---
id: kw-machine
name: machine
category: control
kind: keyword
tokens: machine
sig: machine store { state Name { … } }
tip: An explicit state machine over an int var — dispatches on the store's value.
order: 6
---
A machine turns an integer store into an explicit state machine, replacing brittle `if phase == N` chains. It reads the store — a named program-scope `var` is the modern choice — and dispatches to the matching `state` block; inside a state, `become Name` transitions to another state of the same machine. States number themselves by declaration order (the first is `0`, the next `1`, and so on), so you never write magic constants, though `state Name = expr` is accepted when a state needs a specific value. Because `become` compiles to a single store back into the `var`, the whole machine lowers to plain branches with no dispatch table. Place a `machine` inside a handler so it runs each frame. A machine that is data - a table of transitions over an enum field of a table's rows, which the studio edits as a graph - is a @Machine registry instead, and its field is refused to a machine block.
```ludic
program TurnOrder {
enum Phase { KnightMenu, KnightResolve, EnemyTurn }
state TurnOrderState {
battle_phase: int = Phase.KnightMenu
}
handler RunTurn(turn_order_st: mut TurnOrderState) phase Update {
machine turn_order_st.battle_phase {
state KnightMenu {
if Input.key() == ' ' { become KnightResolve }
}
state KnightResolve {
become EnemyTurn
}
state EnemyTurn {
become KnightMenu
}
}
}
handler DrawWorld(turn_order_st: TurnOrderState) phase Render {
Screen.clear(Color.MidnightBlue)
Screen.draw_number(x: 8, y: 8, value: turn_order_st.battle_phase, color: Color.Gold, scale: 2)
Screen.show()
}
}
```