Beispiel #1
0
def avoidRightObstacle(nav):
    """
    dodges left if we only detect something to the left of us
    """
    if nav.firstFrame():
        nav.doneAvoidingCounter = 0
        nav.printf(nav.brain.sonar)
        nav.printf("Avoid by left dodge");
        helper.setSpeed(nav, (0, constants.DODGE_LEFT_SPEED, 0))

    avoidLeft = navTrans.shouldAvoidObstacleLeft(nav)
    avoidRight = navTrans.shouldAvoidObstacleRight(nav)

    if (avoidLeft and avoidRight):
        return nav.goLater('avoidFrontObstacle')
    elif avoidLeft:
        return nav.goLater('avoidLeftObstacle')
    elif avoidRight:
        nav.doneAvoidingCounter -= 1
        nav.doneAvoidingCounter = max(0, nav.doneAvoidingCounter)
        return nav.stay()
    else:
        nav.doneAvoidingCounter += 1

    if nav.doneAvoidingCounter > constants.DONE_AVOIDING_FRAMES_THRESH:
        nav.shouldAvoidObstacleRight = 0
        nav.shouldAvoidObstacleLeft = 0
        return nav.goLater(nav.preAvoidState)

    return nav.stay()
Beispiel #2
0
def dodge(nav):
    if nav.firstFrame():
        nav.dodging = True

        if nav.brain.ball.vis.frames_off < 5:
            nav.brain.tracker.trackBall()
        else:
            nav.brain.tracker.trackObstacle(dodge.obstaclePosition)

        ## SET UP the dodge direction based on where the obstacle is
        # if directly in front of us, move back and to one side based on
        # where the goToPosition dest is
        dodge.speed = Navigator.BRISK_SPEED

        obstacleInfo = constants.OBS_DICT[dodge.obstaclePosition]
        helper.createAndSendWalkVector(nav, 
                                        dodge.speed*obstacleInfo[0], 
                                        dodge.speed*obstacleInfo[1], 
                                        0)
        print "Dodging ", obstacleInfo[2], " Obstacle"

    if navTrans.doneDodging(nav):
        nav.dodging = False
        nav.brain.tracker.repeatBasicPan()
        return nav.goLater('briefStand')

    return nav.stay()
Beispiel #3
0
def dodge(nav):
    # return
    #I'm making an executive decision and TURNING OFF DODGING
    if nav.firstFrame():
        nav.dodging = True

        if nav.brain.ball.vis.frames_off < 5:
            nav.brain.tracker.trackBall()
        else:
            nav.brain.tracker.trackObstacle(dodge.obstaclePosition)

        ## SET UP the dodge direction based on where the obstacle is
        # if directly in front of us, move back and to one side based on
        # where the goToPosition dest is
        dodge.speed = Navigator.BRISK_SPEED

        obstacleInfo = constants.OBS_DICT[dodge.obstaclePosition]
        helper.createAndSendWalkVector(nav, dodge.speed * obstacleInfo[0],
                                       dodge.speed * obstacleInfo[1], 0)
        print "Dodging ", obstacleInfo[2], " Obstacle"

    if navTrans.doneDodging(nav):
        nav.dodging = False
        nav.brain.tracker.repeatWideSnapPan()
        return nav.goLater('briefStand')

    return nav.stay()
Beispiel #4
0
def walking(nav):
    """
    State to be used for velocity walking.
    """
    helper.setSpeed(nav, walking.speeds)

    if navTrans.shouldDodge(nav):
        return nav.goNow('dodge')

    return Transition.getNextState(nav, walking)
Beispiel #5
0
def walking(nav):
    """
    State to be used for velocity walking.
    """
    helper.setSpeed(nav, walking.speeds)

    if navTrans.shouldDodge(nav):
        return nav.goNow('dodge')

    return Transition.getNextState(nav, walking)
Beispiel #6
0
def avoidFrontObstacle(nav):
    # Backup
    # strafe away from the closer one?
    # strafe towards dest?

    # ever a good time to backup?
    # we'll probably want to go forward again and most obstacle
    # are moving, so pausing might make more sense

    # TODO figure this out maybe potential field will fix this for us???
    if nav.firstFrame():
        nav.doneAvoidingCounter = 0
        nav.printf(nav.brain.sonar)
        nav.printf("Avoid by backup");
        helper.setSpeed(nav, (constants.DODGE_BACK_SPEED, 0, 0))

    avoidLeft = navTrans.shouldAvoidObstacleLeft(nav)
    avoidRight = navTrans.shouldAvoidObstacleRight(nav)

    if (avoidLeft and avoidRight):
        nav.doneAvoidingCounter -= 1
        nav.doneAvoidingCounter = max(0, nav.doneAvoidingCounter)
        return nav.stay()

    elif avoidRight:
        return nav.goLater('avoidRightObstacle')

    elif avoidLeft:
        return nav.goLater('avoidLeftObstacle')

    else:
        nav.doneAvoidingCounter += 1

    if nav.doneAvoidingCounter > constants.DONE_AVOIDING_FRAMES_THRESH:
        nav.shouldAvoidObstacleRight = 0
        nav.shouldAvoidObstacleLeft = 0
        return nav.goLater(nav.preAvoidState)

    return nav.stay()
Beispiel #7
0
def avoidObstacle(nav):
    """
    If we detect something in front of us, dodge it
    """

    if nav.firstFrame():
        nav.brain.speech.say("Avoid obstacle")

    avoidLeft = navTrans.shouldAvoidObstacleLeft(nav)
    avoidRight = navTrans.shouldAvoidObstacleRight(nav)

    # store previous state here, b/c lastDiffState gets
    # replaced when we perform 'goNow'
    nav.preAvoidState = nav.lastDiffState

    if (avoidLeft and avoidRight):
        return nav.goNow('avoidFrontObstacle')
    elif avoidLeft:
        return nav.goNow('avoidLeftObstacle')
    elif avoidRight:
        return nav.goNow('avoidRightObstacle')
    else:
        return nav.goLater(nav.lastDiffState)
Beispiel #8
0
def goToPosition(nav):
    """
    Go to a position set in the navigator. General go to state.  Goes
    towards a location on the field stored in dest.
    The location can be a RobotLocation, Location, RelRobotLocation, RelLocation
    Absolute locations get transformed to relative locations based on current loc
    For relative locations we use our bearing to that point as the heading
    """
    relDest = helper.getRelativeDestination(nav.brain.loc, goToPosition.dest)

    #if nav.counter % 10 is 0:
    #    print "going to " + str(relDest)
    #    print "ball is at {0}, {1}, {2} ".format(nav.brain.ball.loc.relX,
    #                                             nav.brain.ball.loc.relY,
    #                                             nav.brain.ball.loc.bearing)

    goToPosition.speed = nav.velocity
    if fabs(nav.requestVelocity - nav.velocity) > Navigator.SPEED_CHANGE:
        nav.velocity += copysign(Navigator.SPEED_CHANGE, (nav.requestVelocity - nav.velocity))

    if goToPosition.pb:
        # Calc dist to dest
        dist = helper.getDistToDest(nav.brain.loc, goToPosition.dest)
        if goToPosition.fast and dist < 140:
            goToPosition.fast = False
            goToPosition.dest = nav.brain.play.getPosition()
        elif not goToPosition.fast and dist > 160:
            goToPosition.fast = True
            goToPosition.dest = nav.brain.play.getPositionCoord()

    if goToPosition.fast:
        # So that fast mode works for objects of type RobotLocation also
        if isinstance(goToPosition.dest, RobotLocation) and not goToPosition.close:
            fieldDest = RobotLocation(goToPosition.dest.x, goToPosition.dest.y, 0)
            relDest = nav.brain.loc.relativeRobotLocationOf(fieldDest)
            relDest.relH = nav.brain.loc.getRelativeBearing(fieldDest)

        HEADING_ADAPT_CUTOFF = 103
        DISTANCE_ADAPT_CUTOFF = 10

        MAX_TURN = .5

        BOOK_IT_TURN_THRESHOLD = 23
        BOOK_IT_DISTANCE_THRESHOLD = 50

        if relDest.relH >= HEADING_ADAPT_CUTOFF:
            velH = MAX_TURN
        elif relDest.relH <= -HEADING_ADAPT_CUTOFF:
            velH = -MAX_TURN
        else:
            velH = helper.adaptSpeed(relDest.relH,
                                    HEADING_ADAPT_CUTOFF,
                                    MAX_TURN)

        if relDest.relX >= DISTANCE_ADAPT_CUTOFF:
            velX = goToPosition.speed
        elif relDest.relX <= -DISTANCE_ADAPT_CUTOFF:
            velX = -goToPosition.speed
        else:
            velX = helper.adaptSpeed(relDest.relX,
                                    DISTANCE_ADAPT_CUTOFF,
                                    goToPosition.speed)

        if relDest.relY >= DISTANCE_ADAPT_CUTOFF:
            velY = goToPosition.speed
        elif relDest.relY <= -DISTANCE_ADAPT_CUTOFF:
            velY = -goToPosition.speed
        else:
            velY = helper.adaptSpeed(relDest.relY,
                                    DISTANCE_ADAPT_CUTOFF,
                                    goToPosition.speed)

        if fabs(relDest.dist) > BOOK_IT_DISTANCE_THRESHOLD:
            goToPosition.close = False
            if fabs(relDest.relH) > BOOK_IT_TURN_THRESHOLD:
                if relDest.relH > 0: velH = MAX_TURN
                if relDest.relH < 0: velH = -MAX_TURN
                velX = 0
                velY = 0
                goToPosition.bookingIt = False
            else:
                velY = 0
                goToPosition.bookingIt = True
        else:
            goToPosition.close = True

        goToPosition.speeds = (velX, velY, velH)
        helper.setSpeed(nav, goToPosition.speeds)

    else:
        if goToPosition.adaptive:
            #reduce the speed if we're close to the target
            speed = helper.adaptSpeed(relDest.dist,
                                    constants.ADAPT_DISTANCE,
                                    goToPosition.speed)
        else:
            speed = goToPosition.speed

        helper.setDestination(nav, relDest, speed)

    if navTrans.shouldDodge(nav):
        return nav.goNow('dodge')
        
    return Transition.getNextState(nav, goToPosition)
Beispiel #9
0
def goToPosition(nav):
    """
    Go to a position set in the navigator. General go to state.  Goes
    towards a location on the field stored in dest.
    The location can be a RobotLocation, Location, RelRobotLocation, RelLocation
    Absolute locations get transformed to relative locations based on current loc
    For relative locations we use our bearing to that point as the heading
    """
    relDest = helper.getRelativeDestination(nav.brain.loc, goToPosition.dest)

    #if nav.counter % 10 is 0:
    #    print "going to " + str(relDest)
    #    print "ball is at {0}, {1}, {2} ".format(nav.brain.ball.loc.relX,
    #                                             nav.brain.ball.loc.relY,
    #                                             nav.brain.ball.loc.bearing)

    goToPosition.speed = nav.velocity
    if fabs(nav.requestVelocity - nav.velocity) > Navigator.SPEED_CHANGE:
        nav.velocity += copysign(Navigator.SPEED_CHANGE,
                                 (nav.requestVelocity - nav.velocity))

    if goToPosition.pb:
        # Calc dist to dest
        dist = helper.getDistToDest(nav.brain.loc, goToPosition.dest)
        if goToPosition.fast and dist < 140:
            goToPosition.fast = False
            goToPosition.dest = nav.brain.play.getPosition()
        elif not goToPosition.fast and dist > 160:
            goToPosition.fast = True
            goToPosition.dest = nav.brain.play.getPositionCoord()

    if goToPosition.fast:
        # So that fast mode works for objects of type RobotLocation also
        if isinstance(goToPosition.dest,
                      RobotLocation) and not goToPosition.close:
            fieldDest = RobotLocation(goToPosition.dest.x, goToPosition.dest.y,
                                      0)
            relDest = nav.brain.loc.relativeRobotLocationOf(fieldDest)
            relDest.relH = nav.brain.loc.getRelativeBearing(fieldDest)

        HEADING_ADAPT_CUTOFF = 103
        DISTANCE_ADAPT_CUTOFF = 10

        MAX_TURN = .5

        BOOK_IT_TURN_THRESHOLD = 23
        BOOK_IT_DISTANCE_THRESHOLD = 50

        if relDest.relH >= HEADING_ADAPT_CUTOFF:
            velH = MAX_TURN
        elif relDest.relH <= -HEADING_ADAPT_CUTOFF:
            velH = -MAX_TURN
        else:
            velH = helper.adaptSpeed(relDest.relH, HEADING_ADAPT_CUTOFF,
                                     MAX_TURN)

        if relDest.relX >= DISTANCE_ADAPT_CUTOFF:
            velX = goToPosition.speed
        elif relDest.relX <= -DISTANCE_ADAPT_CUTOFF:
            velX = -goToPosition.speed
        else:
            velX = helper.adaptSpeed(relDest.relX, DISTANCE_ADAPT_CUTOFF,
                                     goToPosition.speed)

        if relDest.relY >= DISTANCE_ADAPT_CUTOFF:
            velY = goToPosition.speed
        elif relDest.relY <= -DISTANCE_ADAPT_CUTOFF:
            velY = -goToPosition.speed
        else:
            velY = helper.adaptSpeed(relDest.relY, DISTANCE_ADAPT_CUTOFF,
                                     goToPosition.speed)

        if fabs(relDest.dist) > BOOK_IT_DISTANCE_THRESHOLD:
            goToPosition.close = False
            if fabs(relDest.relH) > BOOK_IT_TURN_THRESHOLD:
                if relDest.relH > 0: velH = MAX_TURN
                if relDest.relH < 0: velH = -MAX_TURN
                velX = 0
                velY = 0
                goToPosition.bookingIt = False
            else:
                velY = 0
                goToPosition.bookingIt = True
        else:
            goToPosition.close = True

        goToPosition.speeds = (velX, velY, velH)
        helper.setSpeed(nav, goToPosition.speeds)

    else:
        if goToPosition.adaptive:
            #reduce the speed if we're close to the target
            speed = helper.adaptSpeed(relDest.dist, constants.ADAPT_DISTANCE,
                                      goToPosition.speed)
        else:
            speed = goToPosition.speed

        helper.setDestination(nav, relDest, speed)

    if navTrans.shouldDodge(nav):
        return nav.goNow('dodge')

    return Transition.getNextState(nav, goToPosition)