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behavior.py
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behavior.py
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from enum import Enum
import fsm
import logging
## Behavior is an abstract superclass for Skill, Play, etc
class Behavior(fsm.StateMachine):
## These are the core states of the Behavior class
# Subclasses may extend this by adding substates of the following
class State(Enum):
start = 1
running = 2
completed = 3
# note: these two states are only relevant for non-continuous behaviors
failed = 4
cancelled = 5
def __init__(self):
# print "behav"
super(Behavior, self).__init__(start_state=Behavior.State.start,end_state=Behavior.State.completed)
# add base states for Behavior
self.add_state(Behavior.State.start)
self.add_state(Behavior.State.running)
self.add_state(Behavior.State.completed)
self.add_state(Behavior.State.failed)
self.add_state(Behavior.State.cancelled)
#self._is_continuous = continuous
# def add_state(self, state, parent_state=None):
# super().add_state(state, parent_state)
#TODO: raise exception if @state doesn't have a Behavior.State ancestor
## Whether or not the Behavior is running
# Because we use hierarchial state machines, a behavior never be in the "running", but may be in a substate of it
# This is a convenience method to check whether or not the play is running
def is_done_running(self) :
for state in [Behavior.State.completed, Behavior.State.failed,
Behavior.State.cancelled]:
if self.is_in_state(state): return True
return False
## Set the behavior to failed if sub behaviors remains uncompleted
def set_failed(self):
if self.is_done_running():
logging.warn("Attempt to set fail flag to a behavior that's already done running")
else:
self.transition(Behavior.State.failed)
## Transitions the Behavior into a terminal state (either completed or cancelled)
def terminate(self):
if self.is_done_running():
logging.warn("Attempt to terminate behavior that's already done running")
else:
self.transition(Behavior.State.cancelled)
## returns a state in Behavior.State that represents what the behaviors is doing
# use this instead of the @state property if you want to avoid dealing with custom subclass substates
@property
def behavior_state(self):
return self.corresponding_ancestor_state(list(Behavior.State))