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Soccer software, robot firmware
gameplay.composite_behavior.CompositeBehavior Class Reference

A composite behavior is one that has 0+ named subbehaviors this class has methods for making it easy to work with and manage subbehaviors. More...

Public Member Functions

def __init__
 
def add_subbehavior
 
def remove_subbehavior
 
def has_subbehavior_with_name
 
def has_subbehaviors (self)
 
def subbehavior_with_name
 
def subbehaviors_by_name (self)
 
def remove_all_subbehaviors (self)
 
def all_subbehaviors (self)
 Returns a list of all subbehaviors.
 
def all_subbehaviors_completed (self)
 
def spin (self)
 Override StateMachine.spin() so we can call spin() on subbehaviors.
 
def handle_subbehavior_exception (self, name, exception)
 Override point for exception handling this is called whenever a subbehavior throws an exception during spin() subclasses of CompositeBehavior can override this to perform custom actions, such as removing the offending subbehavior the default implementation logs the exception and re-raises it.
 
def role_requirements (self)
 returns a tree of role_requirements
 
def assign_roles (self, assignments)
 
def __str__ (self)
 
- Public Member Functions inherited from gameplay.behavior.Behavior
def __init__
 
def add_state (self, state, parent_state=None)
 
def is_done_running (self)
 
def terminate (self)
 Transitions the Behavior into a terminal state (either completed or cancelled)
 
def behavior_state (self)
 returns a state in Behavior.State that represents what the behaviors is doing use this instead of the property if you want to avoid dealing with custom subclass substates
 
def is_continuous (self)
 The Behavior's termination behavior noncontinuous: a behavior that accomplishes a specific task, then completes (example: shooting at the goal) continuous: a behavior that continually runs until told to stop (example: zone defense)
 
def __str__ (self)
 
def role_requirements (self)
 Returns a tree of RoleRequirements keyed by subbehavior reference name This is used by the dynamic role assignment system to intelligently select which robot will run which behavior.
 
def assign_roles (self, assignments)
 assignments is a tree of (RoleRequirements, OurRobot) tuples Same tree structure as the role_requirements() return value, but tuples instead of RoleRequirements as leaf nodes
 
- Public Member Functions inherited from gameplay.fsm.StateMachine
def __init__ (self, start_state)
 
def start_state (self)
 
def restart (self)
 Resets the FSM back into the start state.
 
def add_state (self, state, parent_state=None)
 Registers a new state (which can optionally be a substate of an existing state)
 
def spin (self)
 Runs the FSM checks transition conditions for all edges leading away from the current state if one evaluates to true, we transition to it if more than one evaluates to true, we throw a RuntimeError.
 
def add_transition
 
def transition (self, new_state)
 
def is_in_state (self, state)
 
def state_is_substate (self, state, possible_parent)
 
def corresponding_ancestor_state (self, ancestors)
 
def ancestors_of_state (self, state)
 
def as_graphviz (self)
 
def write_diagram_png
 
def state (self)
 

Detailed Description

A composite behavior is one that has 0+ named subbehaviors this class has methods for making it easy to work with and manage subbehaviors.

+ Inheritance diagram for gameplay.composite_behavior.CompositeBehavior:
+ Collaboration diagram for gameplay.composite_behavior.CompositeBehavior:

The documentation for this class was generated from the following file: