?? fsmagent.java
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/*****************************************************************
JADE - Java Agent DEvelopment Framework is a framework to develop
multi-agent systems in compliance with the FIPA specifications.
Copyright (C) 2000 CSELT S.p.A.
GNU Lesser General Public License
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation,
version 2.1 of the License.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*****************************************************************/
package examples.behaviours;
import jade.core.Agent;
import jade.core.behaviours.OneShotBehaviour;
import jade.core.behaviours.FSMBehaviour;
/**
This example shows the usage of the <code>FSMBehavior</code> that allows
composing behaviours according to a Finite State Machine.<br>
@author Giovanni Caire - TILAB
*/
public class FSMAgent extends Agent {
// State names
private static final String STATE_A = "A";
private static final String STATE_B = "B";
private static final String STATE_C = "C";
private static final String STATE_D = "D";
private static final String STATE_E = "E";
private static final String STATE_F = "F";
protected void setup() {
FSMBehaviour fsm = new FSMBehaviour(this) {
public int onEnd() {
System.out.println("FSM behaviour completed.");
myAgent.doDelete();
return super.onEnd();
}
};
// Register state A (first state)
fsm.registerFirstState(new NamePrinter(), STATE_A);
// Register state B
fsm.registerState(new NamePrinter(), STATE_B);
// Register state C
fsm.registerState(new RandomGenerator(3), STATE_C);
// Register state D
fsm.registerState(new NamePrinter(), STATE_D);
// Register state E
fsm.registerState(new RandomGenerator(4), STATE_E);
// Register state F (final state)
fsm.registerLastState(new NamePrinter(), STATE_F);
// Register the transitions
fsm.registerDefaultTransition(STATE_A, STATE_B);
fsm.registerDefaultTransition(STATE_B, STATE_C);
fsm.registerTransition(STATE_C, STATE_C, 0);
fsm.registerTransition(STATE_C, STATE_D, 1);
fsm.registerTransition(STATE_C, STATE_A, 2);
fsm.registerDefaultTransition(STATE_D, STATE_E);
fsm.registerTransition(STATE_E, STATE_F, 3);
fsm.registerDefaultTransition(STATE_E, STATE_B);
addBehaviour(fsm);
}
/**
Inner class NamePrinter.
This behaviour just prints its name
*/
private class NamePrinter extends OneShotBehaviour {
public void action() {
System.out.println("Executing behaviour "+getBehaviourName());
}
}
/**
Inner class RandomGenerator.
This behaviour prints its name and exits with a random value
between 0 and a given integer value
*/
private class RandomGenerator extends NamePrinter {
private int maxExitValue;
private int exitValue;
private RandomGenerator(int max) {
super();
maxExitValue = max;
}
public void action() {
System.out.println("Executing behaviour "+getBehaviourName());
exitValue = (int) (Math.random() * maxExitValue);
System.out.println("Exit value is "+exitValue);
}
public int onEnd() {
return exitValue;
}
}
}
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