Behavior-machine

Latest version: v0.4.0

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0.4.0

- **[Added]** `RandomPickState` which randomly pick one of the children to be executed. All children has uniform probability being picked.
- **[Added]** added `get_status` method in `State` which return the status of the State.
- **[Changed]** name for `State` is now optional, the default is its class name.
- **[Changed]** streamlined `ParallelState` to prevent potential interrupt race issues. Enable `AtLeastOneState` to overwrite two function for its functionality.
- **[Changed]** `ParallelState` now ignores empty/None States if passed in as children.
- **[Fixed]** condition in `AtLeastOneState` where other states aren't destroyed when exiting under success condition.

0.3.5

- **[Added]** `SelectorState` and `SequentialState` now has a flowout value which is from the last `succcess` state, None otherwise.
- **[Changed]** `add_transition_on_complete` now has option to not ignore exceptions (default is always not).
- **[Fixed]** race condition in `SequentialState` where the internal states are `tick()` before they are set/initialized.

0.3.4

- **[Added]** Added example of the visualization on first page.
- **[Added]** `behavior_machine.visualization` which has function `visualize_behavior_machine` that can visualize any machine and it's subcomponents.
- **[Added]** Shorthand transition to transition after certain time.
- **[Added]** Examples and tests of visualization under the folder `viz_test`
- **[Fixed]** Machine now only waits for the remaining time instead of always waiting the fixed amount. Also Fixed tests with weird behavior about the waiting.
- **[Fixed]** Possible bug where Atleast returns result due to race condition.
- **[Fixed]** bug where interrupts crashs the application if called before the state starts.
- **[Fixed]** bug in test where sometimes states completed way too fast.

0.3.3

- **[Added]** `SaveFlowState`, `SetFlowFromBoardState`,`SetBoardState`,`GetBoardState` and `SetFlowState`. Three states that help with board access.
- **[Added]** Tests for the three flow access states.

0.3.2

- **[Added]** `AtLeastOneState` that ends when one of its children states completes (all are run parallely) and return `success`.

0.3.1

- **[Added]** Added `SelectorState` that mimics `Selector` in behavior trees. The state run the children in order until one of them returns `success`.
- **[Added]** debugging function `get_debug_name` that returns a string with name + type to help debugging and loggin.
- **[Added]** More tests for different edge cases around transitions when reusing nodes.
- **[Changed]** `check_name` replace `checkName` and `check_status` replace `checkStatus`. The old code redirects to the new functions but throws depreciating warnings.
- **[Fixed]** linting problems throughout the program.

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