betfsm.Repeat
Bases: GeneratorWithState
Repeats underlying state for maxcount times or until an outcome other than SUCCEED is reached.
stateDiagram-v2
direction LR
classDef successClass fill:darkgreen,color:white
classDef tickingClass fill:yellow,color:black
classDef otherClass fill:darkorange,color:white
state Repeat {
[*] --> my_state
state "State" as my_state
my_state --> my_state : succeed
}
[*] --> Repeat
my_state --> SUCCEED : #succeed > maxcount
my_state --> OTHER : other outcome
my_state --> TICKING : ticking
class SUCCEED successClass
class OTHER otherClass
class TICKING tickingClass
Note:
There is no tick between the repetitions. If you have an underlying state that directly returns
SUCCEED, the sequence will be executed without ticks.
__init__(name, maxcount, state)
Repeats underlying state for maxcount times or until an outcome other than SUCCEED is reached
| Parameters: |
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