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Code Reviews A state machine in Python

I've written the following code implementing a state machine in Python, and I'd like some feedback on it. The basic idea is that each state has a set of corresponding actions that trigger a state ...

2 answers  ·  posted 2y ago by celtschk‭  ·  last activity 2y ago by Nick Alexeev‭

#2: Post edited by user avatar Alexei‭ · 2022-05-24T20:14:16Z (almost 2 years ago)
added relevant tag
#1: Initial revision by user avatar celtschk‭ · 2022-05-23T10:28:57Z (almost 2 years ago)
A state machine in Python
I've written the following code implementing a state machine in Python, and I'd like some feedback on it.

The basic idea is that each state has a set of corresponding actions that trigger a state change. You can register observer functions with states, which are then called whenever the state is entered.

```python
"""
State machine
"""

from typing import Callable, Iterable, Mapping, List, Optional


ObserverFunction = Callable[[str, Optional["State"], "State"], None]


class State:
    """
    Describes a single state
    """
    def __init__(self, name: str, action_map: Mapping[str, str],
                 observers: Optional[Iterable[ObserverFunction]] = None):
        self._name = name
        self._observers: List[ObserverFunction] = list(observers or [])
        self._action_map = action_map


    def __str__(self):
        return self._name


    def register(self, observer: ObserverFunction) -> None:
        """
        Register an observer.
        """
        self._observers.append(observer)


    def enter(self, action: str, prev_state: Optional["State"] = None) -> None:
        """
        Notify all observers that this now is the current state
        """
        for observer in self._observers:
            observer(action, prev_state, self)


    def next_state(self, state_machine: "StateMachine", action: str) -> "State":
        """
        return the new state caused by the action
        """
        if not action in self._action_map:
            raise ValueError(f"State {self} does not support action {action}")
        new_state = state_machine.get_state(self._action_map[action])

        return new_state


    def get_actions(self) -> Iterable[str]:
        """
        return the possible actions on the state
        """
        return self._action_map.keys()


    def is_final(self):
        """
        Return if this state is final, that is, no actions are defined.
        """
        return not self._action_map



class StateMachine:
    """
    Describes a state machine
    """
    def __init__(self, description: Iterable[State], first: str):
        state_names = []
        for state in description:
            name = str(state)
            if name in state_names:
                raise ValueError(f"Duplicate state name: {name}")
            state_names.append(name)

        if not first in state_names:
            raise ValueError(f"No state {first} in {description}")

        self._states = { str(state): state for state in description }
        self._current_state = self._states[first]
        self._current_state.enter("initial state")


    def perform(self, action: str) -> None:
        """
        Perform an action on the current state machine.

        An action potentially changes the state, notifying its observers.
        """
        prev_state = self._current_state
        self._current_state = prev_state.next_state(self, action)
        self._current_state.enter(action, prev_state)


    def get_state(self, name: str) -> State:
        """
        Get state by name
        """
        try:
            return self._states[name]
        except KeyError as error:
            raise ValueError(f"State machine does not contain state {name}") from error


    def get_current_state(self) -> State:
        """
        Get the current state
        """
        return self._current_state


    def has_terminated(self):
        """
        Return True if the state machin has reached a final state
        """
        return self._current_state.is_final()


    def get_all_actions(self):
        """
        Get the set of all actions of all states in the state machine
        """
        all_actions = set()
        for state in self._states.values():
            all_actions.update(state.get_actions())
        return all_actions
```

The following code demonstrates the intended use:
```python
from statemachine import State, StateMachine


def report(action, old_state, new_state):
    if action == "initial state":
        action = "exist"

    print(f"I was {old_state or 'nothing'}, but you wanted me to {action}, so now I'm {new_state}.") 


def tell_emotion(action, old_state, new_state):
    feelings = {
        'waiting': 'boring',
        'running': 'exhausting',
        'sleeping': 'refreshing' }
    feeling = feelings[str(new_state)]
    print(f"To be {new_state} is {feeling}.")


def final_message(*args):
    print("You monster!")


def main():
    sm = StateMachine([State('waiting',
                             { 'sleep': 'sleeping', 
                               'run': 'running', 
                               'die': 'dead' },
                             [report, tell_emotion]), 
                       State('sleeping',
                             { 'wake up': 'waiting', 
                               'die': 'dead' },
                             [report, tell_emotion]), 
                       State('running',
                             { 'stop': 'waiting', 
                               'die': 'dead' },
                             [report, tell_emotion]), 
                       State('dead', {}, [report, final_message])], 
                      "waiting")
    all_actions = sm.get_all_actions()

    try:
        while not sm.has_terminated(): 
            state = sm.get_current_state()
            print("Available actions:", ", ".join(state.get_actions()))
            try:
                action = input("what should I do? ")
                sm.perform(action)
            except ValueError:
                if action in all_actions:
                    print(f"I can't {action} when I'm {state}!")
                else:
                    print(f"I don't know how to {action}!")
    except EOFError:
        print("Hey, you disappeared!")


if __name__ == '__main__':
    main()
```