def _states(cls): return (SituationStateData(1, StartingFestivalSituationState, factory=cls.initial_state), SituationStateData(2, CooldownFestivalSituationState, factory=cls.cooldown_state))
def _states(cls): return (SituationStateData(1, CountdownState, factory=cls.countdown_state), SituationStateData(2, CelebrateState, factory=cls.celebrate_state))
def _states(cls): return (SituationStateData(1, BeSkeleton, factory=cls.be_skeleton_state), SituationStateData(2, EndSkeleton, factory=cls.end_skeleton_state))
def _states(cls): return (SituationStateData(3, _WaitToBeLetInState, factory=cls.wait_to_be_let_in_state), SituationStateData(4, _PartySituationState, factory=cls.party_situation_state))
def _states(cls): return (SituationStateData.from_auto_factory(0, cls.delay_state), SituationStateData(1, CleanUpState, factory=cls.clean_up_state), SituationStateData(2, NothingToSeeHereState, factory=cls.nothing_to_see_here_state))
def _states(cls): return (SituationStateData(1, WaitToInfectSituationState, factory=cls.wait_to_infect_state), SituationStateData(2, InfectSituationState, factory=cls.infect_state))
def _states(cls): return (SituationStateData(1, _TemporaryCloneState, factory=cls.be_clone_state), SituationStateData(2, _TemporaryCloneLeaveState, factory=cls.leave_state))
def _states(cls): return (SituationStateData(1, _PartyTimeState, factory=cls.party_time_state), SituationStateData(2, _WindDownState, factory=cls.wind_down_state))
def _states(cls): return (SituationStateData(1, WaitForTurnState, factory=cls.wait_for_turn_state), SituationStateData(2, TakeTurnState, factory=cls.take_turn_state))
def _states(cls): return (SituationStateData(1, BuskSituationState, factory=cls.busk_state), SituationStateData(2, CooldownFestivalSituationState, factory=cls.cooldown_state))
def _states(cls): return (SituationStateData(1, GatherEventSituationState, factory=cls.gather_state), SituationStateData(2, CooldownFestivalSituationState, factory=cls.cooldown_state))
def _states(cls): return [ SituationStateData(1, WaitState, factory=cls.sim_wait_state), SituationStateData(2, TakeTurnState, factory=cls.take_turn_state), SituationStateData(3, TakeTurnState, factory=cls.take_last_turn_state) ]
def _states(cls): return (SituationStateData(1, StartingState, factory=cls._starting_state), SituationStateData(2, LeaveState, factory=cls._leave_state), SituationStateData(3, WaitAroundState, factory=cls._wait_a_bit_state))
def _states(cls): return (SituationStateData(1, _PreOrderCoffeeState, factory=cls.pre_order_coffee_state), SituationStateData(2, _OrderCoffeeState, factory=cls.order_coffee_state), SituationStateData(3, _ReaderState, factory=cls.reader_state))
def _states(cls): return (SituationStateData(1, _GatherState, factory=cls.gather_state), SituationStateData(2, _CeremonyState, factory=cls.ceremony_state), SituationStateData(3, _CelebrationState, factory=cls.celebration_state))
def _states(cls): return (SituationStateData( 1, _PreSituationState, factory=cls.pre_situation_state.situation_state), SituationStateData(2, _InteractionState, factory=cls.interaction_state))
def _states(cls): return [ SituationStateData(1, _ExerciseState, factory=cls.exercise_state), SituationStateData(2, _TakeShowerState, factory=cls.take_shower_state), SituationStateData(3, _DoStuffState, factory=cls.do_stuff_state) ]
def _states(cls): return (SituationStateData( 1, _DoStuffState, partial(cls._do_stuff_state, situation_job=cls._situation_job)), SituationStateData( 2, _LeaveState, partial(cls._leave_state, situation_job=cls._situation_job)))
def _states(cls): return [ SituationStateData(1, GatherTogetherState, factory=cls.gather_together_state), SituationStateData(2, TakingTurnsState, factory=cls.taking_turns_state) ]
def _states(cls): return (SituationStateData.from_auto_factory( 1, cls.no_front_door_repair_arrival), SituationStateData.from_auto_factory( 2, cls.front_door_repair_arrival), SituationStateData.from_auto_factory( 3, cls.wait_to_be_let_in_state), SituationStateData.from_auto_factory(4, cls.repair_state), SituationStateData(5, RepairLeaveSituationState))
def _states(cls): return (SituationStateData( 1, HasFrontDoorStrangeSituationStartingState, factory=cls.has_front_door_situation_starting_state), SituationStateData( 2, HasNoFrontDoorStrangeSituationStartingState, factory=cls.has_no_front_door_situation_starting_state))
def _states(cls): return (SituationStateData(1, _PreOrderCoffeeState, factory=cls.pre_order_coffee_state), SituationStateData(2, _OrderCoffeeState, factory=cls.order_coffee_state), SituationStateData(3, _BusinessPartnerState, factory=cls.business_partner_state))
def _states(cls): return (SituationStateData(1, StartingTransitioningFestivalSituationState, factory=cls.initial_state), SituationStateData(2, SecondaryFestivalSituationState, factory=cls.secondary_state), SituationStateData(3, CooldownFestivalSituationState, factory=cls.cooldown_state))
def _states(cls): return (SituationStateData(1, _RingDoorbellState, factory=cls._ring_doorbell_state), SituationStateData(2, _NeighborWaitToBeGreetedState, factory=cls._wait_to_be_greeted_state), SituationStateData(3, _NeighborHangoutState, factory=cls._hangout_state))
def _states(cls): return (SituationStateData(1, _PreOrderCoffeeState, factory=cls.pre_order_coffee_state), SituationStateData(2, _OrderAndWaitForCoffeeState, factory=cls.order_coffee_state), SituationStateData(3, _LeaveCafeState, factory=cls.leave_cafe_state))
def _states(cls): return (SituationStateData(1, _PreOrderCoffeeState, factory=cls.pre_order_coffee_state), SituationStateData(2, _OrderCoffeeState, factory=cls.order_coffee_state), SituationStateData(3, _FriendBehaviorState, factory=cls.friend_behavior_state))
def _states(cls): return (SituationStateData(1, SalesTableSetupState, factory=cls.setup_state), SituationStateData(2, TendSalesTableState, factory=cls.tend_state), SituationStateData(3, SalesTableTeardownState, factory=cls.teardown_state))
def _states(cls): return (SituationStateData(1, _StartSituationState), SituationStateData(2, _KnockOnDoorState, factory=cls._knock_on_door_state), SituationStateData(3, _NeighborWaitToBeGreetedState, factory=cls._wait_to_be_greeted), SituationStateData(4, _NeighborHangoutState, factory=cls._hangout_state))
def _states(cls): return (SituationStateData(1, LampContestFestivalSituationState, factory=cls._contest_state), SituationStateData(2, LightWinVictoryState, factory=cls._light_win_state), SituationStateData(3, DarkWinVictoryState, factory=cls._dark_win_state), SituationStateData(4, TieVictoryState, factory=cls._tie_state))
def _states(cls): return [ SituationStateData(1, _ArrivingState, factory=cls._arriving_situation_state), SituationStateData(2, _ActivelyWorkingState, factory=cls._actively_working_situation_state), SituationStateData(3, _BoredState, factory=cls._bored_situation_state) ]