Submitted {
  Submitted : entry / reserveInventory
}

Submitted --> Paid : ProcessPayment [paymentValid]
Submitted --> Cancelled : Cancel / releaseInventory
Submitted --> Draft : RequireChanges

state Paid {
  Paid : entry / confirmInventory
}

Paid --> Shipped : Ship
Paid --> Refunded : Refund

state Shipped {
  Shipped : entry / sendTrackingNotification
}

Shipped --> Delivered : Deliver
Shipped --> Returned : Return

Delivered --> Completed : Finalize
Delivered --> Returned : Return

Returned --> Refunded : ProcessReturn

Completed --> [*]
Refunded --> [*]
Cancelled --> [*]

@enduml

Mermaid Syntax

stateDiagram-v2
    [*] --> Draft : Create

    state Draft {
        direction LR
        [*] --> Empty
        Empty --> HasItems : AddItem
        HasItems --> HasItems : AddItem
        HasItems --> Empty : RemoveLastItem
    }

    Draft --> Submitted : Submit
    Draft --> Cancelled : Cancel

    Submitted --> Paid : PaymentReceived
    Submitted --> Cancelled : Cancel
    Submitted --> Draft : RequireChanges

    Paid --> Shipped : Ship
    Paid --> Refunded : Refund

    Shipped --> Delivered : Deliver
    Shipped --> Returned : Return

    Delivered --> Completed : Finalize
    Delivered --> Returned : Return

    Returned --> Refunded : ProcessReturn

    Completed --> [*]
    Refunded --> [*]
    Cancelled --> [*]

C# Implementation Patterns

Simple State Machine

public sealed class Order : Entity
{
    public OrderStatus Status { get; private set; }

    private static readonly Dictionary<(OrderStatus From, OrderEvent Event), OrderStatus> _transitions =
        new()
        {
            { (OrderStatus.Draft, OrderEvent.Submit), OrderStatus.Submitted },
            { (OrderStatus.Draft, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.Pay), OrderStatus.Paid },
            { (OrderStatus.Submitted, OrderEvent.Cancel), OrderStatus.Cancelled },
            { (OrderStatus.Submitted, OrderEvent.RequireChanges), OrderStatus.Draft },
            { (OrderStatus.Paid, OrderEvent.Ship), OrderStatus.Shipped },
            { (OrderStatus.Paid, OrderEvent.Refund), OrderStatus.Refunded },
            { (OrderStatus.Shipped, OrderEvent.Deliver), OrderStatus.Delivered },
            { (OrderStatus.Shipped, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Delivered, OrderEvent.Finalize), OrderStatus.Completed },
            { (OrderStatus.Delivered, OrderEvent.Return), OrderStatus.Returned },
            { (OrderStatus.Returned, OrderEvent.ProcessReturn), OrderStatus.Refunded },
        };

    public Result Transition(OrderEvent @event)
    {
        if (!_transitions.TryGetValue((Status, @event), out var newStatus))
        {
            return Result.Failure($"Cannot {@event} order in {Status} status");
        }

        var oldStatus = Status;
        Status = newStatus;

        AddDomainEvent(new OrderStatusChangedEvent(Id, oldStatus, newStatus, @event));

        return Result.Success();
    }
}

public enum OrderStatus
{
    Draft, Submitted, Paid, Shipped, Delivered, Completed, Cancelled, Returned, Refunded
}

public enum OrderEvent
{
    Submit, Cancel, Pay, RequireChanges, Ship, Refund, Deliver, Return, Finalize, ProcessReturn
}

State Pattern Implementation

public abstract class OrderState
{
    public abstract OrderStatus Status { get; }

    public virtual Result Submit(Order order) =>
        Result.Failure($"Cannot submit order in {Status} state");

    public virtual Result Cancel(Order order) =>
        Result.Failure($"Cannot cancel order in {Status} state");

    public virtual Result Pay(Order order) =>
        Result.Failure($"Cannot pay order in {Status} state");

    public virtual Result Ship(Order order) =>
        Result.Failure($"Cannot ship order in {Status} state");

    protected void TransitionTo(Order order, OrderState newState)
    {
        order.SetState(newState);
    }
}

public sealed class DraftState : OrderState
{
    public override OrderStatus Status => OrderStatus.Draft;

    public override Result Submit(Order order)
    {
        if (!order.HasItems)
            return Result.Failure("Order must have items to submit");

        TransitionTo(order, new SubmittedState());
        order.ReserveInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

public sealed class SubmittedState : OrderState
{
    public override OrderStatus Status => OrderStatus.Submitted;

    public override Result Pay(Order order)
    {
        TransitionTo(order, new PaidState());
        order.ConfirmInventory();
        return Result.Success();
    }

    public override Result Cancel(Order order)
    {
        order.ReleaseInventory();
        TransitionTo(order, new CancelledState());
        return Result.Success();
    }
}

Stateless Library Pattern

using Stateless;

public sealed class OrderStateMachine
{
    private readonly StateMachine<OrderStatus, OrderEvent> _machine;
    private readonly Order _order;

    public OrderStateMachine(Order order)
    {
        _order = order;
        _machine = new StateMachine<OrderStatus, OrderEvent>(
            () => order.Status,
            status => order.SetStatus(status));

        ConfigureTransitions();
    }

    private void ConfigureTransitions()
    {
        _machine.Configure(OrderStatus.Draft)
            .Permit(OrderEvent.Submit, OrderStatus.Submitted)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .OnEntry(() => _order.InitializeOrder());

        _machine.Configure(OrderStatus.Submitted)
            .PermitIf(OrderEvent.Pay, OrderStatus.Paid,
                () => _order.PaymentIsValid)
            .Permit(OrderEvent.Cancel, OrderStatus.Cancelled)
            .Permit(OrderEvent.RequireChanges, OrderStatus.Draft)
            .OnEntry(() => _order.ReserveInventory())
            .OnExit(() => { /* cleanup if needed */ });

        _machine.Configure(OrderStatus.Paid)
            .Permit(OrderEvent.Ship, OrderStatus.Shipped)
            .Permit(OrderEvent.Refund, OrderStatus.Refunded)
            .OnEntry(() => _order.ConfirmInventory());

        _machine.Configure(OrderStatus.Shipped)
            .Permit(OrderEvent.Deliver, OrderStatus.Delivered)
            .Permit(OrderEvent.Return, OrderStatus.Returned)
            .OnEntry(() => _order.SendTrackingNotification());

        _machine.Configure(OrderStatus.Delivered)
            .Permit(OrderEvent.Finalize, OrderStatus.Completed)
            .Permit(OrderEvent.Return, OrderStatus.Returned);

        _machine.Configure(OrderStatus.Returned)
            .Permit(OrderEvent.ProcessReturn, OrderStatus.Refunded);

        // Terminal states
        _machine.Configure(OrderStatus.Completed);
        _machine.Configure(OrderStatus.Cancelled);
        _machine.Configure(OrderStatus.Refunded);
    }

    public bool CanFire(OrderEvent trigger) => _machine.CanFire(trigger);

    public void Fire(OrderEvent trigger) => _machine.Fire(trigger);

    public IEnumerable<OrderEvent> GetPermittedTriggers() =>
        _machine.GetPermittedTriggers();
}

XState Pattern (TypeScript)

import { createMachine, assign } from 'xstate';

interface OrderContext {
  items: LineItem[];
  customerId: string;
  paymentId?: string;
  trackingNumber?: string;
}

type OrderEvent =
  | { type: 'ADD_ITEM'; item: LineItem }
  | { type: 'REMOVE_ITEM'; itemId: string }
  | { type: 'SUBMIT' }
  | { type: 'PAY'; paymentId: string }
  | { type: 'CANCEL' }
  | { type: 'SHIP'; trackingNumber: string }
  | { type: 'DELIVER' }
  | { type: 'RETURN' }
  | { type: 'REFUND' };

const orderMachine = createMachine({
  id: 'order',
  initial: 'draft',
  context: {
    items: [],
    customerId: '',
  } as OrderContext,

  states: {
    draft: {
      entry: 'initializeOrder',
      on: {
        ADD_ITEM: {
          actions: assign({
            items: ({ context, event }) => [...context.items, event.item],
          }),
        },
        REMOVE_ITEM: {
          actions: assign({
            items: ({ context, event }) =>
              context.items.filter(i => i.id !== event.itemId),
          }),
        },
        SUBMIT: {
          target: 'submitted',
          guard: 'hasItems',
        },
        CANCEL: 'cancelled',
      },
    },

    submitted: {
      entry: 'reserveInventory',
      exit: 'onSubmittedExit',
      on: {
        PAY: {
          target: 'paid',
          guard: 'paymentValid',
          actions: assign({
            paymentId: ({ event }) => event.paymentId,
          }),
        },
        CANCEL: {
          target: 'cancelled',
          actions: 'releaseInventory',
        },
      },
    },

    paid: {
      entry: 'confirmInventory',
      on: {
        SHIP: {
          target: 'shipped',
          actions: assign({
            trackingNumber: ({ event }) => event.trackingNumber,
          }),
        },
        REFUND: 'refunded',
      },
    },

    shipped: {
      entry: 'sendTrackingNotification',
      on: {
        DELIVER: 'delivered',
        RETURN: 'returned',
      },
    },

    delivered: {
      on: {
        RETURN: 'returned',
      },
      after: {
        // Auto-complete after 14 days
        '14d': 'completed',
      },
    },

    returned: {
      on: {
        REFUND: 'refunded',
      },
    },

    completed: { type: 'final' },
    cancelled: { type: 'final' },
    refunded: { type: 'final' },
  },
}, {
  guards: {
    hasItems: ({ context }) => context.items.length > 0,
    paymentValid: ({ event }) => event.type === 'PAY' && !!event.paymentId,
  },
  actions: {
    initializeOrder: () => console.log('Order initialized'),
    reserveInventory: ({ context }) =>
      console.log(`Reserving ${context.items.length} items`),
    confirmInventory: () => console.log('Inventory confirmed'),
    releaseInventory: () => console.log('Inventory released'),
    sendTrackingNotification: ({ context }) =>
      console.log(`Tracking: ${context.trackingNumber}`),
  },
});

Design Best Practices

State Design Guidelines

  1. Name states as conditions: Submitted not Submit
  2. Name events as commands: Submit not Submitted
  3. Use guards for conditional transitions
  4. Keep states atomic: One responsibility per state
  5. Document entry/exit actions
  6. Consider terminal states (final states)

Common Patterns

PatternUse Case
LinearSimple sequential flow
ChoiceConditional branching
ParallelConcurrent activities
HierarchicalComplex nested states
HistoryResume from last state

Workflow

When designing state machines:

  1. Identify entity: What has the lifecycle?
  2. List states: What conditions can it be in?
  3. Define events: What triggers state changes?
  4. Map transitions: State + Event → New State
  5. Add guards: What conditions must be true?
  6. Define actions: What happens on transitions?
  7. Draw diagram: Visualize for review
  8. Implement: Choose appropriate pattern

References

For detailed guidance:


Last Updated: 2025-12-26

平台分布

Claude Code

28.71%
按下载量换算200

Antigravity

20.3%
按下载量换算142

OpenCode

17.67%
按下载量换算123

Gemini CLI

11.25%
按下载量换算79

Codex

7.68%
按下载量换算54

github-copilot

3.38%
按下载量换算24

安全审计

Gen Agent Trust Hub

通过

Socket

通过

Snyk

通过

权限和风险

调用外部服务

该 Skill 可能调用第三方服务、云服务或外部模型 API,使用前需要确认账号、额度、数据发送范围和服务条款。

安装前确认

本站仅展示第三方公开信息,不托管安装包,不提供自动安装或运行环境。安装前应自行审查源码、依赖和命令行为。

继续浏览同类 Skills