Source code for magicbot.state_machine

import functools
import inspect
import logging
from typing import (
    Any,
    Callable,
    ClassVar,
    Dict,
    NoReturn,
    Optional,
    Sequence,
    Union,
    overload,
)

import wpilib

from .magic_tunable import tunable

if wpilib.RobotBase.isSimulation():
    getTime = wpilib.Timer.getFPGATimestamp
else:
    from time import monotonic as getTime


[docs] class IllegalCallError(TypeError): pass
[docs] class NoFirstStateError(ValueError): pass
[docs] class MultipleFirstStatesError(ValueError): pass
[docs] class MultipleDefaultStatesError(ValueError): pass
[docs] class InvalidStateName(ValueError): pass
class _State: def __init__( self, f: "StateMethod", first: bool = False, must_finish: bool = False, *, duration: Optional[float] = None, is_default: bool = False, ) -> None: name = f.__name__ # Can't define states that are named the same as things in the # base class, will cause issues. Catch it early. if hasattr(StateMachine, name): raise InvalidStateName(f"cannot have a state named '{name}'") # inspect the args, provide a correct call implementation allowed_args = "self", "tm", "state_tm", "initial_call" sig = inspect.signature(f) args = [] invalid_args = [] for i, arg in enumerate(sig.parameters.values()): if i == 0 and arg.name != "self": raise ValueError(f"First argument to {name} must be 'self'") if arg.kind is arg.VAR_POSITIONAL: raise ValueError(f"Cannot use *args in signature for function {name}") if arg.kind is arg.VAR_KEYWORD: raise ValueError( f"Cannot use **kwargs in signature for function {name}" ) if arg.kind is arg.KEYWORD_ONLY: raise ValueError( f"Cannot use keyword-only parameters for function {name}" ) if arg.name in allowed_args: args.append(arg.name) else: invalid_args.append(arg.name) if invalid_args: raise ValueError( "Invalid parameter names in %s: %s" % (name, ",".join(invalid_args)) ) self.name = name self.description = inspect.getdoc(f) self.first = first self.must_finish = must_finish self.is_default = is_default self.duration = duration varlist = {"f": f} args_code = ",".join(args) wrapper_code = f"lambda self, tm, state_tm, initial_call: f({args_code})" self.run = eval(wrapper_code, varlist, varlist) self.next_state: Optional[StateRef] def __call__(self, *args, **kwargs) -> NoReturn: raise IllegalCallError( "Do not call states directly, use begin/next_state instead" ) def __set_name__(self, owner: type, name: str) -> None: # Don't allow aliasing of states, it probably won't do what users expect if name != self.name: raise InvalidStateName( f"magicbot state '{self.name}' defined as attribute '{name}'" ) if not issubclass(owner, StateMachine): raise TypeError(f"magicbot state {name} defined in non-StateMachine") # make durations tunable if self.duration is not None: duration_attr = name + "_duration" # don't create it twice (in case of inheritance overriding) if getattr(owner, duration_attr, None) is None: setattr( owner, duration_attr, tunable(self.duration, writeDefault=False, subtable="state"), ) StateRef = Union[str, _State] StateMethod = Callable[..., None] class _StateData: def __init__(self, wrapper: _State) -> None: self.name = wrapper.name self.duration_attr = "%s_duration" % self.name self.expires: float = 0xFFFFFFFF self.ran = False self.run = wrapper.run self.must_finish = wrapper.must_finish if hasattr(wrapper, "next_state"): self.next_state = wrapper.next_state self.start_time: float
[docs] def timed_state( *, duration: float, next_state: Optional[StateRef] = None, first: bool = False, must_finish: bool = False, ) -> Callable[[StateMethod], _State]: """ If this decorator is applied to a function in an object that inherits from :class:`.StateMachine`, it indicates that the function is a state that will run for a set amount of time unless interrupted. It is guaranteed that a timed_state will execute at least once, even if it expires prior to being executed. The decorated function can have the following arguments in any order: - ``tm`` - The number of seconds since the state machine has started - ``state_tm`` - The number of seconds since this state has been active (note: it may not start at zero!) - ``initial_call`` - Set to True when the state is initially called, False otherwise. If the state is switched to multiple times, this will be set to True at the start of each state execution. :param duration: The length of time to run the state before progressing to the next state :param next_state: The name of the next state. If not specified, then this will be the last state executed if time expires :param first: If True, this state will be ran first :param must_finish: If True, then this state will continue executing even if ``engage()`` is not called. However, if ``done()`` is called, execution will stop regardless of whether this is set. """ def decorator(f: StateMethod) -> _State: wrapper = _State(f, first, must_finish, duration=duration) wrapper.next_state = next_state return wrapper return decorator
@overload def state( *, first: bool = ..., must_finish: bool = ..., ) -> Callable[[StateMethod], _State]: ... @overload def state(f: StateMethod) -> _State: ...
[docs] def state( f: Optional[StateMethod] = None, *, first: bool = False, must_finish: bool = False, ) -> Union[Callable[[StateMethod], _State], _State]: """ If this decorator is applied to a function in an object that inherits from :class:`.StateMachine`, it indicates that the function is a state. The state will continue to be executed until the ``next_state`` function is executed. The decorated function can have the following arguments in any order: - ``tm`` - The number of seconds since the state machine has started - ``state_tm`` - The number of seconds since this state has been active (note: it may not start at zero!) - ``initial_call`` - Set to True when the state is initially called, False otherwise. If the state is switched to multiple times, this will be set to True at the start of each state execution. :param first: If True, this state will be ran first :param must_finish: If True, then this state will continue executing even if ``engage()`` is not called. However, if ``done()`` is called, execution will stop regardless of whether this is set. """ if f is None: return lambda f: _State(f, first, must_finish) return _State(f, first, must_finish)
[docs] def default_state(f: StateMethod) -> _State: """ If this decorator is applied to a method in an object that inherits from :class:`.StateMachine`, it indicates that the method is a default state; that is, if no other states are executing, this state will execute. If the state machine is always executing, the default state will never execute. There can only be a single default state in a StateMachine object. The decorated function can have the following arguments in any order: - ``tm`` - The number of seconds since the state machine has started - ``state_tm`` - The number of seconds since this state has been active (note: it may not start at zero!) - ``initial_call`` - Set to True when the state is initially called, False otherwise. If the state is switched to multiple times, this will be set to True at the start of each state execution. """ return _State(f, first=False, must_finish=True, is_default=True)
def _get_class_members(cls: type) -> Dict[str, Any]: """Get the members of the given class in definition order, bases first.""" d = {} for cls in reversed(cls.__mro__): d.update(cls.__dict__) return d
[docs] class StateMachine: ''' The StateMachine class is used to implement magicbot components that allow one to easily define a `finite state machine (FSM) <https://en.wikipedia.org/wiki/Finite-state_machine>`_ that can be executed via the magicbot framework. You create a component class that inherits from ``StateMachine``. Each state is represented as a single function, and you indicate that a function is a particular state by decorating it with one of the following decorators: * :func:`@default_state <.default_state>` * :func:`@state <.state>` * :func:`@timed_state <.timed_state>` As the state machine executes, the decorated function representing the current state will be called. Decorated state functions can receive the following parameters (all of which are optional): - ``tm`` - The number of seconds since autonomous has started - ``state_tm`` - The number of seconds since this state has been active (note: it may not start at zero!) - ``initial_call`` - Set to True when the state is initially called, False otherwise. If the state is switched to multiple times, this will be set to True at the start of each state. To be consistent with the magicbot philosophy, in order for the state machine to execute its states you must call the :func:`engage` function upon each execution of the main robot control loop. If you do not call this function, then execution of the FSM will cease. .. note:: If you wish for the FSM to continue executing state functions regardless whether ``engage()`` is called, you must set the ``must_finish`` parameter in your state decorator to be True. When execution ceases (because ``engage()`` was not called), the :func:`done` function will be called and the FSM will be reset to the starting state. The state functions will not be called again unless ``engage`` is called. As a magicbot component, StateMachine contains an ``execute`` function that will be called on each control loop. All state execution occurs from within that function call. If you call other components from a StateMachine, you should ensure that your StateMachine is declared *before* the other components in your Robot class. .. warning:: As StateMachine already contains an execute function, there is no need to define your own ``execute`` function for a state machine component -- if you override ``execute``, then the state machine may not work correctly. Instead, use the :func:`@default_state <.default_state>` decorator. Here's a very simple example of how you might implement a shooter automation component that moves a ball into a shooter when the shooter is ready:: class ShooterAutomation(magicbot.StateMachine): # Some other component shooter: Shooter ball_pusher: BallPusher def fire(self): """This is called from the main loop.""" self.engage() @state(first=True) def begin_firing(self): """ This function will only be called IFF fire is called and the FSM isn't currently in the 'firing' state. If fire was not called, this function will not execute. """ self.shooter.enable() if self.shooter.ready(): self.next_state('firing') @timed_state(duration=1.0, must_finish=True) def firing(self): """ Because must_finish=True, once the FSM has reached this state, this state will continue executing even if engage isn't called. """ self.shooter.enable() self.ball_pusher.push() # # Note that there is no execute function defined as part of # this component # ... class MyRobot(magicbot.MagicRobot): shooter_automation: ShooterAutomation shooter: Shooter ball_pusher: BallPusher def teleopPeriodic(self): if self.joystick.getTrigger(): self.shooter_automation.fire() This object has a lot of really useful NetworkTables integration as well: - tunables are created in /components/NAME/state - state durations can be tuned here - The 'current state' is output as it happens - Descriptions and names of the states are here (for dashboard use) .. warning:: This object is not intended to be threadsafe and should not be accessed from multiple threads ''' VERBOSE_LOGGING = False #: A Python logging object automatically injected by magicbot. #: It can be used to send messages to the log, instead of using print statements. logger: logging.Logger #: NT variable that indicates which state will be executed next (though, #: does not guarantee that it will be executed). Will return an empty #: string if the state machine is not currently engaged. current_state = tunable("", subtable="state") state_names: ClassVar[tunable[Sequence[str]]] state_descriptions: ClassVar[tunable[Sequence[str]]] def __new__(cls) -> "StateMachine": # choose to use __new__ instead of __init__ o = super().__new__(cls) o._build_states() return o # TODO: when this gets invoked, tunables need to be setup on # the object first def _build_states(self) -> None: has_first = False # problem: the user interface won't know which entries are the # current variables being used by the robot. So, we setup # an array with the names, and the dashboard uses that # to determine the ordering too nt_names = [] nt_desc = [] states = {} cls = type(self) default_state = None # for each state function: for name, state in _get_class_members(cls).items(): if not isinstance(state, _State): continue # is this the first state to execute? if state.first: if has_first: raise MultipleFirstStatesError( "Multiple states were specified as the first state!" ) self.__first = name has_first = True state_data = _StateData(state) states[name] = state_data nt_names.append(name) nt_desc.append(state.description or "") if state.is_default: if default_state is not None: raise MultipleDefaultStatesError( "Multiple default states are not allowed" ) default_state = state_data if not has_first: raise NoFirstStateError( "Starting state not defined! Use first=True on a state decorator" ) # NOTE: this depends on tunables being bound after this function is called cls.state_names = tunable(nt_names, subtable="state") cls.state_descriptions = tunable(nt_desc, subtable="state") # Indicates that an external party wishes the state machine to execute self.__should_engage = False # Indicates that the state machine is currently executing self.__engaged = False # A dictionary of states self.__states = states # The currently executing state, or None if not executing self.__state: Optional[_StateData] = None # The default state self.__default_state = default_state # Variable to store time in self.__start = 0 @property def is_executing(self) -> bool: """:returns: True if the state machine is executing states""" # return self.__state is not None return self.__engaged
[docs] def on_enable(self) -> None: """ magicbot component API: called when autonomous/teleop is enabled """ pass
[docs] def on_disable(self) -> None: """ magicbot component API: called when autonomous/teleop is disabled """ self.done()
[docs] def engage( self, initial_state: Optional[StateRef] = None, force: bool = False, ) -> None: """ This signals that you want the state machine to execute its states. :param initial_state: If specified and execution is not currently occurring, start in this state instead of in the 'first' state :param force: If True, will transition even if the state machine is currently active. """ self.__should_engage = True if force or self.__state is None or self.__state is self.__default_state: if initial_state: self.next_state(initial_state) else: self.next_state(self.__first)
[docs] def next_state(self, state: StateRef) -> None: """Call this function to transition to the next state :param state: Name of the state to transition to .. note:: This should only be called from one of the state functions """ if isinstance(state, _State): state = state.name state_data = self.__states[state] state_data.ran = False self.current_state = state self.__state = state_data
[docs] def next_state_now(self, state: StateRef) -> None: """Call this function to transition to the next state, and call the next state function immediately. Prefer to use :meth:`next_state` instead. :param state: Name of the state to transition to .. note:: This should only be called from one of the state functions """ self.next_state(state) # TODO: may want to do this differently? self.execute()
[docs] def done(self) -> None: """Call this function to end execution of the state machine. This function will always be called when a state machine ends. Even if the engage function is called repeatedly, done() will be called. .. note:: If you wish to do something each time execution ceases, override this function (but be sure to call ``super().done()``!) """ if self.VERBOSE_LOGGING and self.__state is not None: self.logger.info("Stopped state machine execution") self.__state = None self.__engaged = False self.current_state = ""
[docs] def execute(self) -> None: """ magicbot component API: This is called on each iteration of the control loop. Most of the time, you will not want to override this function. If you find you want to, you may want to use the @default_state mechanism instead. """ now = getTime() if not self.__engaged: if self.__should_engage: self.__start = now self.__engaged = True elif self.__default_state is None: return # tm is the number of seconds that the state machine has been executing tm = now - self.__start state = self.__state done_called = False # we adjust this so that if we have states chained together, # then the total time it runs is the amount of time of the # states. Otherwise, the time drifts. new_state_start = tm # determine if the time has passed to execute the next state # -> intentionally comes first if state is not None and state.ran and state.expires < tm: new_state_start = state.expires if state.next_state is None: # If the state expires and it's the last state, if the machine # is still engaged then it should cycle back to the beginning # ... but we should call done() first done_called = True self.done() if self.__should_engage: self.next_state(self.__first) state = self.__state else: state = None else: self.next_state(state.next_state) state = self.__state # deactivate the current state unless engage was called or # must_finish was set if not (self.__should_engage or state is not None and state.must_finish): state = None # if there is no state to execute and there is a default # state, do the default state if state is None and self.__default_state is not None: state = self.__default_state if self.__state != state: state.ran = False self.__state = state if state is not None: # is this the first time this was executed? initial_call = not state.ran if initial_call: state.ran = True state.start_time = new_state_start state.expires = new_state_start + getattr( self, state.duration_attr, 0xFFFFFFFF ) if self.VERBOSE_LOGGING: self.logger.info("%.3fs: Entering state: %s", tm, state.name) # execute the state function, passing it the arguments state.run(self, tm, tm - state.start_time, initial_call) elif not done_called: # or clear the state self.done() # Reset this each time self.__should_engage = False
[docs] class AutonomousStateMachine(StateMachine): """ This is a specialized version of the StateMachine that is designed to be used as an autonomous mode. There are a few key differences: - The :func:`.engage` function is always called, so the state machine will always run to completion unless done() is called - VERBOSE_LOGGING is set to True, so a log message will be printed out upon each state transition """ VERBOSE_LOGGING = True
[docs] def on_enable(self) -> None: super().on_enable() self.__engaged = True
[docs] def on_iteration(self, tm: float) -> None: # TODO, remove the on_iteration function in 2017? # Only engage the state machine until its execution finishes, otherwise # it will just keep repeating # # This is because if you keep calling engage(), the state machine will # loop. I'm tempted to change that, but I think it would lead to unexpected # side effects. Will have to contemplate this... if self.__engaged: self.engage() self.execute() self.__engaged = self.is_executing
[docs] def done(self) -> None: super().done() self._StateMachine__should_engage = False self.__engaged = False