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StateMachine

From the site:

Often finite state machines are implemented (in real projects and tutorials) as a mass of code in a single class, usually a giant switch statement hundreds or (in one instance I’ve seen) thousands of lines long. A simple switch statement is great for a simple agent with two or three states, but the more complex the agent gets, both in the number and complexity of the states, the more complex the code gets. Using a switch statement also offers very little opportunity to reuse code across different agents and different projects (other than by cutting and pasting).
The solution I’ve used in a number of projects is to implement each state as a separate class. The class will contain all the code necessary for entering, updating and exiting that state and nothing else. This way, the code for each state is separate and the agent code isn’t cluttered by it.

http://www.bigroom.co.uk/blog/finite-state-machines-for-ai-in-actionscript/

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