nrel.hive.state.vehicle_state.idle

Module Contents

Classes

Idle

Attributes

log

nrel.hive.state.vehicle_state.idle.log[source]
class nrel.hive.state.vehicle_state.idle.Idle[source]

Bases: nrel.hive.state.vehicle_state.vehicle_state.VehicleState

property vehicle_state_type: nrel.hive.state.vehicle_state.vehicle_state_type.VehicleStateType

unique state type, used for comparison, replaces need to call isinstance on the concrete VehicleState type (which leads to circular dependencies amongst VehicleStates) :return: the VehicleStateType of this VehicleState

vehicle_id: nrel.hive.util.typealiases.VehicleId
instance_id: nrel.hive.state.vehicle_state.vehicle_state.VehicleStateInstanceId
idle_duration: nrel.hive.util.units.Seconds = 0
classmethod build(vehicle_id: nrel.hive.util.typealiases.VehicleId) Idle[source]
update(sim: nrel.hive.state.simulation_state.simulation_state.SimulationState, env: nrel.hive.runner.environment.Environment) Tuple[Exception | None, nrel.hive.state.simulation_state.simulation_state.SimulationState | None][source]

apply any effects due to an entity being advanced one discrete time unit in this EntityState

Parameters:
  • sim – the simulation state

  • env – the simulation environment

Returns:

an exception due to failure or an optional updated simulation

enter(sim: nrel.hive.state.simulation_state.simulation_state.SimulationState, env: nrel.hive.runner.environment.Environment) Tuple[Exception | None, nrel.hive.state.simulation_state.simulation_state.SimulationState | None][source]

apply any effects due to an entity transitioning into this state

Parameters:
  • sim – the simulation state

  • env – the simulation environment

Returns:

an exception due to failure or an optional updated simulation, or (None, None) if invalid

exit(next_state: nrel.hive.state.vehicle_state.vehicle_state.VehicleState, sim: nrel.hive.state.simulation_state.simulation_state.SimulationState, env: nrel.hive.runner.environment.Environment) Tuple[Exception | None, nrel.hive.state.simulation_state.simulation_state.SimulationState | None][source]

apply any effects due to an entity transitioning out of this state

:param next_state the EntityState to transition to :param sim: the simulation state :param env: the simulation environment :return: an exception due to failure or an optional updated simulation, or (None, None) if invalid

_has_reached_terminal_state_condition(sim: nrel.hive.state.simulation_state.simulation_state.SimulationState, env: nrel.hive.runner.environment.Environment) bool[source]

If energy has run out, we will move to OutOfService

Parameters:
  • sim – the sim state

  • env – the sim environment

Returns:

True if we have run out of energy

_default_terminal_state(sim: nrel.hive.state.simulation_state.simulation_state.SimulationState, env: nrel.hive.runner.environment.Environment) Tuple[Exception | None, nrel.hive.state.vehicle_state.vehicle_state.VehicleState | None][source]

give the default state to transition to after having met a terminal condition

Parameters:
  • sim – the simulation state

  • env – the simulation environment

Returns:

an exception due to failure or the next_state after finishing a task

_perform_update(sim: nrel.hive.state.simulation_state.simulation_state.SimulationState, env: nrel.hive.runner.environment.Environment) Tuple[Exception | None, nrel.hive.state.simulation_state.simulation_state.SimulationState | None][source]

incur an idling cost

Parameters:
  • sim – the simulation state

  • env – the simulation environment

Returns:

the sim state with vehicle moved