以下是我在Python中简单实现有限状态机的代码。我已经运行了多次,但都没有用。当单个状态类从单个类继承时,它们无法访问运行机器逻辑所需的食物和睡眠变量。我相信我得到了一个KeyError,因为每次我添加一个新状态时,它都会将"当前状态值"重置为"无"。我该如何避免这个错误?有没有更好/合适的方法来组织我的课程?我是python的中级,但是OOP概念对我来说特别有挑战性。任何帮助和建议都将不胜感激!
class FSM():
def __init__(self):
self.states = {}
self.c_state = None
def update(self):
self.states[self.c_state].execute()
def addState(self, name, handler):
self.states[name] = handler
def startState(self, state):
self.c_state = state
def changeState(self, newstate):
print('The current state is:', self.c_state)
self.states[self.c_state].exit()
self.c_state = self.states[newstate]
self.states[self.c_state].enter()
class individual():
def __init__(self, name, food, sleep):
self.name = name
self.food = food
self.sleep = sleep
self.fsm = FSM()
class wander(individual):
def enter(self):
print('Entering Wander State')
def execute(self):
print('WANDERING')
if self.sleep == 0:
self.fsm.changeState('SLEEP')
elif 25 > self.sleep > 0 and self.food > 25:
self.fsm.changeState('WANDER')
self.sleep -= 5
self.food -= 5
elif self.food < 25:
self.fsm.changeState('EAT')
def exit(self):
print('Leaving Wander State')
class eat(individual):
def enter(self):
print('Entering Eating State')
def execute(self):
print('EATING')
if self.sleep > 0 and self.food < 25:
self.fsm.changeState('EAT')
self.food += 5
self.sleep -= 5
elif self.food > 25 and self.sleep > 0:
self.fsm.changeState('WANDER')
elif self.sleep == 0:
self.fsm.changeState('SLEEP')
def exit(self):
print('Exiting Eating State')
class sleep(individual):
def enter(self):
print('Entering Sleeping State')
def execute(self):
print('SLEEPING')
if 50 > self.sleep > 0:
self.fsm.changeState('SLEEP')
self.sleep += 5
elif self.sleep == 50 and self.food < 25:
self.fsm.changeState('EAT')
elif self.sleep == 50 and self.food > 25:
self.fsm.changeState('WANDER')
def exit(self):
print('Exiting Sleeping State')
aaron = individual('aaron', 10, 30)
aaron.fsm.addState('WANDER', wander(aaron.name, aaron.food, aaron.sleep))
aaron.fsm.addState('EAT', eat(aaron.name, aaron.food, aaron.sleep))
aaron.fsm.addState('SLEEP', sleep(aaron.name, aaron.food, aaron.sleep))
aaron.fsm.startState('WANDER')
print(aaron.fsm.c_state)
aaron.fsm.update()
File "C:/Users/Aaron/PycharmProjects/InDepthFSM/FSM.py", line 12, in update
self.states[self.c_state].execute()
File "C:/Users/Aaron/PycharmProjects/InDepthFSM/FSM.py", line 50, in execute
self.fsm.changeState('EAT')
File "C:/Users/Aaron/PycharmProjects/InDepthFSM/FSM.py", line 24, in changeState
self.states[self.c_state].exit()
KeyError: None
这里的问题是在执行更新时引用了不同的fsm对象。
在execute
代码段中,当您更新状态时,问题是虽然FSM
对象对于单个对象存在,但对于eat
类不存在,并且您尝试更新eat
类的状态。
# Here, since self refers to the `eat` class, you are creating a new fsm object
# This means that you are in fact referring to an empty set of states.
elif self.sleep == 0:
self.fsm.changeState('SLEEP')
继承并不意味着类共享一个FSM
实例,因此,如果要对属于单个类的FSM
对象进行操作,则需要将该对象作为输入进行传递。
也就是说,这里的eat
片段实际上不应该是一个类,而应该是individual
的一个函数,而不是从它继承
class individual(object):
def __init__(self, ...):
# make object
def eat(self):
print('EATING')
if self.sleep > 0 and self.food < 25:
self.fsm.changeState('EAT')
self.food += 5
self.sleep -= 5
elif self.food > 25 and self.sleep > 0:
self.fsm.changeState('WANDER')
elif self.sleep == 0:
self.fsm.changeState('SLEEP')
在这种情况下,self
实际上是指individual
对象。
我想你对OOP总的来说有些困惑。继承根本不与特定的对象实例交互。相反,这就像是在说:"我需要制作一个新对象,但让我用这个旧对象作为模板,然后添加到它中"。
您在这里尝试做的是更接近于创建一个singleton,它是一个具有在其他地方引用的单个状态的对象。并不是所有的东西都应该是一个物体。例如,处理程序通常是函数,依赖一个神奇的execute
函数而不仅仅是执行一个函数是非常迂回的。
正如Slater Tyranus所提到的,问题是您正在使状态(wander
、eat
和sleep
类)成为individual
的子类。这是不对的。把子类化看作是说某个东西"是"另一个东西。例如,使用类声明class Car(Vehicle):
,您实际上是在说"Car
就是Vehicle
",这是一个真实的语句。但是,您的代码暗示wander
状态是一个个体,这不是真的。另一个问题是,因为每个状态都是单独的,所以每个状态都有自己的fsm。这不是必要的,个人也不应该首先拥有fsm(你有吗?我没有)。
我重构了您的代码,简化了状态中的条件,纠正了过程中的其他一些错误。看看这是否更符合你的预期:
class FSM(object):
def __init__(self, individual):
self.states = {}
self.c_state = None
self.individual = individual
def update(self):
self.states[self.c_state].execute(self)
def addState(self, name, handler):
self.states[name] = handler
def startState(self, state):
self.c_state = state
def changeState(self, newstate):
print('The current state is:', self.c_state)
self.states[self.c_state].exit()
self.c_state = newstate
self.states[self.c_state].enter()
class Individual(object):
def __init__(self, name, food, sleep):
self.name = name
self.food = food
self.sleep = sleep
class Wander():
@staticmethod
def enter():
print('Entering Wander State')
@staticmethod
def execute(fsm):
print('WANDERING')
if fsm.individual.sleep <= 0:
fsm.changeState('SLEEP')
elif fsm.individual.food >= 25:
fsm.changeState('WANDER')
fsm.individual.sleep -= 5
fsm.individual.food -= 5
else:
fsm.changeState('EAT')
@staticmethod
def exit():
print('Leaving Wander State')
class Eat():
@staticmethod
def enter():
print('Entering Eating State')
@staticmethod
def execute(fsm):
print('EATING')
if fsm.individual.sleep <= 0:
fsm.changeState('SLEEP')
elif fsm.individual.food < 25:
fsm.changeState('EAT')
fsm.individual.food += 5
fsm.individual.sleep -= 5
else:
fsm.changeState('WANDER')
@staticmethod
def exit():
print('Exiting Eating State')
class Sleep():
@staticmethod
def enter():
print('Entering Sleeping State')
@staticmethod
def execute(fsm):
print('SLEEPING')
if fsm.individual.sleep < 50:
fsm.changeState('SLEEP')
fsm.individual.sleep += 5
elif fsm.individual.food < 25:
fsm.changeState('EAT')
else:
fsm.changeState('WANDER')
@staticmethod
def exit():
print('Exiting Sleeping State')
aaron = Individual('aaron', 10, 30)
fsm = FSM(aaron)
fsm.addState('WANDER', Wander)
fsm.addState('EAT', Eat)
fsm.addState('SLEEP', Sleep)
fsm.startState('WANDER')
print(fsm.c_state)
fsm.update()