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What It Is

The State pattern gives an object different behavior in different states by making each state its own type. The object holds its current state and delegates to it; moving to another state means swapping the value.

It replaces the growing switch status { ... } repeated through half the methods with one small type per state.


Example: An Order's Life

An order is new, then paid, then shipped. Each state type answers Describe() its own way and knows which state comes next — the order itself contains no status logic at all.

Each state is a type

Advance() is one line forever. Adding a "delivered" state is a new type plus one changed Next() — no switch to hunt through.

Prompt
Write a Go program with the State pattern: a State interface with Next and Describe, New, Paid and Shipped state types (shipped stays shipped), and an Order holding a state with an Advance method that swaps it. Walk one order through all three states, printing each description.
Output: Go program and captured output

When to Use It

Use it when an object's behavior genuinely differs by state and the states have real rules about transitions — orders, documents (draft/review/published), connections, game characters.

Skip it when a status is only displayed, never changes behavior. A string field and one switch is fine below three states with simple rules.


Pros and Cons

Pros: each state's rules live in one small type; impossible transitions are simply not written; new states extend instead of modifying.

Cons: many tiny types for simple machines; the flow of the whole machine is spread across files — a diagram in a comment helps.